Sky The Destroyer
Member
IIRC, they removed grey because in dark corridors they would have a greater advantage.Is there any chance we could bring back the color gray for characters?
IIRC, they removed grey because in dark corridors they would have a greater advantage.Is there any chance we could bring back the color gray for characters?
Un-bind:
Unbind 0
Perma-bind:
Permbind 0 Chasecam on
Let me add in that, iirc, you can remove the bind from a key simply by typing BIND <key> without a command after it.gjdfkl
Which would be totally unnecessary/redundant, even as a secret.Possibly some sort of old version mode, where you can play as the old versions of the characters, IE the slow tails in 1.09.4.
You could just have those characters ported, I'm very good at porting things. I just need permission from the original creator.Possibley some sort of old version mode, where you can play as the old versions of the characters, IE the slow tails in 1.09.4.
Which would be totally unnecessary/redundant, even as a secret.
I think they were UPGRADED and BALANCED for a reason.
But you can still do that. I do it all the time in CTF.Why couldn't it be a secret? I enjoyed having tails spindash into flying, and going all the way across the stage.
I know I'm introducing a radical concept, but perhaps this means you should be helping each other out, using Tails to lift bad players over obstacles, and otherwise actually work as a team? It's called "cooperative" for a reason, and if you set playersforexit to all you're going to actually need to do so sometimes. Instead of just watching with F12, run back and show them which way they need to go directly. If you don't want to wait for everyone, just turn the feature off and don't pass the finish line until most of the people have reached the end, like how we used to do it before we even added the option.No one likes asking everyone when they wanna "exitlevel", wait for that silly goose whose away from the keyboard, or f12 for hours as that one really sucky player figures out there's a spring next to him. It gets annoying to put "exitlevel" every single time! That's why I propose this idea.
But you can still do that. I do it all the time in CTF.
Also, "playersforexit" should have a set number instead of all or one. I mean really, this one isn't even debatable. No one likes asking everyone when they wanna "exitlevel", wait for that silly goose whose away from the keyboard, or f12 for hours as that one really sucky player figures out there's a spring next to him. It gets annoying to put "exitlevel" every single time! That's why I propose this idea.
An example of how it would be used?
"playersforexit 3", so the first three players that finish would end the level.
I know I'm introducing a radical concept, but perhaps this means you should be helping each other out, using Tails to lift bad players over obstacles, and otherwise actually work as a team? It's called "cooperative" for a reason, and if you set playersforexit to all you're going to actually need to do so sometimes. Instead of just watching with F12, run back and show them which way they need to go directly. If you don't want to wait for everyone, just turn the feature off and don't pass the finish line until most of the people have reached the end, like how we used to do it before we even added the option.
Coop mode, regardless of how we set it up, simply isn't going to work well when you're getting your players by finding strangers off of the master server. In fact, I fully encourage players to play coop mode with people they know in meatspace, preferably over a LAN so you can talk to your friends while doing it. You might actually have fun that way instead of just ending up frustrated that someone you don't know isn't doing what they should.
I know I'm introducing a radical concept, but perhaps this means you should be helping each other out, using Tails to lift bad players over obstacles, and otherwise actually work as a team? It's called "cooperative" for a reason, and if you set playersforexit to all you're going to actually need to do so sometimes. Instead of just watching with F12, run back and show them which way they need to go directly. If you don't want to wait for everyone, just turn the feature off and don't pass the finish line until most of the people have reached the end, like how we used to do it before we even added the option.
Coop mode, regardless of how we set it up, simply isn't going to work well when you're getting your players by finding strangers off of the master server. In fact, I fully encourage players to play coop mode with people they know in meatspace, preferably over a LAN so you can talk to your friends while doing it. You might actually have fun that way instead of just ending up frustrated that someone you don't know isn't doing what they should.
I agree with this suggestion. I hate only being able to guide others with text and being helpless behind a goal post (Most commonly happens in Tortured Planet). It'd be nice knowing I've finished the level and am safe, then going back to guide another player physically.I don't really play Co-op at all, so excuse my wondering, when you finish a level, you have to stay there in the same place right? Why not make it so the people who've finished can just screw around in the level while they wait for the other players?
- if you help weak player pass an obstacle, he might later be killed by another hazard and your work will be wasted (that used to happen a lot to me lately...)
Heh, Sonic Advance 3...I just happened to be playing sonic advance 3 while thinking of this.