toasterbabe
aa8a454ea9
Turning some shield attributes into flags means that environmental protection and ring-pulling can be more elegantly handled. As a consequence, the S3 shields now have all their passives, and are just waiting on me to give them actives (two of which don't have the necessary sprites for...)
2016-10-16 01:23:00 +01:00
toasterbabe
3aa9d2a1b1
Sonic 3 shields implemented at a basic visual/functional level - no abilities yet.
2016-10-15 23:39:54 +01:00
toasterbabe
6e47a07a04
Fixed monitors not making sounds if you had that monitor already and it wasn't mariomode.
2016-10-15 17:58:08 +01:00
toasterbabe
91f9770caf
Fixed up the coin-looping.
2016-10-14 11:23:13 +01:00
toasterbabe
5e92ca1a4a
Okay, made the Mushroom a seperate shield instead of a hacked pity shield. This is a lot nicer in general.
2016-10-14 10:43:46 +01:00
toasterbabe
a119db3a85
Coins are no defense now! (This lecture is boring.)
2016-10-13 15:36:37 +01:00
toasterbabe
80300ac476
Fireflower is now on same level as all other shields, as opposed to being an additional stack layer. (MID LECTURE COMMIT STRATS YO)
2016-10-13 15:14:13 +01:00
toasterbabe
a36912baef
In Mario mode...
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* shields give you 1000 points
* redundant shields don't make you puase
* checkpoints give you 2000 points
* falling down a deathpit is just falling, not bouncing
2016-10-12 23:47:18 +01:00
toasterbabe
d4f0afa0d1
A Heckloada Mario Stuff
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https://gfycat.com/MasculineSatisfiedAfricanwilddog and https://gfycat.com/PastCompetentGypsymoth describe this all in varying states of completion
2016-10-12 17:55:07 +01:00
toasterbabe
64a1fa5421
Players are half height in Mario mode when they don't have any shields, the Mario mode pity shield is invisible, and Mario mode players immediately get a pity shield when they lose any other type of shield. So basically that's a Red Mushroom, right?
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https://gfycat.com/ThoughtfulAcademicChrysalis
2016-10-11 23:35:48 +01:00
toasterbabe
d25e908b80
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into shield-actions
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# Conflicts:
# src/p_map.c
2016-10-11 16:25:24 +01:00
toasterbabe
5614ff5691
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into flat_sprites
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# Conflicts:
# src/p_enemy.c
# src/p_mobj.c
2016-10-02 19:38:53 +01:00
toasterbabe
a694ebc348
Fixed issue where holding spin when going into a non-horizontal spring would use your whirlwind shield ability immediately.
2016-09-30 14:33:15 +01:00
toasterbabe
aa4fca0339
Added description to P_SwitchShield.
2016-09-30 14:18:13 +01:00
toasterbabe
4f79157a50
Fixed that bug the wrong way, THIS is a much better solution for what I wanted to tweak.
2016-09-30 14:12:26 +01:00
toasterbabe
dc57a34213
Revert "Fixed another bug where you were able to use the whirlwind shield ability after using the force shield's dodge dash."
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This reverts commit cbe703478c
.
2016-09-30 14:06:53 +01:00
toasterbabe
cbe703478c
Fixed another bug where you were able to use the whirlwind shield ability after using the force shield's dodge dash.
2016-09-30 13:56:19 +01:00
toasterbabe
f1fb276e5a
Fixed a bug where using your shield ability just before your shield changed got you stuck in whatever state it left you.
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To do that, P_SwitchShield was born! Don't use with Force.
2016-09-30 13:48:33 +01:00
toasterbabe
e05528e4a3
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into shield-actions
2016-09-30 12:44:08 +01:00
toasterbabe
011af0daff
Tweaks to some sections of the code that recognise what shields the player has. Specifically:
...
* introducing the new friend, SH_FORCEHP (which is used as a bitmask to get the extra hitpoints of a force-shield user)
* P_DamageMobj now considers the unimplemented shield constants as well as the implemented ones.
2016-09-30 12:15:22 +01:00
Inuyasha
f1b8bfcfe7
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal into repeat-monitors
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# Conflicts:
# src/info.c
# src/p_map.c
2016-09-29 18:08:50 -07:00
toasterbabe
d6a404e1ef
* On Mystic's reccomendation - an alternate method which has the direction to shoot off based on the direction you're moving, not the direction you're holding.
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* When not pressing any direction, you now go backwards by default - to emphasise that this is primarily for defensive, not offensive, purposes.
* The camera can now handle the player going backwards without them going completely off-screen.
* Fixed some overzealous checks.
2016-09-30 00:34:17 +01:00
toasterbabe
3eb3caacd5
Tweaked the elemental shield's piercing ability. Specifically:
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* The spinfire ring is now capable of damaging enemies. (god, what a terrible hack this is)
* When ground pounding, you now bounce off the floor a little bit to make the ability less spammable.
2016-09-29 21:25:15 +01:00
toasterbabe
accd8bc5bd
Minor fixes. Notably - no longer "deletes gravity" when hitting a slope mid-dash.
2016-09-29 20:36:08 +01:00
toasterbabe
35dda1cd72
Replaced the Force Shield's shitty drop dash I coded with a much more interesting and experimental ability.
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* The Dodge Dash
* Allows you to dash - no control, no falling, no key response - for 2 + (number of extra shield hitpoints) tics.
* If you're holding movement keys down, you dash in the direction you're holding - otherwise, you dash directly forward.
* You're spinning (spindash spin, not jump spin) until your dash is over, then your momentum is cut down significantly and you end up in falling frames.
* It may not necessarily be super useful for Sonic, but it helps the other characters.
