Kaysakado said:I dsicovered one, the way that sucks because Knux can climb on the invisible FOF, and because it would cause lag in big levels, and I forget who made the other.
Chaos Knux said:JTEBOTs in regular SRB2, but only as an unlockable feature or in alternate gametypes.
Example:
Match-no bots allowed
BOTMatch- bots to fight
Useful when MS is down and you want to play tag/match.
Please discuss/nuke within a week.
I don't think that would work. See, what if you want the scenery to still be moving? I don't think Crawlas would give up the chase just because you got to the exit. And what if you ended the level in the air? I`ll Begin's idea would give the best effect. Water would still be moving, conveyor belts, etcetera.Kaysakado said:2. Actually, instead of continuing to render the level, the game should take a snapshot of it and use that as the INTSCREEN.I'll Begin said:Level header option for a Genesis-style intermission screen, like you can still see the stage (and it's still being rendered) and the scores appear in front.
It'll be just like the HUD and title cards, right? Only, you can't move when you hit an exit sector, so you take more note of the score. Maybe people who haven't hit the exit sector yet would still be able to move but have the score tally anyway..? Eh, that would be rather unfair to those who did hit the exit sector, as those who move could still gather points. Perhaps SCORECARD = 0 would enable this, 1 being default. A console command, too. SCORECARD ON would be default. EXITMOVE = 1 would allow characters to move after they hit the exit sector, but not gain any points or collect Rings. Falling into a pit after the exit sector has been triggered spawns you on the end sign (Or center of the exit sector that was triggered, if no sign exists) and NO BONUS would show. All score tallying would halt, and score given will be taken away. If the score taken decreases past a multiple of 50,000, a life is taken. (Just so that people can't abuse it)JEV3 said:However, Kaysakado's idea would be simpler and might have better performance. However I really don't know the engine... I'm not sure if its possible to still render the level and simply paste the score screen over top of it.
Score - *already implemented*
Time - *already implemented*
Best Starpost Time - Would record the best time from one starpost to another of a higher value...
Slowest Starpost Time - Same as before but with the longest...
Damage Taken - Lower values are better; grades like matches...
Or something like that, it would effectively place emphasis on racing but not just on getting a real good time.
Turns out we already implemented Kaysakado's idea...about 2 months ago.Boinciel said:I don't think that would work. See, what if you want the scenery to still be moving? I don't think Crawlas would give up the chase just because you got to the exit. And what if you ended the level in the air? I`ll Begin's idea would give the best effect. Water would still be moving, conveyor belts, etcetera.Kaysakado said:2. Actually, instead of continuing to render the level, the game should take a snapshot of it and use that as the INTSCREEN.I'll Begin said:Level header option for a Genesis-style intermission screen, like you can still see the stage (and it's still being rendered) and the scores appear in front.
I saw one month ago, that the story and all the menus were written into the exe. In fact, there are not many things to translate, but it can be useful to people who do not understand english well...Armand said:Make translations of the game possible without using the wad system or modifying the source code... :)