Zwip-Zwap Zapony
Member
That would not allow you to see the player from above, which is required for running on a wall while the camera is facing directly onto that wall, because there's no running sprites seen from above.Nah, they could just implement something like this for that. [...]
You could argue that the camera could just always be put on the side of the wall, so that you always see the character from the side... but a counter-argument to that is the existence of multiplayer, where a different player could be watching the wall head-on from afar, and moving that player's camera because another player is running on a wall is not good.
This is ignoring the similar lack of 45-degrees-up and 45-degrees-down running sprites.
Perhaps, but even if the time is taken for the vanilla SRB2 characters, then comes the problem that it increases the minimum sprite count for a "complete" character by 48 (4 45-degrees-up, 4 45-degrees-down, and 4 90-degrees-up angles, times 4 frames for a standard run cycle; the rest(?) of the sprites can be sampled from other sprites rotated around), which in turn means that custom character authors must either create additional sprites for that (which can be upsetting if they're already struggling to make the current required sprites), "cheat" by not making those unique angle sprites (which looks bad in comparison), or not let their character wall-run (which plays bad in comparison). None of those options are favourable for custom character authors.[...] Even if they didn't, adding new sprites is time consuming, but it's not undoable. [...]
Slightly less objectively, it would also require map authors to think twice to not accidentally let a player run up or along a wall to skip a platforming segment, making map design harder, unless they just don't use slopes beside walls anywhere.