* http://gfycat.com/BogusFailingFritillarybutterfly
* http://gfycat.com/PoliticalIdealisticBallpython (outdated speed, shows any direction)
2016-09-29 20:02:58 +01:00
toasterbabe
a8be1e6b7d
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into shield-actions
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# Conflicts:
# src/d_player.h
# src/p_inter.c
# src/p_mobj.c
# src/p_user.c
2016-09-27 18:24:53 +01:00
toasterbabe
c70661186a
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into flat_sprites
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# Conflicts:
# src/dehacked.c
# src/p_inter.c
# src/p_pspr.h
2016-09-27 18:11:20 +01:00
toasterbabe
be0e898bae
* Skin-controlled radius is no longer set each tic, only on skin change and player spawn.
...
* Camerascale, shieldscale, height and spinheight are now player attributes which are set to the skin attribute on skin change, not read directly from the skin.
* P_GetPlayerHeight and P_GetPlayerSpinHeight are now macros instead of functions.
* Extra protection against switching to a locked skin.
2016-09-25 18:21:52 +01:00
toasterbabe
9f69850c05
Basically seriously un-fucked the rope hang and zoom tube code from my experimentations (i just wanted to compare speed and distance and got carried away...)
2016-09-25 15:07:00 +01:00
Inuyasha
1a4b894589
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal into repeat-monitors
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# Conflicts:
# src/info.c
2016-09-24 23:05:01 -07:00
toasterbabe
da1db42b14
Forgot some compilers would complain about this.
2016-09-24 13:39:04 +01:00
toasterbabe
f933210c03
Let's simplify a lot of stuff. PF_CANCARRY instead of a horrible assortment of checks.
2016-09-24 13:18:08 +01:00
toasterbabe
41b4d9c565
Fixed carry bug that I introduced a while ago.
2016-09-24 12:06:00 +01:00
toasterbabe
1de32b3dac
Fixed my mistake with static rope hangs.
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Also, the same smoothness changes have been ported over to zoom tubes!
2016-09-24 00:37:18 +01:00
toasterbabe
e16648a72b
Introducing player->powers[pw_carry]! Also, I made rope hangs a lot smoother.
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* PF_ITEMHANG -> CR_GENERIC
* PF_CARRIED -> CR_PLAYER
* (mo->tracer == MT_TUBEWAYPOINT) -> CR_ZOOMTUBE
* PF_ROPEHANG -> CR_ROPEHANG
* PF_MACESPIN -> CR_MACESPIN
2016-09-23 23:48:48 +01:00
toasterbabe
dcb82c292a
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into s_skinprovements
2016-09-12 19:23:44 +01:00
toasterbabe
ba78dda276
Just noticed when poking around in dashmodecode that it didn't actually get stopped from running when you were playing in CTF!
2016-09-10 22:44:28 +01:00
toasterbabe
cd0c2347df
Ditto with regards to glideandclimb.
2016-09-10 21:13:51 +01:00
toasterbabe
f844fb3460
More strenous checking of ability for these animations in preparation for something I wanna try...
2016-09-10 21:00:57 +01:00
toasterbabe
fb377ad44f
Minor tweaks to animations and endsigns.
2016-09-08 17:48:54 +01:00
toasterbabe
941bf8eb03
Corrected multiple oversights with swimming players dropping their friends when they shouldn't.
2016-09-08 14:38:57 +01:00
Monster Iestyn
31b9e762e1
Merge branch 'public_next'
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# Conflicts:
# src/p_mobj.c
2016-09-05 21:28:43 +01:00
toasterbabe
0333c9db94
P_MobjCheckWater now properly accounts for changing heights (skin non-spin height for players, mobj height otherwise) instead of mobj info height.
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Also, the particles made via spindashing in shallow water are now located behind the player. This does move the running particles too, but that's okay.
2016-09-03 20:00:29 +01:00
toasterbabe
c11d8da3a3
No need to check for under/overflow outside of the spindash code, let's just start at the mindash and not add power if you're over instead.
2016-09-03 16:20:04 +01:00
toasterbabe
2cee8c1a8d
SORRY, I SHOULDN'T HAVE PUSHED THE PREVIOUS THING
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Revert "Revert "Revitem is saved by tying it to leveltime instead of dashtime, whilst dashtime is now dead.""
This reverts commit 58f815ddbc
.
2016-09-03 16:05:58 +01:00
toasterbabe
58f815ddbc
Revert "Revitem is saved by tying it to leveltime instead of dashtime, whilst dashtime is now dead."
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This reverts commit 0852a20014
.
2016-09-03 15:51:38 +01:00
Monster Iestyn
8f02c50c10
Fix players and pushables not accounting for slopes on bustable FOFs
2016-09-02 21:41:45 +01:00
toasterbabe
0852a20014
Revitem is saved by tying it to leveltime instead of dashtime, whilst dashtime is now dead.
2016-09-02 18:12:46 +01:00
toasterbabe
73843764de
Some more spindash changes. NOTE that this temporarily breaks the charging aura; if we want to, we can either kill that entirely or re-enable it - but none of the main characters are using it, and Lua makes having a dedicated charging aura irrelevant if the main characters don't use it...
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* Spindash sound only plays six times during the charge, equally spaced up until you finish charging.
* Spindash animation speed increase rebalanced.
2016-09-02 17:27:39 +01:00
Monster Iestyn
eae47c9808
Fix Knuckles in 2D mode attempting to latch onto air when gliding into a slope. Now he just attempts to latch onto the slope directly (which I'll fix another time, if I can figure out how)
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(fix for SUGOI's Retro Hill Zone)
2016-09-01 21:21:20 +01:00