...
// Deplete one ring every second while super
if (([U][I][B]leveltime[/B][/I][/U] % TICRATE == 0) && !(player->exiting))
{
player->health--;
player->mo->health--;
}
...
...
//pw_super acts as a timer now
if (player->powers[pw_super])
player->powers[pw_super]++;
...
I think the real suggestion here is that we need drop shadows.
You already do have some control over rolling, though. It's easier to notice it when not rolling super fast, but it's definitely there when going fast, too.- The only other thing I can think of is maybe allowing a little bit of control when rolling? Not a lot, just enough to slightly alter your momentum. The way it is, it feels uncomfortable and unnatural, at least to me. Just giving the player slight control over the angle you travel at would feel a little more natural.
Yeah, came to that realization after posting that. Ignore me, I'm dumb.
Actually, turns out this is probably a lot more complicated than you think. It turns out that it is designed with strafe in mind, because the entire dev team uses strafe while playing. It's just not consciously designed with strafe in mind. This leads to massive problems when players try to play without it, as for the most part the game isn't tested without strafing and therefore massive difficulty spikes randomly show up because of that.The single player campaign isn't really designed around strafing anyway, so...
Just give Sonic a gun. Problem solved.
I think the Robotnik boss sprites should be scale a little bigger. Also, the title remix should be the default at the menu.