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Re: zSRB2 - Sonic Robo Blast 2 for Zandronum.

Posted: Thu Feb 16, 2017 8:24 am
by An_Unknown_Player
Arctangent wrote:A_SetSize disagrees with you mighty well.

But .... : https://mantis.zdoom.org/view.php?id=201 , Does this mean DECORATE won't be able to change player height ? does that thing work on player ?

EDIT : Welp, It doesn't.

Re: zSRB2 - Sonic Robo Blast 2 for Zandronum.

Posted: Fri Feb 17, 2017 8:32 pm
by Matsilagi
It would be cool if you could make it work on normal map wads.
Playing on default Doom levelsets with SRB2 characters would be interesting

Re: zSRB2 - Sonic Robo Blast 2 for Zandronum.

Posted: Sat Feb 18, 2017 7:16 am
by An_Unknown_Player
Ha, DeathEgg asked about that already, I'll definitely do it later, Imagine Bouncing on Doom Monsters instead of Robots and Monitors with the new Bouncing Physics :)

Re: zSRB2 - Sonic Robo Blast 2 for Zandronum.

Posted: Sun Feb 19, 2017 5:03 am
by An_Unknown_Player
I Added more Cool things :
  • Added "Teleport Monitor" (Requires at least 2 Player to work), Their function is known, swap 2 Random Ingame players locations, Telefrags the destinator if sv_unblockplayers is "false" (:v), and added a chance to get Teleport Monitor from Random Monitor.
  • Respawning Monitors so levels no longer feel empty, 30 Seconds for all Monitors types if sv_itemrespawn is "true".
  • Player Sprite Disappears & Re-appears after getting hurt (Achieved using this).

Re: zSRB2 - Sonic Robo Blast 2 for Zandronum.

Posted: Thu Dec 30, 2021 11:29 am
by vAethor
VERY late to the draw here, but I tried this and it's rather impressive. I had to comment out a few lines of code to get it to run in GZDoom, but aside from that I am extremely impressed how you got the SRB2 style 3rd-person camera working.

Even if it isn't perfect, it's still an excellent proof of concept.