Why not try speeding up Knuckles' glide acceleration? How would that affect things in match and single player? Would Sonic still be less of a compelling character to play as?
As a matter of fact, I've been very recently debating making a "merge request" on the source code repository for (subjectively) better controller (and mouse) support for menus.
...As for making jump/spin universally confirm/cancel for menus, while I can see how that might be useful to some people for some reasons, I can also see a few issues with it, all in all weighing out to be pretty neutral-ish if the user knows what they are doing, and pretty bad if the user doesn't.Specifically, when using an X-Input (XBox-style) controller/a PlayStation controller (emulated into an X-Input controller)/a mouse...
- A/Cross/Left mouse button is used to confirm
- B/Circle/Right mouse button to cancel
- Y/Triangle/Middle mouse click to do the same as backspace (delete saves, blank out controls, etcetera)
However, I haven't made a way to open the menu using a controller, but even then, for my relatively essential configuration, only the B button is completely free during gameplay, and using that to open a pause menu seems... very silly and out-of-place.
I have tested my code changes (which is more than just changing the virtual key remappings), and it does seem to work pretty well, although I haven't tested it out 100%.
Just to be extra clear: The buttons I have in my "enhanced menu support" for controllers/mouse is still just as hard-coded as the escape/enter/backspace keys.I'm pretty sure we'd love to have a look at your code. I'd personally say it should go right in immediately but I'm not sure what would happen if the back-in-menu key was bound to jump or something like that, and it would probably be wise to plan for that eventuality.
Pressing spin after jumping from a spring turns the player back into a spinball and can use their special action again. This helps keep games fast.
What about second abilities with this like a double jump for all the characters with tails having highest and sonic having the lowest, and a fly cancel for Tails.I dont fully agree with this in terms of balance in CTF and Match modes
What about second abilities with this like a double jump for all the characters with tails having highest and sonic having the lowest, and a fly cancel for Tails.
Sonic isn't getting the instashield. Where did you get that idea?
We've said multiple times that:inb4 MotorRoach said that FSonic's gameplay was not for 2.2 , though having the instashield and dashmode and nerfing the thok might balance sonic's gameplay
Sonic isn't getting the instashield. Where did you get that idea?
I'm pretty sure MotorRoach confirmed that fsonic will be 2.2 sonic.
MotorRoach said:Q: Are these Sonic's sprites for 2.2?
A: Yes.