What was that meant for? Also no spam.
that's just like x sonic probably. the dark emeralds don't save very well.That'd require some IO stuff
Plus maybe that's the intended behaviour
Huh? The intended behaviour COULD be like it obviously is in S3&K; Per save, and per netgame.
I think it's just the compatibility issueidk man, the dark emeralds saved properly for me while the super emeralds didn't
i dont wanna code i/o use "getallsuperemeralds" command if you want to get the super emeraldsquestion, why don't super emeralds save? reopening the game causes me to lose them all
Added the finger pointing idle and updated sprites that needed Tweaks.
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And this is the most extreme case of this with using a frame perfect jump lua, but still, it feels kinda jarring having to brake mid-air in a moment where you shouldn't accelerate anymore. Unless that's the intended behavior, but in that case at least it could be a movement option in the menu, because now jumping with a bit of speed can snowball into Sonic automatically falling into danger against your will, and it just makes it feel like the character is working against you with it feeling kinda slippery and uncontrollable, and this kinda makes me not want to play as him even if I overall like how he plays......
- Added air drag accurate to the original game.
- Reworked air acceleration, it should be better than it used to be.
- Removed roll lock when you jump out of a roll.
- You can go right path on Egg Rock Zone Act 1 now.
- Super Emeralds save in singleplayer now. (you need to go into a savefile with all Chaos Emeralds.)
- Removed prototype music and changed the music option to super music option to reduce file size. (your settings are reset once again because of this.)
Finally, i will stop crying aboutBlacknide updated S3 Sonic with a new update entry:
air drag and more :eyes:
Read the rest of this update entry...
You can now dash diagonally with Hyper Sonic.
Hold Custom 1 while Double Jumping to go up.
Hold Spin while Double Jumping to go down.
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You can now use also use Custom 1 to charge Spindash.
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Sectors with different gravity should work properly now.
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Spindash has been made more accurate to the original game.
(This means its buffed once again.)
Spindash actively decharges while you are Spindashing just like the original game.
It Comes with the original Spindash Dust.
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Fixed shields to work with Fireflower.
Extended...
I think that you should be able to also toggle the super button between spin an jump, just like in sonic originshaha what if you added an origins mode where he gets the dropdash