i found a bug if you play as tails guy and shoot a roaket at the sms emerald the game crash
I can't seem to recreate this.
Who's next? You deciiiiide!
I really hoped HMS would have some design influence from the *other* HMS we had.
Why would I? HMS existed long before HMS123 and isn't made as a meme. I know some people's enjoyment of SMSreborn is limited to "
haha funny yellow Sonic is op", and I'm happy to please. I won't police others on how to enjoy my work when SMS bends the rules of game design himself.
But I don't intend to purposely suck the soul out of it with the Sonic Boom route, becoming a self-deprecation parody. There'd be nothing left for HMS123 if I did.
Don't ever give a srb2 character street fighter controls. Ever.
Alot of these abilities were either going to require extra inputs, or would not be in at all. The important ones are placed on the main buttons, while the extra for-fun stuff are usually more remote. I did make alternate controls and options to ease things for players. Hopefully the coming tutorial can show methods to simplify things for yourself.
- SMS is way too fast without holding C1. At least lower his acceleration a bit.
- Already said, but a config file would do wonders.
- Walking animation looks way too janky in comparison to the rest of his animations, I'd say check the offsets.
- An option to turn off the Running Shoes Music. It eventually gets annoying.
- The Pick Up looks like a crouch. It does not work like one, so I got crushed. please
- If you set the footsweep option to on, it makes the dodge shift the camera around and makes the sideways dodge pretty much useless. This doesnt happen with the option off.
- Really, if you're gonna put a huge amount of abilities in your character, a list of abilities would be really appreciated.
- Picking up and throwing monitors don't pop them, which feels incredibly strange when you launch them and see them blow up in a huge nuke-like explosion only to see them perfectly fine later
- Try to use those slower multi homing thoks to slow yourself down in sections. They're your main tool to aid in precision movement.
- Coming up!
- Really? I'm a big fan of the energetic bounciness here.
- Surprised you grabbed enough runshoes get annoyed by it when you complained about SMS' minimum jogging speed being too fast earlier. ....I'll probably mix it together with the HMS theme, don't want to overload the menu.
- You tried the leapfrog animation to prevent getting crushed?? Where?
- ....oh. I'm embarrassed I missed that. ;
- You can try the controls aid in the menu, and hopefully the tutorial coming up soon will fill any gaps. If neither of these are enough after the fact, lemme know, though.
- The pick-up was a last minute extra ability for screwing around. I figured people would prefer carrying items through entire stages over using it as a method to actually break open monitors, which would mean they can't be grabbed again.
- The ability to turn homing thok on and off with one keybind
I'll see about an option to switch between multi-homing thoks and the thok with a tap of spin button instead of holding it. Toggle may be easier for some. The greatest challenge with SMS is finding a way to perform all his actions while preventing accidental inputs. Complexity can eventually be understood, but overlapping controls for the sake of simplicity will forever place a limit on possibilities.
SMS GFZ1 speedrun
Take this for example. Even in 5 mere seconds, there were 2 times SMS stomped while he had the option to haymaker. Had he used the "
simple haymaker" setting, he couldn't have stomped at all in those moments. So there's a reason the complicated aerial haymaker method is the default.
If you don't intend to get that good, that's fine, it was easy for me to implement a simple alternative in this case. But this is the reason why we have "Hold Back+Spin" to charge a Spindash while moving and not "Hold Spin".
But I hear you. If after tutorials and SMSreborn-v1.1, people still desire more controls, I'll make an expanded controls menu to meet that demand.
Found a bug.
After dying SMS became abnormally bright. Not sure what triggered this, but it seems to have just happened randomly after I died in Silver Cavern Zone. It goes away when entering and exiting a menu.
Seems to be a bug with OpenGL itself not displaying translucency effects.
Good grief, how many game mechanics did you stuff into this attack?
SMS was balanced for Match/CTF long before Battle Mode existed. But in Battle Mode players need their rings to pressure SMS at all with abilities, so shield-piercing there is a little excessive.