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A version of the Disco Eggman texture with him wearing his classic clothes.
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Decorate for the holidays like in jte.
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I know I suggested this over irc, but I'm not sure if I ever said it in the topic, so here goes:
A new boss called the Disco Doctor, he'd attack you by using a disco ball like a mace, shooting records at you like sawblades, and various other disco-related attacks. |
The use of rotating platforms, which I think would be especially appropriate in CEZ2's water-level changing room. I know it would look funny, but the moving platforms in ACZ worked just fine. Another way to achieve this (assuming the results wouldn't be too visually chunky) is to use a circular system of conveyor belts.
Also, a Christmas-themed GFZ that is playable on Christmas Eve and Christmas. Could feature slightly harder enemy formations, frozen ponds, minor level design changes, ect. After zone is completed, it's added permanently to the Secret Levels menu. |
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[00:34:36] <Senku> I mean you could make it so that a character (and only that character) could last longer underwater, or die instantly, fly forever (dunno if that's still in), or fly very a few short time without effecting everyone, and I know already this would be turned down for crap such as being overpowered and stuff, but it's an idea anyways, I mean you could even make a thing so that you can make walk frames be effected differently and such For example, "PLAYA000" would be exactly the same as "PLAYA1", and "PLAYA180" would be likewise for "PLAYA5". However, if this style is used, it will round to the nearest angle. Also, the limit would be 0-359 |
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The volume of sound produced by certain Things should be determined by their angle.
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Damage effects based on player scaling in vs modes. If a smaller player attacks a larger one, the hit is treated the same way a Super character would take it - only partial ring loss, no flinching. Conversely, a larger player can instantly kill a smaller one by jumping or stepping on top of them, and in the rare event they manage a weapon ring hit, it too is counted as a suddendeath-esque kill.
Scaling weapon ring shots in sprite and hitbox size according to the scale of the player would be a bonus, if it's not already done. |
Make puzzles in the new SP levels clear themselves automatically in Race, like THZ2 does and the old CEZs did.
EDIT: Maybe I was a bit too succinct. Puzzles (read: closed paths) should be cleared automatically when either: a) It's the only path through the level. Which means all the players need to go through it, and as such, the leading player is always the one hampered by the puzzle. b) It's currently a path that is slower than the remaining paths in the level. This promotes the search for different viable strategies by the players. Here are some off the top of my head: Deep Sea 1:
Deep Sea 2:
Castle Eggman 1:
Castle Eggman 2:
Red Volcano 1:
Egg Rock 2:
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GFZ1 is essentially SRB2's "tutorial" level. The linearity makes it easier for newer players to figure out where they're going, as well as allowing them to familiarize themselves with the controls in a simple area with no real complexity. When new with the controls in SRB2, GFZ1 feels huge and has a ton of little things for the player to do, such as get on top of the island in the land with the house, and exploring the rooms of the stage. I have watched many players' first experience in GFZ1 and I know it performs this job very well, as most players take a couple minutes in GFZ1 figuring out what's going on. Making it longer would also make it far more possible to get lost in the level, which isn't something we'd like to have happen in the first stage. Because it's such a linear level it makes it much easier on a new player by presenting clear direction and goals, such as crossing the bridge over the lake. While yes, it can be beaten in 10 seconds, GFZ1 serves its purpose incredibly well and we would be foolish to dramatically revamp it. |
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Timed scale. When you're in a certain sector you shrink/grow, and when you step out you have however many seconds to do whatever you need to do, and then you return to normal size. Also, if you're in a small place and you're small, you should die when you grow too big to fit.
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Super peel-out for Sonic (from Sonic CD for those who don't know what I'm talking about)? That way you can get a boost AND control where Sonic is going, unlike spindash, where once you let go of the button he just goes forward with no control. This could be done where when the player is standing still, much like they need to do in order to begin spindashing, and to hold the spindash button and then while still holding that button down, the player can then hold up at the same time (they'd have to anyways to keep running afterwards) and then it will changed into a super peel out. I did the vice-versa in Sonic CD, changing the scenario of me charging a peel-out into charging a spindash, so that's where I got that idea.
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