Well, actually, they were removed because 2.0 changed all the object numbers, causing them to not work correctly anymore. Because they sucked, we removed them entirely instead of fixing them.
That would be meHmm. Maybe someone started on a hack solution to fix it but never finished? No idea.
How do you get motivation to work on a map again? I really want to work on one of my maps, Midnight Shores Zone, but every time I try to work on it, I always end up having lack of motivation. which leads up to procrastinating, which then becomes an endless loop. So how does one stop procrastinating and get motivation to do something again?
Framerate. AGZ lacks a reject, so back when AGZ was merged I had to remove the crawlas otherwise if you didn't kill them there would be literally hundreds of them pointlessly attempting to chase you from across the map. We've already done some things in the enemy department for AGZ in order to make it feel more lively again, although the enemy bouncing still isn't going to be nearly as effective as it once was.Why were nearly all of the Crawlas removed from the Aerial Garden Zone hyper level? I know it had a lot of enemies to begin with but they were so useful for Sonic to badnik bounce up to greater heights! The BASH is certainly as big of a threat however it tends to laughably suicide if it whiffs the player and hits the edge of the screen, descending into the death pit.
How do you get motivation to work on a map again? I really want to work on one of my maps, Midnight Shores Zone, but every time I try to work on it, I always end up having lack of motivation. which leads up to procrastinating, which then becomes an endless loop. So how does one stop procrastinating and get motivation to do something again?
He's more viable than Tails, but less than Sonic I guess. Sonic's thok just gives him way too much power in general for the competitive modes that it's not really worth too much comparing the others to him. As far as against Tails goes, using mouselook with his glide gives him a way to very quickly change direction unpredictably, so he gets an advantage in being difficult to hit but can't get as much aerial mobility. He can probably be situationally good in somewhat tight areas where Sonic can have difficulty running circles around everyone else with thok, and his increased fire rate will help him land shots on flying Tails'. He also has higher acceleration than Tails to help him with avoiding shots. The problem with Knuckles and spam in general with the competitive modes is that you need rings, rings that are usually already sucked up by all the Sonics because of them being able to get them faster and safer.Another question came to mind. What viability does Knuckles have in competitive netgames (match, CTF, race, etc.)? I asked this question on the Discord and someone said he has an increased fire rate (25%) specifically. Knuckles has always been my favorite character of the three but I’ve learned to accept that I’m bad at ringslinger modes and it’s also lead me to believe that Knuckles has too many shortcomings compared to Tails and Sonic. I feel like he doesn’t really have much of a niche when it comes to ringslinger modes mainly. I’m not too concerned about his role in race mode because Sonic and Tails will always dominate race mode.
Sonic is so hard to hit with his mad thokking prowess and Tails can be too along with being a complete nuisance with rails. Meanwhile, we got Chuckles who is extremely vulnerable and defenseless while climbing walls and doesn’t has a gliding ability that doesn’t hurt opponents so he has to try to shoot while gliding if he wants to take advantage of being in the air.
I don’t really talk about this much though because I don’t know what could be done to buff Knuckles that can allow him to retain his vanilla/nostalgic features (so giving him punching moves is a no). My biggest suggestion would be to allow Knuckles’s glide ability to hurt anyone in his path. Just my two cents.
I don't want to go ahead and say anything about the OGG soundtrack, but we actually just got an enhancement to MIDI support today.
Just to clarify, the MIDIs will still be in music.dta. There isn't a sound font for a majority of the OGG soundtrack since it's being recorded with real instruments and synths. Most of the 2.2 OST isn't deviating far from previous versions of the songs, so you'd be able to work off of older MIDIs anyway.If SRB2 version 2.2 won't have MIDI-type music for the vanilla game (which it likely won't, from what I can tell), will "sequence" files for version 2.2's OGG-type music be released anyway for people to be able to "mod" the music more easily?
I do not expect the soundfonts or such, but at least having the proper note pitches and timings could be nice and fun for people who want to play around with it, e.g. for changing the instruments or learning how to play the music on a piano or something.
Really? How?
I don't know the technical details, but the end result is that the MIDI musics are no longer system-dependent for their sounds. Everyone should be able to hear things the same now.
I don't know the technical details, but the end result is that the MIDI musics are no longer system-dependent for their sounds. Everyone should be able to hear things the same now.
Rob's talking about this:I don't know the technical details, but the end result is that the MIDI musics are no longer system-dependent for their sounds. Everyone should be able to hear things the same now.
I'm not sure that's an enhancement.