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Old 11-27-2017   #5901
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I think it would be cool if the elemental shield could set fire to oil slick when rolling over it or being able to burn some of the leafy fields in CEZ1 (the part where you come across a lake in the map where there are leafy fields with rings inside them.)

I think this would be a neat gimmick that could open up more possibilities with level design and hiding valuable items. I.e having a secret entrance to a room filled with a token/extra lives/emblem and covering it with a leaf pile or pile of wood that can be burnt using the elemental shield to get into the pit. Or maybe being able to light torches with it.

And yes I did get this concept from Mania.
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Old 11-28-2017   #5902
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It was already pretty dumb in Mania with giant screen-covering flames everywhere you went, and in 3D it'd be even worse because it's now blocking your field of view while you're right in the middle of it.

Might be neat in a custom mod, though
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Old 11-28-2017   #5903
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We've talked about shield-stage interactions like that before, long before Mania released, and the general problem is that we have five shields and the player can easily lose them. Most players would never even see the interactions in normal play.

Last edited by Mystic; 11-28-2017 at 02:00 AM. Reason: Typo
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Old 11-28-2017   #5904
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How many oil slicks are even in the game, anyway
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Old 11-28-2017   #5905
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How many oil slicks are even in the game, anyway
Just the ones in ACZ, which I believe number about ten.
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Old 11-30-2017   #5906
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Based on the current goof where the character ability trigger is inverted, why not keep this but assign it to 3 new numbers? Could be useful for example like making a lift that takes characters to different floors depending on who you play as.
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Old 11-30-2017   #5907
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Yeah, that goof was my fault, I introduced it by accident in the early 2.1 patches so I recall. It's going to be fixed for 2.1.20 though.

But yeah, I could implement a deliberate inverting behaviour, but I'm not sure we should bother with that for 2.1 tbh. (2.2 though on the other hand, sure, I'll sort something out)
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Old 11-30-2017   #5908
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I'm sure i'm not the first one to think about this, there's even a mod that added this, It would be nice if characters gained speed by running down slopes, similar to most Sonic games, not just by spinning.
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Old 12-22-2017   #5909
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In the classic Sonic games, holding down on the D-pad as you hit the ground made you immediately go into a spin. It would be convenient if holding the Spin button as you hit the ground in SRB2 did the same thing, especially since 2.2 will make spinning more useful by introducing slopes to the vanilla levels.
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Old 12-22-2017   #5910
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In the classic Sonic games, holding down on the D-pad as you hit the ground made you immediately go into a spin. It would be convenient if holding the Spin button as you hit the ground in SRB2 did the same thing, especially since 2.2 will make spinning more useful by introducing slopes to the vanilla levels.
As cool as that sounds, I think it could conflict with other character wads that make you hold the spin button for an action
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Old 12-22-2017   #5911
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As cool as that sounds, I think it could conflict with other character wads that make you hold the spin button for an action
Not really, the action only needs to take place on the ground, whether you're jumping or not.

Last I heard about this feature it was being discussed about being implemented. I think the decision may have been passed and has been implemented into 2.2 already. Correct me if I'm wrong.
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Old 12-22-2017   #5912
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As cool as that sounds, I think it could conflict with other character wads that make you hold the spin button for an action
The conflict would only come up for characters that use the Spin button for custom actions and are capable of spinning on the ground, which means characters like Silver and Eggman would be fine. Of the characters that meet those criteria, most only ever require you to press Spin in mid-air, not hold it (e.g. Jasper), so I don't think it'd be that big of a deal. At worst, a couple of custom characters would have to move an action from Spin to Custom 1 or something.
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Old 12-23-2017   #5913
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In the classic Sonic games, holding down on the D-pad as you hit the ground made you immediately go into a spin. It would be convenient if holding the Spin button as you hit the ground in SRB2 did the same thing, especially since 2.2 will make spinning more useful by introducing slopes to the vanilla levels.
If you roll off a cliff, holding Spin will let you keep rolling when you land. While this does not apply to simply jumping or falling while running (nor jumping while rolling, I think), what you're suggesting is already partially in SRB2, just in case you didn't know.
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Old 12-23-2017   #5914
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If you roll off a cliff, holding Spin will let you keep rolling when you land. While this does not apply to simply jumping or falling while running (nor jumping while rolling, I think), what you're suggesting is already partially in SRB2, just in case you didn't know.
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Old 12-23-2017   #5915
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I'm sure i'm not the first one to think about this, there's even a mod that added this, It would be nice if characters gained speed by running down slopes, similar to most Sonic games, not just by spinning.
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In the classic Sonic games, holding down on the D-pad as you hit the ground made you immediately go into a spin. It would be convenient if holding the Spin button as you hit the ground in SRB2 did the same thing, especially since 2.2 will make spinning more useful by introducing slopes to the vanilla levels.
Hey not to self-advertise or anything but both of these things exist in my Classic.wad modification found in the Lua section of the forums, though it would be cool to see both of these implemented into vanilla, especially with all those downhill slopes I keep seeing in screenshots of both 2.2 and other unreleased things.
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Old 12-23-2017   #5916
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I'm kind of against both of these suggestions. Allowing speed gains when running down slopes means that there has to be a dynamic running speed cap, which would as a side effect also allow Sonic to keep his 60 FRACUNIT thokspeed when on the ground. That honestly sounds really fun but it would also completely change the way we play SRB2—which I guess with 2.2 changing most of the game's design anyway, is not a huge deal, except that we already have spinning as an effective and sensical method of doing the same thing, not to mention it might alienate veteran players and make Sonic even more overpowered (because some people seem to get butthurt over that). The hold-spin-to-land-in-roll mechanic seems less intrusive to me, but when playing classic.wad there have been a lot of moments where I accidentally performed the move when I didn't want to. That might just be me not being used to the mechanic, though I definitely felt extremely frustrated whenever it happened—not to mention that it happened more than I found deliberately performing the move to be useful (once again however, 2.2's new slopes may possibly flip that ratio, as has been mentioned). It also inadvertently buffs Sonic because he can roll on the ground at the speed of his thok much more easily after landing (you can perform this in the current game but it requires some precise timing). More than anything I just don't really see why having to press the button after you land instead of being able to hold it down beforehand makes such a big difference; the only case where I can see it being more useful is to protect against enemies when landing. That's my two cents on those things, I guess.
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Old 12-23-2017   #5917
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Y'all are forgetting the Whirlwind Shield, if you try holding spin in the air with that one then you're not going to be spinning much.
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Old 12-23-2017   #5918
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Yeah that happens but it's not like you're rising infinitely. In fact you're able to better position yourself, and get more height and therefore more speed if rolling down a half/quarter pipe with the lack of the spinning flag and the extra air time.
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Old 12-27-2017   #5919
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The MIDI files are very, very old and are in need of some updating. Take, for example, Techno Hill Act 1. The MIDI version is at a differing pitch than the OGG version. Also, I believe the credits theme is completely different between the OGG and MIDI versions.
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Old 12-27-2017   #5920
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I always thought the Metropolis credits theme was fine, not sure why they replaced it with a questionably-trimmed tune.
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