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-   -   Suggestions (https://mb.srb2.org/showthread.php?t=30800)

Cyan Ryan 07-30-2009 06:59 AM

It's invisible. You won't know.

Violo 07-30-2009 10:45 AM

Maybe make an Upper Unpegged water FOF able to runover on the running frams with any character.

Ezer.Arch 07-30-2009 12:08 PM

More ambience sounds:
- Forest/Jungle theme (birds, frogs, crickets...)
- Factory theme (machinery noise)
- Polar theme (wind)
- Techno theme (electricity noise, generator/transformer noise)
- etc

Shrike 07-30-2009 01:59 PM

Third person crosshairs for people who happen to like SEEING the sprites of the characters they're playing as. This will make things a tad more varied for match, ctf, and the like, without you having to switch back and fourth between chasecam 1 and chasecam 0.

Mystic 07-30-2009 03:13 PM

That doesn't work, because the third person camera doesn't have nearly the Y range the software first person mode camera does. When you use the third person camera, look all the way up, and fire, your shot goes way above the top of your screen.

Autosaver 07-30-2009 03:14 PM

Quote:

Originally Posted by Shrike
Third person crosshairs :|

I like this idea. But I can't find how this would work.

Autosaver 07-30-2009 03:16 PM

Crosshair colors.

Ever bored of the default colors? Now look at this! You can change it to any color. :D

And something odd I would like - Yellow Crosshair for super characters. :D

Shrike 07-30-2009 05:23 PM

perhaps have the camera locked a bit closer to your characters back?
this way you're staring over thier head at the crosshair. And the crosshair basically would show where the shot/thok/whatever you're aiming for is going to go.

Kopper 07-30-2009 05:33 PM

Quote:

Originally Posted by ZeldaGamer00
You could set up some sort of invisible client-only projectile that instantly travels forward like a rail ring and is always firing, so that if it hits a player, their name is displayed on screen. This would prevent any "name peeking" through walls to avoid a ambush, etc.

Such an invisible rail should, rather than be stopped by walls, it should be stopped by anything opaque, tangible or not. It should be able to pass through anything you can see through, also tangible or not.

Mystic 07-30-2009 06:09 PM

Quote:

Originally Posted by Shrike
perhaps have the camera locked a bit closer to your characters back?
this way you're staring over thier head at the crosshair. And the crosshair basically would show where the shot/thok/whatever you're aiming for is going to go.

The problem is that that doesn't work. SRB2's camera is a chasecam, which means, among other things, it chases directly behind the player. This is great for things like platforming, because it means whatever is in front of you is where you're going to go when you hold forward; however, games that include a third person crosshair offset the character slightly from the center of the screen, so you can see what you're aiming at. This wouldn't work in SRB2 because your character sprite is representative in your hitbox in SRB2, and it's not offset from the center of the screen.

tl;dr: Third person crosshair is basically impossible. Use first person. It's more accurate than any third person crosshair we could hack together could ever hope to be.

TDM 07-30-2009 07:28 PM

  • -Special water type that falls with gravity.
    -I noticed DSZ's awesome boss music (tunes 9, for you who haven't heard) isn't even used. Why?
    -Give spectators their bodies back. Please. You can't tell you're Sonic, or in first-person...
    -Give a few different shades of red/blue in team mode, perhaps? Then we could tell which person is which, ala SSBB.
    -Separate super transform sprites for each character, for obvious reason.
    -Give a console command to join a "non-playing" list in Co-op, so that they can't get Game Over if a robot decides to wander to the start. (Come to think of it, it should also exclude you from "playersforexit all".
    -EDIT: A command making a specific player/node "it"
    -EDIT: Apart from "hidetime", let each player hide and then have them press throwring to submit their hiding spot?

There goes my claptrap.

Zanyhead 07-30-2009 10:29 PM

Allow the ring weapons HUD panels SOC-moveable, I'd like to put them on the right side of the screen for a mod.

Autosaver 07-30-2009 11:33 PM

Couldn't there be a little red dot/laser to show where your aiming? :p

MetalGear 07-31-2009 01:05 AM

We should be able to move when we spin maybe?
Or be able to stop skipping on water when we spin on it.

Autosaver 07-31-2009 01:25 AM

Quote:

Originally Posted by MetalGear
We should be able to move when we spin maybe?
Or ba able to stop skipping on water when we spin on it.

You can turn before your spinning. But your moving so fast, how can you move?

But you to move left/right press strafe left/right

Chaos Knux 07-31-2009 02:40 AM

This suggestion is a personal gripe, but it no doubt effects SOMEONE else. Spoiler tag because it involves an emblem.[spoiler:bde28b5a59]Tone down the Cascades in Knuckles's DSZ1 Emblem room. They lag my computer more than a server timeout'd netgame, and thus it's IMPOSSIBLE to get it. Not everyone has a processor that can sort the entire internet in 2 seconds.[/spoiler:bde28b5a59]

D00D64 07-31-2009 04:09 AM

[spoiler:7019ac72e0]Co-op Neo Aerial Garden Zone and Mario Koopa Blast. SRB1 Remake is cool, but not enough. Plus, using the change map is more convenient to me than map mapXX. Coop Sonic into Dreams sounds like a mess though.[/spoiler:7019ac72e0]

verifiaman 07-31-2009 05:33 AM

the countdown effect in the level header as a sector special.

BlazingPhoenix 07-31-2009 05:59 AM

Mouse-controlled Super Sonic flight.

Sky The Destroyer 07-31-2009 03:26 PM

The ability to NAME your save data.


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