Open TheWonderFromDownUnder opened 5 years ago
Sorry for jumping in, just wanted to leave a quick note re: the Egg Carrier lightning effect as I've been interested in implementing that too. At the moment manual palette blending between different PL files isn't implemented in Lantern Engine. The Past fire effect is a bit different because there the palettes are all in one PL file. A closer analogy would be Sky Deck, which at the moment is a hardcoded exception in Lantern Engine. So, to be able to implement this effect you'd need to wait for @michael-fadely to have support for blending between PL files in Lantern API. Same issue with the Casino mud object.
An alternative way of doing these effects is making custom PL files with the palettes required for these effects, and blending using those palettes. That's a much less "elegant" solution, though perfectly feasible even right now.
Hi, I’ve noted the issues with the lighting effects, and understand the difficulties in such a task. While I would indeed like to see the effect in, I would prefer to see it put in in a more suitable way.
To continue from the original post, here are some additional things I’ve noticed since then.
SPR Task Display:
Animation Fixes and Additions:
Item Box Voices:
Final Egg Act 1 Alarm:
Ideas for New Additions:
Edit: A couple other things I wanted to note.
Animation Fixes and Additions:
Hey, I've really been enjoying this mod so far, and am looking forward to potential updates of it in the future.
With that in mind, I've noticed some lingering issues in the updates, so I've compiled a list of all the issues (that I've noticed) as well as a few potential improvements that could help improve the mod. I'm sure you're probably aware of at least some of these already, but I hope that this will help to keep track of them and allow the mod to be improved further.
Big's Stone Puzzle:
TGS Mode:
Angel Island Door Animation:
Landing Animations:
Animation Fixes and Additions:
Another suggestion for a new fix; after landing from an aerial flip and walking off a ledge, Amy will sometimes use the walking/running animation instead of falling. This could be an obscure homage to the classic games (like in Sonic's post-Sky Chase 1 cutscene), but I doubt it given its strange and finicky execution.
More Knuckles Animations:
The transitions after the idle and post stage clear animations look off, likely because they were intended to transition into the normal standing animation instead of the alternate one. They could look more natural if the alternate transition for landing from a fall is inserted afterwards.
Fishing Music and Voices:
Water Sounds:
Light Speed Charge Sound:
Barrier Sound:
Knuckles Damage Voice:
Knuckles and Amy Damage Voices:
Item Box Voices:
Ideas for New Additions: