WellDoneSnake
Yoko Shimomura
That's a good idea, it will make a match seem more battle match like instead of having a doom 2 feel or a sonic heroes battle feel.What about the option to switch from losing all your rings in match to an HP bar.
That's a good idea, it will make a match seem more battle match like instead of having a doom 2 feel or a sonic heroes battle feel.What about the option to switch from losing all your rings in match to an HP bar.
I agreed with everything in that besides the leaderboards bullshit which has been suggested and attempted for years and will never work. You know, considering the master server doesn't have a name registration system, the devs don't want to check everyone's files for how many wins they have, there's such a thing as bad players so rank grinding is easy as Hell, and srb2 updates every millennium which will in general make the thing entirely outdated and killing the point.
What about the option to switch from losing all your rings in match to an HP bar.
No, the real reason we wouldn't do it is because it simply wouldn't work. Characters move around far too quickly for hits to be common enough for a health bar to be meaningful.Nonononononono, you just can't do it. Pretty much like Doom has a health bar with purcents ("Health" from 0 to 100%) and that face of the player that bleed when hurt, and like MM8BDM has the Megaman life bar, Sonic has its own and simple gameplay about health : go to a kill state if the number of rings is 0, scatter all rings if the number of ring is >0 yay I love maths and using it
Anyway this would means torrid mechanic revamps and it doesn't fit to the Sonic universe~
...and, and,
It makes SRB2 different from other Doomish games... that have an HP bar, in fact.
I have a suggestion, whenever you are launched of a spring make you can not control the character's movement in mid-air. I'm guessing that you guys might reject this because it is part of the classic sonic games, but can you at least make a command that allows you to activate/deactivate movement when being launched from a spring.
So people can make segments where you can't control where you're going but are led along a set path by several hundred springs? Not especially interested in this.I have a suggestion, whenever you are launched of a spring make you can not control the character's movement in mid-air. I'm guessing that you guys might reject this because it is part of the classic sonic games, but can you at least make a command that allows you to activate/deactivate movement when being launched from a spring.
Absolutely not. The entire gameplay is designed around what are essentially "one hit kills". Having such an option would be even more disruptive than sudden death is. We do agree that the gameplay is a tad too brutal on the players on the bottom of the skill curve, but making it a health bar would essentially destroy what balance is there to begin with.What about the option to switch from losing all your rings in match to an HP bar.
Another absolutely not. Even beyond just "the classics did it", player control after hitting springs in SRB2 is intentional. SRB2 tries to never wrest control from the player, and the only real exception to this is zoom tubes. There's a reason that GFZ2 so prominently features a set of springs that require you not to hold forward for them to work. We want the player to realize that springs in SRB2 are still letting you control, which becomes relevant in the very next section after that, where the player gets bounced in the air, and not necessarily towards the platform he wants to land on.I have a suggestion, whenever you are launched of a spring make you can not control the character's movement in mid-air. I'm guessing that you guys might reject this because it is part of the classic sonic games, but can you at least make a command that allows you to activate/deactivate movement when being launched from a spring.
We can do things like have springs that don't point at what the player wants to reach, and the player gets to feel clever when they realize that the fastest way through the springs in DSZ1 is actually to intentionally break them.
Ok this makes sense as I've seen this in numerous gameplay videos, it's just that when using a vertical spring in areas you need to be launched up, your momentum can affect your direction, whereas in certain parts of games like Sonic Advance(1,2&3) & Sonic 4 the springs overpower your momentum and launch you easily to any direction at a steady angle. Although I think these are modern sonic games so you can ignore this if you want.The advantage to this setup is that springs become an actual part of gameplay, not just a cutscene. We can do things like have springs that don't point at what the player wants to reach, and the player gets to feel clever when they realize that the fastest way through the springs in DSZ1 is actually to intentionally break them. This is infinitely preferable to having springs be just another zoom tube effect.
Were you talking to me?I'd also like to add that there already IS a sector effect that can remove control from a player, so you can just use that if you really need it. No need to gimp springs.
I did not mean that the whole srb2 spring gameplay should change, I meant that you can have another gameplay, setup or whatever it's called that allows you to change the way the springs work. For example Kalaron's old srb2cb (for 1.09.04) had a SA mode (sonic adventure mode), this allowed the player to have access to a different type of gameplay.Though frankly you should be keeping to SRB2 level design conventions whenever possible. This isn't Sonic 06 with its 10-second spring cinematics.
Thanks for explaining it better, but this was what I meant.The simplest solution would be to set a flag that does this to the springs, like deaf or something. I think I heard that this was done in 1.09.4, dunno if that's actually true and, if it is, I dunno if it's present in 2.0.6.
This is actually a good idea for areas where the designer feels that the player needs to be forced to a specific area, and quick vertical momentum and cancellation of horizontal momentum is the simplest way to make that happen.
The problem with this is that the player won't know whether the spring will cancel his/her momentum until they actually hit it, since there's no visual cue associated. And betraying the player's expectations in such a cornerstone game mechanic doesn't leave a good taste in anyone's mouth.The simplest solution would be to set a flag that does this to the springs, like deaf or something. I think I heard that this was done in 1.09.4, dunno if that's actually true and, if it is, I dunno if it's present in 2.0.6.
This is actually a good idea for areas where the designer feels that the player needs to be forced to a specific area, and quick vertical momentum and cancellation of horizontal momentum is the simplest way to make that happen.
http://wiki.srb2.org/wiki/Console#CAM_ROTSPEED.2FCAM2_ROTSPEED_.3Cinteger.3Ea rotate camera sensitivity option
CAM_ROTSPEED/CAM2_ROTSPEED <integer>
Changes the rotation speed of the camera (Analog Control only). Default is 10.