Yes it is. Gravity Boots. That's how Reverse Gravity works; Gravity Boots that don't turn off unless a sector makes them.
Senku Niola said:Ok I'll just go make Yellow Yellowness Zone then. :<
Gravity boots? Last time I checked Sonic didn't have gravity boots..
This was debated well before release.I still think recycle should keep your gravity the same.
It's yellow so you know EXACTLY who is Super when they turn super and can easily spot them and act accordingly (Auto/scatter them, run like hell, etc.). Yellow is the most noticeable color there is.
I said if superanims is on. I meant if it isn't, then it uses yellow, if it's on, you can use any colour. Because it uses superanims.
This was debated well before release.
Gravboots powerup is designed to be temporary, thus it's swapped with everything else.
Not all superanims are that noticeable. Even so, it;s possible WITHOUT it. Just color the sprite what color you want.
...Unless you were stupid and made the sprite the same color as it's prefcolor, THEN you're screwed.
Not all superanims are that noticeable. Even so, it;s possible WITHOUT it. Just color the sprite what color you want.
...Unless you were stupid and made the sprite the same color as it's prefcolor, THEN you're screwed.
Only one problem with that. Spintrail. Thought of it? That's the main reason.
Er, there are.Well then Twisted Terminal has an issue unless we add some springs or something to the ceiling that you normally don't access when upsidedown.
Yay, cheap deaths.
How about we transfer player mobj's tracer info when it exists? Tons better idea. >_>;
There's always spinitem. Get creative with it so it works for all colors.
this pleeeeeeeeaaaaaaaase.Yay, cheap deaths.
How about we transfer player mobj's tracer info when it exists? Tons better idea. >_>;
Also D00D64: That doesn't count as a telefrag. Telefrags are strictly for teleporting into someone and killing them.
What? No, JTE's shadows don't move around because they don't know where "north" is (North is north, what are you talking about?), it's just that the sprite polygons are always facing the camera, and the shadows are all but a perpendicular polygon parallel to the floor. Plus, the sprite being displayed is drawn from the source mobj, so even if they had a fixed orientation somehow they'd still have the problem of incorrect perspective (for instance, if Sonic's shadow was cast off to the side, it would still look like it was being seen from behind), not to mention making the sprites look a lot flatter (since the lower edge of the shadow would extend below the sprite polygon).North = 0~360
This gives a North orientation for Mobj's shadow castings, if OpenGL returns.