犬夜叉;674593 said:This exists in the code already. It's commented out.
Why?
Well, isn't Explosion already ungodly overpowered as is?
There already is oneSlider for SFX volume in the options menu.
No there isn't. "Sound Volume" controls the master volume for the entire game.There already is one
It depends on which Interface code it was compiled with:No there isn't. "Sound Volume" controls the master volume for the entire game.
Can I be an asshole for a second? ok....
HAHAHHAHAHA
I really do not think changing the PLAYPAL/COLORMAP memblock while in level mode will work so well, but if someone want to try to code up the linedef, be my guest.
my turn!
I'd like to point out that the original proof-of-concept implementation of per-level pallets was the loading of an external wad with the desired pallet through a script-activating linedef, which could only be done once the level had already been loaded. In other words, the viability of per-level pallets was discovered precisely by loading new pallets in the middle of a level... So naturally, a linedef to switch between pallets in the new system should work fine.
alam@irc said:i know, but i stuck at messing with the play code, plus i am not a mapper, so i do not know how would a linedef trigger works
and yes, it would work in real time
The solution is called: Don't use Ocean.Forum: A way to easily identify links when they look like regular text.
The solution is called: Don't use Ocean.
Special stage difficulty is fine; although something needs to be done about Special Stages in netgames, where just one player can screw up the whole stage. Instead of the stage ending, just have them unable to move with all their collected rings removed from the total.
But... everybody else is supposed to represent Tails in Sonic 2!Maybe ring totals just shouldn't be removed. Also, each player should have their own timer as well, so that a player in the water doesn't screw up others either.