It must be disorienting to him because of the TopDown camera, or the textures? I think it looks lovely.
It's time to get back to work, gentlemen:
It's time to get back to work, gentlemen:
The only real issue I'm seeing is that Software's skewing becomes incredibly noticeable at the camera angle you guys are using. While I get that the skewing itself is unfixable aside from switching renderers, maybe the camera could be brought down a little to alleviate some of that a bit?
True, but do remember movie mode has a huge effect on resolution, setting it to the smallest possible, we just recommend much higher ones.I do have to say, though, that some of those textures are probably a bit small for the camera distances, and are creating a pretty bad moire-ish effect. It probably isn't as bad in-game, but it's something you guys might wanna keep in mind.
They're just not re-implemented yet yeah. Shadows for enemies have been a planned thing.(I presume shadows are going back in? Would it be worth it to add shadows to more than just the players? Enemies in particular seem like they'd be easier to hit if they had shadows marking their locations.)
I do have to say, though, that some of those textures are probably a bit small for the camera distances, and are creating a pretty bad moire-ish effect. It probably isn't as bad in-game, but it's something you guys might wanna keep in mind.
I dunno how to feel about this, since it'd change the gameplay a lot, especially for multiplayer. It's been on the drawing board as for whether this should just be done though.
The best part about the porting process is fucking around pointlessly
For some reason I thought that Sonic would not be able to transform into Super.
I spy custom textures
With that said, I'm also noticing now that the camera just snaps after one of the players falls out of the view. You guys are gonna smooth that out, right? :v
If nothing else, cam_height will still be an option to allow us to set it manually, riiiight?