It's the control scheme all modern 3D platformers adopt. Sonic is not a shooter (SRB2 multiplayer aside), so I don't see why I have to aim with a mouse. I want to play those kinds of games with a controller. I have a controller for the PC to play games like that specifically with, when a game that I perceive as trying to replicate a "console experience" does not support a gamepad, or is otherwise not best played with a gamepad, that is off-putting to me. Even shooters.
(spoilers: I own Borderlands on PC, but I still play the game with a gamepad, because that's how it feels like its been tuned to be played)
Yes, I'd noticed you tended to complain about it when fangames don't support those. Can't say as I particularly care about the issue myself; I've grown up with PC gaming since the DOS era, so I'm more than capable of playing a platformer - particularly 2D ones - with the keyboard. 3D ones is a bit iffier, particularly if it makes actual usage of analog movement (ie: sneaking past sleeping Piranha Plants in Whomp's Fortress of
Super Mario 64); however, actually needing analog
movement is rare, while needing analog
aiming (or at least camera movement) is common, and when it comes to aiming there is simply no substitute for a mouse.
Incidentally, you're talking to a guy who's started up a replay of
Psychonauts on the PC, this time using KB&M as the control scheme. Despite the game having some of the
worst mouse sensitivity I've ever seen.
When I think of SRB2 in non-analog mode, all I can think of are early 3D games like Croc and Tomb Raider that had tank controls because Super Mario 64 hadn't come out yet and analog controllers were years off.
The difference being that
Croc and
Tomb Raider have a fixed turning speed that is often too fast or too slow for a given situation, and - at least in
Croc's case - don't have the camera snapped to your back so that you're always 100% certain of where you're headed. Playing
SRB2 with a mouse solves the first issue handily - you can turn exactly the angle you need to with minimal over- or undershooting - and the camera is specifically set up to avert the latter. It's miles beyond those archaic cases.
Well, I don't even mean expanded, I just mean a mod where somebody's ticked the "use homing attack and light dash" flag on every level in the game.
SASRB2 was going to have like, an Adventure Field and shit. I was the one who convinced SSNTails to make a cutscene editor and to allow levels to have multiple exits because I wanted them for SASRB2. In turn, I was to do textures for SRB2.
And then I didn't finish SASRB2 and did three whole textures for SRB2, but gave SSNTails the thumbs up when he asked if he could just include all of my SASRB2 textures in proper SRB2. If you see weirdly realistic textures along side the more cartoon-y textures, the realistic ones are from SASRB2.
I always felt like kind of a dick that things shook out that way. That seemed to happen a lot on SRB2. I remember the days when Stealth was working on SRB2...
Yeah, I was lurking at the time you made
SASRB2, so I recognized the textures off the bat.
I wish you'd convinced him to use the
Hexen format, honestly. There are times where I
really wish I could assign Things IDs, or had more flexibility over line actions, or could use the C-like scripting language ACS instead of, ugh,
linedef executors. Plus it'd support hub levels, which are
kind of like what you were looking for...
I suppose I could modify the code to support it, nowadays, seeing as I have 2.1's codebase at my fingertips, but I worry such a change (necessary or not) wouldn't be popular, and there'd be a lot of painful migration as people find that their 2.0 maps are suddenly incompatible due to the different level data structure - not long after 2.0 made their 1.09.4 maps incompatible. Arguably more trouble than it's worth, really.