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Old 05-03-2017   #5661
MarioFreak2001
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Originally Posted by Goldenhog View Post
I always thought they should just have Nights in the Special Stages

I mean might as well go the whole nine yards, right
I think that would make more sense because, if you think about it, being Super Sonic in a special stage doesn't make sense. He doesn't have all the emeralds yet, correct? How did he turn super if he doesn't have all the emeralds?
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Old 05-03-2017   #5662
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Our official answer is that it's a dream so don't worry about it. We may eventually add some extra graphics to help make that clear in-game, but it's not a high priority.
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Old 05-03-2017   #5663
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Obviously the correct answer is to make the player turn into Eggman in the special stages.

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Old 05-03-2017   #5664
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Maybe we could just have the player skin forced to sonic in special stages.
They already are
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Old 05-03-2017   #5665
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Dedicated (not re-used from normal gameplay) NiGHTS sprites for all characters are on the table for 2.2, although the default for custom characters (and if we don't finish the sprites in time) will continue to be Super Sonic.

Loops and corkscrews, on the other hand, are very much not. Slopes and quarter pipes provided several gameplay benefits that resulted in them getting made eventually after much complaining; loops and corkscrews don't have that added edge. Maybe it might seem "cool", but how much does it add to the gameplay experience? Nothing slopes by themselves don't provide.

EDIT: Was on the last page and didn't see this one. That's why what I'm focusing on is kinda out-of-date.
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Old 05-03-2017   #5666
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Since Sonic controls are considered terrible for beginners, why not put the word "Hard" in big letters to let them know what they're about to go into lol.
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Old 05-03-2017   #5667
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Originally Posted by toaster View Post
Loops and corkscrews, on the other hand, are very much not. Slopes and quarter pipes provided several gameplay benefits that resulted in them getting made eventually after much complaining; loops and corkscrews don't have that added edge. Maybe it might seem "cool", but how much does it add to the gameplay experience? Nothing slopes by themselves don't provide.
If you really think about it, loop-de-loops were kind of a formality after Sonic 1. They were a training obstacle in Green Hill Zone, as they taught the player that certain terrain can be cleared by running through them with enough momentum. The introduction of the spindash made even that kind of arbitrary.
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Old 05-04-2017   #5668
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Loops aren't useless, they allow you to build up momentum rapidly. They're way more practical in the case of outside loops, since those can be used to catapult yourself in any direction. Besides that, loops are just a consequence of inverted quarter pipes (and ceiling running), which are absolutely a great addition, but maybe not so important in an engine where we can't pitch or roll the camera. But even though the April O'Neil O'Fools loop was just a joke hack with gravity switching, how hard would it be to implement it for real? Just flip the player's gravity when they touch a ceiling slope and switch it back when their velocity dips below X value, right?

SUGGESTION: Since the slope-wall transfer apparently works in 2.2, can we also jump off the wall? I bet you can fake it without actually requiring wall collision, just flag the player going airborne off a slope while rolling, check for the angle of the nearest linedef (within like, 2 units) then thrust the player up and away perpendicular to that angle- then we could use the jump state to regain air maneuverability. Dunno how you'd handle that for a quarter pipe with no extended wall, but even if it meant getting a free jump on air, I still think that's preferable and truer to the classics.

If not that, can we still at least directionally influence the movement when going airborn after rolling off a slope? Anything to prevent stale air when going straight up. Even the Tony Hawk games let you DI out of quarter pipes so you don't have to hit the slope on the way down.
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Old 05-04-2017   #5669
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Basically, when you hit a quarterpipe, you're not transferring onto the wall, you're being launched into the air. We haven't completely nailed down the physics perfectly yet, but the intent is to give you as much directional influence as you have while jumping, since that's basically how the game is handling what's going on to begin with. Think of it like when you go off a small quarterpipe and get launched into the air in the classics.
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Old 05-04-2017   #5670
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If you're trying to give the player as much control as when they're jumping, couldn't you just add the jumped flag and remove the spinning flag when they come off the ground? Maybe add the thokked flag as well for good measure?
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Old 05-04-2017   #5671
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I'm not saying these changes are hard. I'm saying that we're in the stage where we've discussed how we think we want it to work, but haven't sat down and implemented it and tested it to make sure that we like it that way.
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Old 05-04-2017   #5672
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Quote:
Originally Posted by Ritz View Post
They're way more practical in the case of outside loops, since those can be used to catapult yourself in any direction.
I can see this being worked into SRB2, granted that the player is forced into spin.
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Old 05-04-2017   #5673
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That would be neat but if you could curl back into a spin and use the thok but in refering to classic games it doesnt happen at all.
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Old 05-07-2017   #5674
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New crusher types
1: FOF Crusher (Upwards)-Moves upwards fast and downwards slow. Makes the crush sound when it reaches the top of its movement. Can be muted with a linedef flag on the control sector. Movement constraints are set up the same way as moving fof's

2: FOF Crusher (Downwards)-Moves downwards fast and upwards slow. Makes the crush sound when it reaches the bottom of its movement. Can be muted with a linedef flag on the control sector. Movement constraints are set up the same way as moving fof's
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Old 05-10-2017   #5675
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Can the game be more controller friendly? I know in SRB2 Kart (2.0) I don't have to touch my laptop at all, while in vanilla 2.1 I have to switch constantly between the two.
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Old 05-10-2017   #5676
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Originally Posted by ProtoBlur View Post
Can the game be more controller friendly? I know in SRB2 Kart (2.0) I don't have to touch my laptop at all, while in vanilla 2.1 I have to switch constantly between the two.
It would help a lot if you stated why you have to constantly switch between the two.

If what you're talking about is better menu support for controllers (including customizable menu controls that let you bind keys (including opening the menu) as you wish), I have a fully functional version of that done... It's just that with version 2.1 being so old and already-used, it's kind of too big a change for a 2.1.X patch to add in, but once 2.2 releases, I should be able to port it over to hopefully get it into one of the first couple of 2.2 patches.

If what you're talking about is something else, please explain.
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Old 05-11-2017   #5677
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For the next version, possibly have Top Down mode as a possible game mode built into the engine? A lot of people seem to make their maps made for both nowadays. Maybe even put the maps in, too. It wouldn't be the first time a fan mod became canon (SRB1 Demake, Mystic Realms music... What I would do to see an overhauled Mystic Realm added to the game proper as a separate game campaign *sigh*)

Oh! And possibly make it so you can change a secondary color in addition to the primary, like that one lua mod. Adds a lot more variety in distinguishing players.

Last edited by Death Egg; 05-11-2017 at 06:12 AM.
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Old 05-11-2017   #5678
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Speaking of player colors, why can't we just change RGB Values like in ZDoom.
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Old 05-11-2017   #5679
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Quote:
Originally Posted by Zwip-Zwap Zapony View Post
It would help a lot if you stated why you have to constantly switch between the two.

If what you're talking about is better menu support for controllers (including customizable menu controls that let you bind keys (including opening the menu) as you wish), I have a fully functional version of that done... It's just that with version 2.1 being so old and already-used, it's kind of too big a change for a 2.1.X patch to add in, but once 2.2 releases, I should be able to port it over to hopefully get it into one of the first couple of 2.2 patches.

If what you're talking about is something else, please explain.
I guess I should have been more clear, my bad.
Anyway what you said was spot on. Is there any way you could P.M. that to me? I would love to have something like that.
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Old 05-11-2017   #5680
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Quote:
Originally Posted by Death Egg View Post
For the next version, possibly have Top Down mode as a possible game mode built into the engine? A lot of people seem to make their maps made for both nowadays. Maybe even put the maps in, too. It wouldn't be the first time a fan mod became canon (SRB1 Demake, Mystic Realms music... What I would do to see an overhauled Mystic Realm added to the game proper as a separate game campaign *sigh*)
You know, I've seen these kind of "add in this cool exe mod/level pack/custom gametype I like" suggestions before... and while I do kind of see where they're coming from, SRB2 really doesn't need to include all the cool things people have made as addons/mods for SRB2.*

* please don't quote me on this if we suddenly decide to throw in SRB2 Kart, Top Down, Mystic Realm, SUGOI (and while we're at it, SRB2SBAHJ) as unlockables in the distant future.

Top Down for example has a lot of changes to the gameplay itself, rather than simply being a version of Single Player/Coop with a top-down camera - rings act as HP restorers for a HUD health bar of sorts, players respawn with bubbles, everyone shares the camera, and the characters' stats and abilities are also modified. Not only would it be a lot of work just to port the code for Top Down's gameplay to ours, but implementing it would probably mean we'd also have to maintain it alongside the existing gametypes as well as working on the main SP game itself.

Mystic Realm, meanwhile, is a complete Single Player mod of its own, with unlockables, emblems and even a Super Sonic final boss. Again, we would have to maintain this alongside everything else in SRB2, even if we could feasibly add the level pack in without removing any of its features.

SRB1 Remake meanwhile has actually been removed from SRB2 for the next major version, 2.2. There is not actually much that is redeeming about it, and it wasn't even complete anyway (no bosses exist, and Space Chase Zone is notably absent).

Mystic Realm's soundtrack is undeniably good though, can't argue with that. But it's not just a fun inclusion anymore, our Special Stages actually use most of it now!
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