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Old 3 Weeks Ago   #41
Lilac
 
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I really do love that Sapphire Color. If I could do palette stuff, I'd make a palette for it in 2.1
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Old 3 Weeks Ago   #42
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Dunno if this is the right thread, but I always felt like certain Record Attack requirements were really harsh, I'm looking at you, GFZ 2 Score Attack. taking me half a year to complete.

Perhaps lower the requirements a tad bit, even by 100 points, it'll make things more merciful
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Old 3 Weeks Ago   #43
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Has any of the devs actually tested 2.2 on older and slower systems? I'm curious if i can play it on my old PC [bascially windows XP]
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Old 3 Weeks Ago   #44
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Quote:
Originally Posted by GreenKnight9000 View Post
Dunno if this is the right thread, but I always felt like certain Record Attack requirements were really harsh, I'm looking at you, GFZ 2 Score Attack. taking me half a year to complete.

Perhaps lower the requirements a tad bit, even by 100 points, it'll make things more merciful
You can do it easily with tails.
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Old 2 Weeks Ago   #45
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Quote:
Originally Posted by MK.exe View Post
Also. In that splitscreen screenshot, Sonic isnt in his traditional Blue.... Right?
Aren't his arms suppposed to be blue?

lol i haven't posted since 2006
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Old 2 Weeks Ago   #46
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Originally Posted by Homicide View Post
Aren't his arms suppposed to be blue?

lol i haven't posted since 2006
Ahh, classic Boom joke! :D
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Old 2 Weeks Ago   #47
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Honestly with the split screen thing, I would personally prefer that, if instead of the hud getting squashed, if the aspect ratio of hud placement was adjusted. So, instead of 4:3, its two sets of 8:3 (or 4:1.5, but that's a weird ratio, even if it does help get the math across better)

I mean, I could ask for that to be a configuration option, but that would require extra coding for a feature that not everyone would use.
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Old 2 Weeks Ago   #48
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Quote:
Originally Posted by frozenLake View Post
Honestly with the split screen thing, I would personally prefer that, if instead of the hud getting squashed, if the aspect ratio of hud placement was adjusted. So, instead of 4:3, its two sets of 8:3 (or 4:1.5, but that's a weird ratio, even if it does help get the math across better) I mean, I could ask for that to be a configuration option, but that would require extra coding for a feature that not everyone would use.
I'm a bit confused about what you mean by that... Do you just mean like how it currently is/has been in 2.1 and earlier? If so, I did ask about that earlier, to which Mystic replied this:
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The plan is that this is the new vanilla behavior. The main reason is that we too have a lot of random custom HUD elements. For instance, I have no idea off the top of my head where the tag UI is placed in splitscreen. By doing this we basically replace an ugly and broken HUD with a squished but way easier to maintain one.
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Old 2 Weeks Ago   #49
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Having some weird 8:3 ratio seems unnecessary since you can still see the HUD plus it fits the sonic 2 Aesthetic
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Old 2 Weeks Ago   #50
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Frankly I'm not sure Sonic 2 was even going for an "aesthetic", it may have been just a lazy last-minute addition and squishing the screen was the simplest way to pull it off?
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Old 2 Weeks Ago   #51
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Doubt it really was last-minute but yeah I imagine it was the simplest way to do it and they decided it looked good enough
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Old 2 Weeks Ago   #52
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That's basically why we're going with it as well. It's just easier to have a standard case for it that applies to everything than to need to have a "what about splitscreen?" exception for every HUD element. Now we just have a general case so when we inevitably end up needing a new HUD element for something, and we all know it'll happen again, we can just use the same code again.
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Old 2 Weeks Ago   #53
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Currently, three out of the four corners available in each player's screen are taken up by a HUD element in a standard 2.1 co-op splitscreen game (or even all four in a circuit race or in 2P's when showfps is enabled). It's extremely difficult to fit custom Lua elements in there. The new system makes things a lot easier for both developers and scripters to add new elements. Everyone tells me not to worry about supporting splitscreen when I make stuff, but now I won't even need to worry about it. I think that's a pretty positive long-term change. (Besides, from what I know, not many people use splitscreen in the first place—and those who do aren't losing much.)
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Old 2 Weeks Ago   #54
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While I don't have hard data on it, I have a lot of anecdotal evidence that splitscreen is actually used a lot more than you'd probably think. It's clunky but IMO it's the best way to play Coop, because you can actually interact with each other easily.

It's a minority of players, obviously, just like netplay, but it's not a trivial number of players.
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Old 2 Weeks Ago   #55
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For sure. I would imagine that the majority of players I interact with are netgame players who don't have the luxury of being able to play next to someone in person. If my younger siblings enjoyed the game as much as I do I'd probably play splitscreen with them all the time. I usually try to support splitscreen as much as I can—Dirk the Husky, for instance, has full support for not only his main ability HUD element but also the little ice ring match icon that fits snugly into the red ring icon's place for splitscreen across all resolutions. It was very meticulous to set up, however, which is why I'm glad the process is getting a simplification.
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Old 1 Day Ago   #56
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I want to know if there'll be a countermeasure for the level select when viewing saves for characters that aren't present. Currently, if you so much as scroll down to such a save, the game crashes.

Last edited by Flare957; 1 Day Ago at 11:02 AM. Reason: Removing Stupid Question
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Old 1 Day Ago   #57
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There will be no more crashes caused by that; I believe they're marked "can't load" under that circumstance. S'a shame it took a complete reworking of the menu to fix, but...
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