metalsonicmk72
Member
I'm sure this has been mentioned before, multiple times, but I'll bring it up again because I want to get my point accross. The character system's strictness in design is totally understandable, alot of SRB2's character wads were a bit overpowered in 1.09.4 but I have a issue regarding ability2's functioning.
If you choose ability2 = 1, you're forced to remove the spin if you only wanted to make your character have a nojumpspin. Plus, you're also forced to use multiability (which doesn't even apply to all abilities anymore) whether you intended to or not. So you can't have a character using a jump->fall animation that can spin. Maybe not everyone is going to want to curl up into a ball (or spin like a top in Espio's case) whenever they jump.
The solution would be to remove the nojumpspin part from "ability2 = 1" and make a new value "ability2 = 2" which would allow nojumpspin and being able to spin, without multiability being forced on characters.
Okay, I got my point accross, what do you people think of my reasoning?
If you choose ability2 = 1, you're forced to remove the spin if you only wanted to make your character have a nojumpspin. Plus, you're also forced to use multiability (which doesn't even apply to all abilities anymore) whether you intended to or not. So you can't have a character using a jump->fall animation that can spin. Maybe not everyone is going to want to curl up into a ball (or spin like a top in Espio's case) whenever they jump.
The solution would be to remove the nojumpspin part from "ability2 = 1" and make a new value "ability2 = 2" which would allow nojumpspin and being able to spin, without multiability being forced on characters.
Okay, I got my point accross, what do you people think of my reasoning?