Kept going, fell in to the water in a section with a lot of Detons (?) after losing the magnet shield. (OpenGL, Windowed mode) I got crushed, restarted from a checkpoint near the first room with the bomb-dropping surface skimming robots. The game just quit to desktop in the middle of Deep Sea Zone Act 1.Maybe have his forward movement pause until he leaves the ground? Similarly, the pogo phase of the THZ boss moves a little too fast it looks like he's ice skating a bit.The rounded pipes you encounter early in THZ were super cool, was a shame to see them go back to square block pipes later in the level (sometimes with texture alignment issues.).(Instead, I was wondering if there was a button to signal Tails to airlift me out.) It's such a weird, specific thing that I didn't expect it to work. Maybe some rings to suggest what you have to do? Like an X right over the button, or a trail pointing down in to the muck, or something. The whole "jump off the peak height of this piston to push the button and raise the water level" puzzle in THZ2 was a little obtuse.Techno Hill Zone looks great now! But you go from Act 1, which is maybe 2 minutes long, to act 2, which took me almost ten minutes, and that seems a little ridiculous.Even if the floor is just a darker/lighter version of the wall texture, it helps a lot differentiate them at a glance so distant geometry stands out more clearly. A general art direction tip: the floor should never be the same color as the walls.Love the NiGHTS special stages this was an idea I had for Sonic: The Fated Hour back in the day.Maybe drop it down from 4 to 2 or even 1. Did the Green Flower Zone boss really need the second phase with the spike balls? The timing window for hitting him is ultra-specific now and in my opinion, way too complicated for the first boss of the game.It's entirely too easy to run past a checkpoint without hitting it and having to double back for it specifically. It would be a lot nicer if the radius for touching a checkpoint was doubled or even tripled.Give it a little time to get used to playing a platformer with those controls and you'll find the game controls much better. Personally I suggest you play SRB2 with whatever control scheme you play first person shooters with, such as WASD and the mouse, dual analog sticks like a console FPS, or even keyboard only (several of the developers play this way very successfully). For instance, in order to slow down in SRB2, you have to hold the opposite direction from your current momentum, as if you're holding left while moving right in the 2D Sonic games, which is rather contrary to the way the 3D Sonic games handle this. The game's controls are also designed with keyboard and mouse in mind, leading to common misconceptions amongst some players. The community consensus on the best way to play the game is using WASD and the mouse, like one would play a first person shooter. When using analog mode without a mouse set to emulate Sonic's movement, why does moving the mouse left to right make Sonic strafe to the left and right instead of moving the camera?Ĭlick to expand.It's not that it's largely unnoticed by the player base as much as the player base never even encounters it. Shame there's no way I can have true analog control movement for both movement and the camera regardless if I'm strafing or not. Tested XPadder with mouse controls emulated with the right analog stick and it works very well. But if you want to strafe with a controller and have XPadder, I imagine making the right analog stick emulate camera controls should work pretty well. Unfortunately, I have not found a way to make the right analog stick camera control works as nicely as they do with a mouse in the normal control settings. The option "Mouse - Normal" works great for me. Then open up XPadder and make the left analog stick emulate a mouse. If you have XPadder, set "Use Mouse" and "Mouse Move" to yes in the mouse options menu for player 1 controls. I just figured out a way to get the left analog control to work great.
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