Pushable objects able to break shatter blocks
Drop or throw a pushable object at a shatter block (sides and flats) and then they will.... shatter.
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EDIT:
Oops, I forgot this "minor" detail.
That was hyper, actually. Super forms in S3K aren't immune to drowning.
Tails can only transform into Super Tails. Sonic and Knuckles can also drown if super, but they also have hyper forms.Does that mean Tails could drown while transformed? I don´t know if it counts as Super or Hyper.
Dropped Chaos Emeralds are still very difficult to pick up; I often pass right through them despite clearly having touched them.
I suggest that the emeralds themselves become much bigger than they are now. In the classics, the emeralds were like half as big as Sonic, but here, they only as big as his shoe. At the very least, they should be as big as rings(I think that was their size in Sonic 1).
犬夜叉;698889 said:Their hitbox is actually insanely huge. Dunno why they're so hard to pick up.
See, you don't have to enter the disco room. It must have months since I last went there, because once you've seen it, it's rarely useful enough to warrant a visit, except maybe in a full playthrough. But if there were rings, the bonus of two lives for every one you lose would be kinda cheap. There has to be some kind of challenge to justify such a ridiculously good reward. If you can't beat the room, you have to leave the lives behind and restart at ERZ1. If you don't want that situation, don't enter.In ERZ2, there is a checkpoint within the disco area that has no rings at all. And then a room full of at least 1 of
most badniks.
I find it incredibly annoying to get past there if you don't have any rings. I went through there once, and had beaten all the badnicks in that tiny room while loosing rings and recollecting them. But when I faced Robotnick, I had a mishap where he hit me with some of his ammunition, and I dropped down into the acid below.
When I spawned at the last checkpoint, I had no rings at all. I got murdered and murdered over again by those dang badniks huddled in that room. Sure there were 2 lives directly behind me every time I spawned, but it was fustrating.
Could we add a couple of rings after the check post or something? I spent 20 minutes dieing, re-spawning and dieing before I finally managed to get past the stage.
Perhaps it's somewhat misaligned with the first-person camera? The hitboxes of the player, I mean.
It's just the problem of lack of peripheral vision on a screen, though. Although it might be a good idea to test still bigger hitboxes for dropped Emeralds, as getting collectables to work right with the first person is more important than looking good in the third. The reverse is true for ring shots.
and why the hell would you do that in match dsdfdsfsdafweDon't think so. I often deal with the same issue even when playing in the 3rd person perspective.
alias gview "cam_rotate 180; cam_dist 384; cam_speed 0.50; cam_height -20;"
bind j gview
But I think the current system doesn't even keep track of which track was playing before the 1-Up, or of when the 1-Up jingle ends, it just starts playing the track specified by the map's musicslot after a fixed timer expires. Still, it would be something neatfor Inuyasha to implement in the next version of XSRB2 and then eventually port it to the trunkto have.
Have TAILSPICKUP be disabled by default in Race and *cough* Competitive gametypes, and enabled in all other gametypes, in some small effort to ease the complaining that your opponents in these modes are ghosts.