QTEs! =D

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Kaysakado

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Here's a nice change: instead of someone asking for help, it's someone giving help. =D
Should anyone need to use QTEs (Google it) in their levels, here's an example WAD.
http://yousrb2.googlepages.com/QTE.wad
Pretend that the stone wall is actually a picture of Sonic flying through the air, and that it says "V^<"
In any case, once you see the stone wall, hold backwards until you hear the noise, forwards until you hear the noise, and then strafe left and you'll finish the level. If you wait too long, or do something wrong, you fall in the pit. Feel free to use this method, just give me credit. =P

Also, I'm not answering questions on how to make this in general, just about specific parts about the WAD. Look at it yourself. (The exception is Chisuun, because he asked before I decided to make this rule. D=)
 
But quick time events suck, man. Especially when done in a lame-o Doom engine that can barely even do the basics.

By the way, we already had quick time events when everyone started putting in water slides.
 
I'd like this concept being in SRB2, but BlueZero4 raises a good point. The Doom engine can't really do decent QTEs.

EDIT: Then again, SonicMaster's Vibrant Vendetta did a pretty good job of it....

EDIT 1/17/13: In response to Mystic's post, reread my fucking sentence. I never fucking said I wanted QTEs in SRB2, bitch. And how is that an oxymoron, dumbass? Jesus fucking Christ you're an idiot. Clearly I was saying that the Doom engine is inept at making QTEs of favorable quality. Fucking idiot.
 
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Yeah, I'm guessing that, seeing as this was posted in December '08, that this was the QTE concept that Kay came up with for around the time that SRB2U first surfaced on another forum.
 
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