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Old 02-28-2018   #6001
Goldenhog
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Originally Posted by glaber View Post
Well the forwards and backwards animation stuff is going to be covered with character direction changes similar to analogue movement, but without the analogue movement.
Yeah but DirectionChar is optional so it'd still be worth it to have proper backward-moving animations and stuff for the people who want to keep using the old system.
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Old 02-28-2018   #6002
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I figure if you're changing the default settings and it looks weird to you, that's on you. Directionchar is the intended visual setup from now on.
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Old 02-28-2018   #6003
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I would go better than playing animations backwards: have the option for altogether separate animations for walking backwards and even sideways (the forward walking animation never made sense for strafing). But that's just me.

Not that it matters when directionchar will be the default in 2.2. Unless it's ringslinger gametypes, I don't remember exactly what we did about it for those.
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Old 02-28-2018   #6004
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Directionchar is disabled in ringslinger, but so is the camera so you're not exactly going to see yourself running backwards anyways.
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Old 02-28-2018   #6005
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A lot of the character sprites take motion direction into account (e.g. Sonic's shoes, Tails' tails), so having them play backwards might actually look weirder anyway.
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Old 02-28-2018   #6006
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When you see Sonic run backwards while looking like he's running forwards, just pretend he's channeling his Michael Jackson influences.

(Trivia: I had a post count of 742 before posting this.)
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Old 03-01-2018   #6007
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And you gave that up to make post 'boob' in this topic, so all is forgiven. (What? The number 6 is just a curly b...)

Anyways, yeah. Directionchar was created as a teaching tool to help explain player motion, and creating additional assets when that exists (and character .wads are difficult enough to create already) is foolish. It'd be similar to (if not quite matching) the level of complexity added on-slope sprite angles...

Playing animations backwards isn't exactly feasible under the new player sprite system, either. Maybe it should be, but at least not right now.
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Old 03-09-2018   #6008
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Little nitpick but will you update the heights for shield sprites to actually fit knucklehead ? :p (like, scale them up little bit)

Last edited by RomioTheBadass; 03-09-2018 at 01:42 PM.
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Old 03-10-2018   #6009
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I think a neat feature for 2.2, would be to have the ability to unlock the older versions of the remade zones in a "Legacy Mode" of sorts by collecting emblems.
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Old 03-10-2018   #6010
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Like the Mystic Realm Archive? That'd be nice as a replacement for SRB1 Remake.
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Old 03-10-2018   #6011
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SRB2 The Past ?
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Old 03-10-2018   #6012
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Sammy, and forgive me for doing this mods, go Check out SRB2 the Past. It's almost exactly what you're suggesting.You just don't need emblems for everything.

Edit
Make it so that cutscenes can support more than 8 pictures per scene.
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Last edited by glaber; 03-16-2018 at 07:05 AM.
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Old 03-17-2018   #6013
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Maybe you guys could add in-level cutscenes on the 2.2 new version.


Wait maybe this post is too old for this reply...



Or maybe i'm wrong...


Edit: Yeah i was really wrong, this post is not old :P
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Old 03-19-2018   #6014
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Any chance we get non 2 powered texture loader ? too much work to just import textures currently, it would be nice to also have the ability to use wall textures on planes and vice-versa, these would really help speed up the level design workflow, and are reasons why I love mapping for GZDoom.
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Old 03-21-2018   #6015
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Allow (Non-joining) spectators in ring slinger modes to change characters. also make it so that if you change characters after joining (not spectating) your character dies and you loose all your currently collected goodies
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Last edited by glaber; 03-24-2018 at 02:53 PM.
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Old 03-22-2018   #6016
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Spectators in ringslinger gamemodes can already change characters.
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Old 03-23-2018   #6017
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I noticed the Lindef type 527 (Quicksand) doesn't have a "sideless" variant like the water and goo linedef does (Linedefs 123 and 125). Is there any reason for it? I think it would be a good to have a Quicksand FOF with no sides too.
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Old 03-23-2018   #6018
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Probably no reason other than the person who implemented quicksand didn't think of adding a linedef type for the sideless version at the time. You can make a sideless quicksand FOF yourself with the Custom FOF type anyway.
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Old 03-23-2018   #6019
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This guy here, I'm not even sure how is one supposed to dodge his projectiles, Always gets me, unfair enemy placement ?

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Old 03-24-2018   #6020
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A skin flag to disable the spin jump animations would be nice. there is no way to disable that currently without disabling the spindash ability for the skin, or doing hacky stuff and recreating the spindash.
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