Well first off, in 1991, people use this magnificent book called a MANUAL.
Then make her an unlocked-by-default character, like Sonic, Tails and Knuckles! That'd make her just as important to the plot as Knuckles is(seriously, watch the intro - Knuckles just came to help out of nowhere).
The ironic part is that Nights mode probably already has this beat. Each little ball in a hoop is a separate sprite and Super Sonic poops out a lot of little stars.
Or just remove the maze altogether. It's really boring.
Not true, you can choose nights draw distance in the options. If you dared to look. It just happens to be set lower. It can be infinite too.Nights mode has a quite limited draw distance by default (unlike the rest of the game) so that's probably part of it.
I'm just gonna throw this back up because no one seems to have seen it.Look guys, I know you don't wanna over do it, And I don't curse much here, but...
WHY THE HELL IS IT THAT:
YELLOW DOES NOT USE ALL THE DAMN SHADES OF YELLOW?
Hell, olive doesn't even use half, and black should use 16 even IF it uses the darker part of... what, 32 hue-less values? Are you serious ಠ_ಠ?
The whole palette:
are you FUCKING kidding me!?!?
Absolutely no good game from pre-1992 required the player to do any reading up in the manual to understand what was happening in the game. It was common practice before the Playstation to design the first levels of the game to gradually introduce the player to all the elements by way of controlled experiments. SRB2 has no need to be any different.
You want SRB2 to have a manual? Ask for a manual.
Because none of the mainstream classic Sonics ever did that? And you can complete this entire game without getting hit once if you're good enough. The fact that we even use rings for vitality makes the game easy as it is.
The intro hasn't been touched since like 2003. lol
Because none of the mainstream classic Sonics ever did that?
What the f***!?!?Because none of the mainstream classic Sonics ever did that?
One thing I'd love to see (at least in OpenGL) would be .smd support for models.
Like, if in md2.dat, I type "Sonic ClassicSonic.smd 2 0", then if the file "MD2/ClassicSonic.smd" exists, that will be loaded, similarly to .md2, just as a static model.
But... if the file "MD2/ClassicSonic_anim.smd" or "MD2/ClassicSonic.ani" or something exists, being of an animation .smd format, that will be loaded as skeletal animation (like vertex animation for .md2 models) for "MD2/ClassicSonic.smd", since the .smd format supports bones.
.smd is a fairly "simple" format, after all. Yes, I'm talking about the one VALVe uses to compile models for the Source Engine with. Well, used to, until they hopped over to the .dmx format, which would be too complicated to implement successfully without too much hassle.
Another thing I'd love to see is, if we say I have "Sonic ClassicSonic.md2 2 0" in my md2.dat, then if the texture MD2/ClassicSonic.png exists, it will also check for other colours, like ClassicSonic_Red.png, ClassicSonic_Neon_Green.png, etcetera. As in, [modelname]_[colour].png. If a colour can't be found, it will use [modelname].png instead.
That would always leave 1 coloured png unnecessary, since for Sonic, [modelname].png would probably be blue, so [modelname]_Blue.png wouldn't be necessary for that model (but still loaded if it would exist).
This way, one can actually have coloured models that work without a whole character wad made with the model texture as all frames.
If this colour-support for models would be added, I'd definitely start using models for a lot of things.
Oh, and for super characters, it would be [modelname]_Super1.png, Super2, Super3, Super4 and Super5, since those are actually the names of the colours inside r_draw.c. The vanilla Knuckles would have KSuper1 to 5, of course, since those are what he use.
True, true.I'm just gonna throw this back up because no one seems to have seen it. And because I really really care about that thing, to be honest.
Also, about the palette thing in the previous post... Black uses the darkest 8 shades of black because it's supposed to be black, not gray. For the darkest 16 shades of black to actually be black, you'd need a character that has really dark colours before being coloured, to be honest. I mean, look at this Sonic. (That's a link to a picture.) On the left is gray, or what you call black. On the right is something that actually looks black.
But yellow, I have to admit, it should had used all 16 shades. *Checks* Nope, looks absolutely horrible. It should had used the 12 darkest shades of yellow, though, that looks good. But well, what has been decided has been decided.
Not true, you can choose nights draw distance in the options. If you dared to look. It just happens to be set lower. It can be infinite too.
Nights mode has a quite limited draw distance by default (unlike the rest of the game) so that's probably part of it.
*Facepalm in my own ignorance*I know that. Reread my post.
WHAT THE F***!?!?
HALF OF YOU SAY "Oh look, the classics are perfection"
WHILE AT THE SAME TIME SAYING "But we can't do just like the classics, we should be original"
AND THEN SAYING "But the classics..." WHEN EVER SOMEONE TALKS ABOUT IMPLEMENTING SOMETHING NOT STRAIGHT FROM S1,S2 OR S3!
What is wrong with you people.