Frame Ideas for being on walls

Should be have moving on walls

  • Yes

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  • No

    Votes: 0 0.0%
  • Only if its less frames

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frozenLake

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PLAYc# Standing on wall
PLAYd# Waiting on wall 1
PLAYe# Waiting on Wall 2
PLAYf# Walking on wall 1
PLAYg# Walking on wall 2
PLAYh# Walking on wall 3
PLAYi# Walking on wall 4
PLAYj# Walking on wall 5
PLAYk# Walking on wall 6
PLAYl# Walking on wall 7
PLAYm# Walking on wall 8
PLAYn# Running on wall 1
PLAYo# Running on wall 2
PLAYp# Running on wall 3
PLAYq# Running on wall 4
 
Nomekop said:
PLAYc# Standing on wall
PLAYd# Waiting on wall 1
PLAYe# Waiting on Wall 2
PLAYf# Walking on wall 1
PLAYg# Walking on wall 2
PLAYh# Walking on wall 3
PLAYi# Walking on wall 4
PLAYj# Walking on wall 5
PLAYk# Walking on wall 6
PLAYl# Walking on wall 7
PLAYm# Walking on wall 8
PLAYn# Running on wall 1
PLAYo# Running on wall 2
PLAYp# Running on wall 3
PLAYq# Running on wall 4

I think thats a good idea but it would mean alot more spriting!
 
As far as I know, it would be extremely difficult and overall not worth it to code regular movement on walls, since walls work differently than floors and ceilings.
 
75 More frames for characters (if 5 directions for the poses)
And editing the kunckles climbing code

Not that hard :P
 
Nomekop said:
75 More frames for characters (if 5 directions for the poses)
And editing the kunckles climbing code

Not that hard :P

120 if you do 1 for each veiw and that would mean alot of time. Take my Thunder.wad for example. I've edited 5 out of 180 frames in all that time its been released. Although thats mainly because I can't be bothered to do anything on it. In my opinion it is hard. But if you want to you can edit SRB2 yourself and edit the knuckles climbing code and add in those 75 more frames you go for it. I'm not stopping you. I had an Idea once to add more frames to srb2. Do you know what I did? I gave up. Hmm... But if you pull this out I might consider starting it again... Oh well.
 
But it's still not worth it, Pokemon.

What are the applications of this? You can't smoothly run up walls by those 45-degree curves, since slopes don't exist in SRB2. Upside-down gravity physics doesn't exist right now, so why implement sideways gravity? Furthermore, even if upside-down gravity were to be implemented in the future, Sonic and Knuckles still didn't have sideways gravity anyway.
 
LOL, just because Sonic & Knuckles didn't have something doesn't mean SRB2 can't have it. :|
 
None of these will ever be implemented into SRB2. I don't think you realize the amount of work that is needed to add loop support into SRB2, or the DooM engine (which is what SRB2 is based off of). It would require code for slope rendering, slope collision, wall movement, etc. etc. Maybe you should get the source code and try to look through the source files. Then perhaps you'll agree that programming slopes and wall movement is far too much hassle for too little reward.

Extra movement also requires a heck of a lot of extra artwork to do. 75 frames is a very large amount of extra work, and AJ still needs to finish Knuckles.

It's been many years since development of SRB2 began, and our stance has always been the same: don't ask for loops. Loops will never be in SRB2. Slopes are somewhat more plausible, but still shouldn't be requested. Currently, the slope code that was made by members of our community is incredibly glitchy and incomplete, and there hasn't been any sign of progress on it for quite some time.
 
A point there, he has. A good idea, he does not. Wall running is just won't happen, mostly because of the need for sprites.
 
Draykon will now point out your failure to consider all possible angles of a character.

What of running up walls? All you've considered is running along them. You're missing alot of key elements, many of which are nearly impossible in the Doom Legacy Engine.

Besides, what do we need running on walls for? We've done great without them.
 
You all think its soooooooooooooooooooooooooooooooooo complex right?



Well All we really need is somone to seperte the glide and climb abiltys and make it so we can have 2 abiltys.

And difrent climb speeds......



Now make the "Climbing" frames...(AKA the wall walking ones)

And make the climbing frames look as if the charicter was walking up the
wall.
 
As far as climb/no glide, that would be a nice idea. The only problem is, well, you can't exactly change which way your chaacter is facing when he's climbing. I mean, yeah, we need abilities thata are a little more balanced, like this.
 
I'm sure 'tricks' (Like in sonic advance and Sonic Rush) would come sooner than walking on walls, and it would be a much better use of frames 'PLAYc' to 'PLAYz'.

(I'm also sure tricks wouldn't come any time this millenium)
 
That would be really cool though, I mean, think of all the things you could do with your maps if that was an ability/sector type. There would be allot more possibility for mapers. Also, how would it be that hard to do, like he said, just edit the knuckles climbing ability, and speed of the climbing/wall running.
 
ZTaimat said:
I'm sure 'tricks' (Like in sonic advance and Sonic Rush) would come sooner than walking on walls, and it would be a much better use of frames 'PLAYc' to 'PLAYz'.

(I'm also sure tricks wouldn't come any time this millenium)

Actually, with state-changing linedef executers, and a lit-tle SOCcing, tricks could be done.
 
Draykon said:
ZTaimat said:
I'm sure 'tricks' (Like in sonic advance and Sonic Rush) would come sooner than walking on walls, and it would be a much better use of frames 'PLAYc' to 'PLAYz'.

(I'm also sure tricks wouldn't come any time this millenium)

Actually, with state-changing linedef executers, and a lit-tle SOCcing, tricks could be done.

Can you prove that?
 
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