Seems kinda pointless since you can quicksave, but i guess i could add some autosave linedefs... hmm...Devianteist wrote:I just remembered something that would be neat to try and replicate from the 2D Mario games in GS2. As many people may remember, there were checkpoints in some (maybe all? I can't remember) levels of Super Mario World 2 (correct me if I'm wrong about that) that were activated by running through the tape.
They also gave Mario an immediate Mushroom upgrade if he didn't have one (aka if he was tiny).
This should be relatively simple to do, I believe, yes (using a Soulsphere changed to look like a ribbon and an Autosave walkover Linedef)? Just throwing my 2 cents out there.
I'm planning another GS1 styled intro, but it's not my priority atmFlynn Taggart wrote:I'm really looking forward to this and loving it MUCH more than the first golden souls so far. I hope to see a lot of different level types like the first one if not a bit more, I sorta worry that standard world templates like Grass world, Desert World, Snow world, etc. will stifle the variety in level types (but looking at the current demo, hopefully this won't be the case).
Something to make it feel more like SMW is if you start up a new game you could have a cutscene with a short story like this:
And just a side thought. It would be funny to see cutscenes after each castle of doomguy destroying it in a hilarious fashion like SMW. Of course that would probably be difficult to pull off.
And finally...Big Coin info!
You've been waiting for this since the first golden souls... well, it's here, in the sequel