Suggestions

It will be nice if is possible to implement the capability of 32-bit textures. To use custom shaders with them , almost like minecraft . And yes I know well this game is running under the Doom Engine and is very limited with most of the new "things"...
 
...the tutorial is located under 1 PLAYER > TUTORIAL.
Or warp to mapz0.

Or are you talking like the obstacle course? (Which you "get" if you just go straight to the campaign lol)

I guess I should've been more descriptive, I want it to be an option under 1 player for the Android port because the most recent Android port version of SRB2 (v2.2.8) doesn't have an option to go straight towards the tutorial map and I don't want to go through the effort of warping to there just to play the tutorial map on Android because it kinda feels weird and unnecessary for me.
 
More Super forms, with unique abilities for each character, like what they've already done for Knuckles. Beyond that...I trust the devs to figure out what else to add. I'm very happy with where the game is already, and look forward to any other improvements they bring.

Same here buddy, and I agree with you all the way however, We do have some issues with the net code with servers and it Randomly kicking hosts out of the game.
 
The Normal Shield has always been a nuisance since the introduction of the elemental shields. A fan game by the name Project Spikepig was able to make the Normal Shield seem less of a burden and more of a welcome addition to the shield line up. They were able to create a function in where the Normal Shields were able to stack up and not take knock-back, however, they made it where it did not become overpowered as well. They did this by continuously chopping away all the shields that one has collected in which the last one will receive a knock back and invincibility frames like a Normal Shield. Of course you would have to get permission from the owner.
 
The Normal Shield has always been a nuisance since the introduction of the elemental shields. A fan game by the name Project Spikepig was able to make the Normal Shield seem less of a burden and more of a welcome addition to the shield line up. They were able to create a function in where the Normal Shields were able to stack up and not take knock-back, however, they made it where it did not become overpowered as well. They did this by continuously chopping away all the shields that one has collected in which the last one will receive a knock back and invincibility frames like a Normal Shield. Of course you would have to get permission from the owner.
The Pity Shield, you mean? That's supposed to be just for multiplayer modes, just for protection. It is NOT AT ALL supposed to be mixed with the other shields.
 
The Pity Shield, you mean? That's supposed to be just for multiplayer modes, just for protection. It is NOT AT ALL supposed to be mixed with the other shields.

I think I need to redownload the game. You sure it's not supposed to be in Greenflower Zone?
 
I reinstall the game and now it change into an elemental shields. I honestly don't know what happened. I guess my suggestion is pointless then.
 
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Oh cool the MB is back properly. Now I can finally post this idea I've been cooking up for the past few weeks.

The idea is this: Revamp the lives system. Lives are, in a practical sense, infinite. However, the player still collects lives from breaking 1-up monitors. As long as the player has lives, death from instant death sources will retain their collected rings. Example: Crushing, Drowning, etc. Losing a life without any lives left will always respawn with 0 rings. Dying with 0 rings in your possession while you have at least one life will respawn you with 10 rings. Collecting 100 rings (or 200, etc.) will not reward lives, but score bonuses such as bouncing on many badniks still will, and so the score bonus from collecting many rings will still reward lives at the end of a stage.

Continues are replaced with batches of lives, effectively making it so you just get the lives you would have got from a game over right away instead.
 
I think I still prefer the current 2D Sonic lives system where getting a GO sends you back to the first act and using a Continue lets you stay where you are in the zone.
 
Oh cool the MB is back properly. Now I can finally post this idea I've been cooking up for the past few weeks.

The idea is this: Revamp the lives system. Lives are, in a practical sense, infinite. However, the player still collects lives from breaking 1-up monitors. As long as the player has lives, death from instant death sources will retain their collected rings. Example: Crushing, Drowning, etc. Losing a life without any lives left will always respawn with 0 rings. Dying with 0 rings in your possession while you have at least one life will respawn you with 10 rings. Collecting 100 rings (or 200, etc.) will not reward lives, but score bonuses such as bouncing on many badniks still will, and so the score bonus from collecting many rings will still reward lives at the end of a stage.

Continues are replaced with batches of lives, effectively making it so you just get the lives you would have got from a game over right away instead.
This gives me memories from that thread, and i think that preserving rings from instant deaths are good, but respawning with 10 rings if you die at zero rings... idk, you could farm with the lives scattered around the level, and if you reach to a level that was meant to be hard (with enemies or bosses), well... you may know the rest
 
Let's just be happy the game saves at the beginning of a zone now, so you don't get booted back to Act 1 if you run out of lives. I remember when that wasn't the case. Egg Rock was a real pain because of that.

The current lives system is fine. As long as you're at least somewhat decent at the game, you won't lose all your lives unless you just reach a difficulty spike. If you do manage to lose 50 lives in one section, it might be good to take a break anyway. lol
 

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