Suggestions

Kick and ban reasons.

Why is timelimit in minutes and hidetime in seconds? A little consistency, please.
 
An optional Race style 3-2-1 countdown for time attack, so the title card won't get in the way when thokfesting at the beginning of the level.
 
I have been thinking about this for a while and I decided to post it.

You know when you are making a Sonic wad, you make the blue part of the sprite be able to change color,and you put this in the S_SKIN:
Code:
startcolor = 225
So, when you put your wad on SRB2, only the blue parts of the sprite can change color.
Nothing more, nothing less.

What if there was an additional thing that you can put in the S_SKIN, such as this:

Code:
startcolor = 225
startcolor2 = 128
Which would make the red of the shoes be able to change color separately.
Like the Blue parts could be grey, and the red parts could be green, for example.
I think this all might be possible by the use of a console command, such as:

Code:
color=grey
color2=green

This would appeal to people new to the game being able to use a command to change parts of the body's colors, and put there Fan Characters in the game without the use of a character wad.
 
WE GET IT, TIMBERWOLF, YOU SUCK WITH SONIC.

This doesn't mean other people shouldn't be able to use his abilities to their full potential. Geez.
 
Have a command to disallow certain skins in a netgame(ex: disallowskin sonic). This would help if the host did not want a certain skin to be used, but would not have to force another skin on to everybody.
 
A_IfPlayerSkin
Var1 = Skin number
Var2 = State to be sent to
If used on a Player state, it'll check the skin number of the player that's calling it.

If used on anything else, then in single player it'll check the skin number of the player (>_>), and in multiplayer it'll check the target. If the target is not a player, then it'll check the nearest player.

Also things like
A_IfPlayerFlags
Var 1 Lower Bit = Whether to use an OR, XOR, or AND
Var 1 Upper Bit = Number to check
Var 2 = State
 
About mace axis: I'd like to set an offset/gap between the mace axis and first link of the chain, in order to avoid this kind of graphic glitch:



I know I can set length, speed and angle for mace rotation plane by using LD-09, but I'd like to "install" a rotating mace in a large toggle.
 
Last edited:
Speaking of maces, allow the chain and Spikedball to use diferent sprites. Could be used to make a Sonic 1 "Recker-Chequer" ball, or vines you can swing on. Sprites would be changed like they do with the Rock spawners.

Also, a version of the rope hang that lets you move by pressing left/right, like in Flying Battery.
 
Speaking of maces, allow the chain and Spikedball to use diferent sprites. Could be used to make a Sonic 1 "Recker-Chequer" ball, or vines you can swing on. Sprites would be changed like they do with the Rock spawners.

Also, a version of the rope hang that lets you move by pressing left/right, like in Flying Battery.
We'd need more sprites for that.
 
A_IfDeafFlag

A_IfMultiFlag

you know what to do 8)

EDIT: Why the **** does vbulletin try to convert my eight-right parantheses into an image smiley and then fail at it anyways
 
You know the Disco Room in ERZ2, they should make that eggman appearance near the end into boss rush, because that's what it seems like there doing there, if im not mistaken.

They should make a get wad/server system similar to the one that skulltag has, it would make things easier.

if the Dark City Zone gets made. it should have some kind of scrolling street boss, i think it would be interesting design.

Speaking of Dark City zone, I would like to see it as a casino night zone-like zone.
 
Arid Canyon 1 needs more point markers. Taking the short path, the next one after the first is only in the cave with the oil drainer.
 
Arid Canyon 1 needs more point markers. Taking the short path, the next one after the first is only in the cave with the oil drainer.

I am unclear on what you mean by point markers. Do you mean areas on where the player can find the way to go more easily? If so, there are some places on ACZ1 where that is fixed. I don't think that area in particular is fixed though.
 
Just for my own knoledge, why are Multiability and Nojumpspin partnered together? I can understand Multiability as a Spin replacement but why was Nojumpspin tacked on in there? To make this a suggestion I'll say what it should be- Multiability should be seperate from Nojumpspin, which should be a 0 or 1 value.
 
Point Markers. Warning, colorful language. X)

Stuff has its names. Barriers, item boxes, bonus plates and capsules, not shields, monitors, end level signs and Egg Prisons.

Take it as a pet peeve if you will, but you're not running around calling enemies "badniks", are you?
 
And I've never heard them called "Point Markers", they've been "Star Posts" as long as I can remember. I remember the manual for Sonic 1 calling them for "Lamp Posts" or something like that, but I rarely played the games where they didn't have a star on them, and SRB2 definitely uses a Star =P

Why not use the terminology everyone ELSE uses so the rest of us understand what you're talking about?
 

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