Why not try speeding up Knuckles' glide acceleration? How would that affect things in match and single player? Would Sonic still be less of a compelling character to play as?
As a matter of fact, I've been very recently debating making a "merge request" on the source code repository for (subjectively) better controller (and mouse) support for menus.
...As for making jump/spin universally confirm/cancel for menus, while I can see how that might be useful to some people for some reasons, I can also see a few issues with it, all in all weighing out to be pretty neutral-ish if the user knows what they are doing, and pretty bad if the user doesn't.Specifically, when using an X-Input (XBox-style) controller/a PlayStation controller (emulated into an X-Input controller)/a mouse...
- A/Cross/Left mouse button is used to confirm
- B/Circle/Right mouse button to cancel
- Y/Triangle/Middle mouse click to do the same as backspace (delete saves, blank out controls, etcetera)
However, I haven't made a way to open the menu using a controller, but even then, for my relatively essential configuration, only the B button is completely free during gameplay, and using that to open a pause menu seems... very silly and out-of-place.
I have tested my code changes (which is more than just changing the virtual key remappings), and it does seem to work pretty well, although I haven't tested it out 100%.
Just to be extra clear: The buttons I have in my "enhanced menu support" for controllers/mouse is still just as hard-coded as the escape/enter/backspace keys.I'm pretty sure we'd love to have a look at your code. I'd personally say it should go right in immediately but I'm not sure what would happen if the back-in-menu key was bound to jump or something like that, and it would probably be wise to plan for that eventuality.
Pressing spin after jumping from a spring turns the player back into a spinball and can use their special action again. This helps keep games fast.
What about second abilities with this like a double jump for all the characters with tails having highest and sonic having the lowest, and a fly cancel for Tails.I dont fully agree with this in terms of balance in CTF and Match modes
What about second abilities with this like a double jump for all the characters with tails having highest and sonic having the lowest, and a fly cancel for Tails.
Sonic isn't getting the instashield. Where did you get that idea?
We've said multiple times that:inb4 MotorRoach said that FSonic's gameplay was not for 2.2 , though having the instashield and dashmode and nerfing the thok might balance sonic's gameplay
Sonic isn't getting the instashield. Where did you get that idea?
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I'm pretty sure MotorRoach confirmed that fsonic will be 2.2 sonic.
MotorRoach said:Q: Are these Sonic's sprites for 2.2?
A: Yes.