diff --git a/0.4a changelog.txt b/0.4a changelog.txt new file mode 100644 index 0000000..dfa13f1 --- /dev/null +++ b/0.4a changelog.txt @@ -0,0 +1,37 @@ +Changelog from vanilla AM2R to Momentum Mod 0.3a: +MECHANICS CHANGES: + RUNNING AND JUMPING: + -Running responds to player input faster. (this does not apply when turning, so as to allow players to aim shots and position themselves more precisely.) + -Speed increases gradually (starting from vanilla run speed) while running, even before acquiring speedbooster + -Jumping before speedbooster is active will no longer cap your speed + -While in spinjump state, there is no air friction, so you can maintain your speed. In normal jumping/falling state, you will slow down quickly, so respin to keep speed. + -The faster you run, the higher you jump. + -New sound effect and graphic that indicates speedbooster activation. + -Upon landing, Samus will no longer stop in her tracks for 5 frames like she does in vanilla (this was likely done to mimic gba metroid movement.) + -Added vertical spinjump from RoS and Super. + BALL STATES: + -Mockball is now possible before (and after) speedbooster, functions like super metroid. To activate, morph within 12 frames of landing. + -Morphing in the air no longer halts vertical or horizontal speed (unmorphing does.) + -Unmorphing on the ground while holding left or right will put the player straight into the running state, instead of crouch. + -Unmorphing or leaving spin by aiming, while jump is held, will retain speed. + -Note that in earlier versions of momentum mod, spider ball's speed was doubled. This change has since been reverted. + -Spring ball is available from the start of the game. +OTHER: + LEVEL DESIGN: + -Power grip is no longer available from the start of the game. + -Platform layouts before power grip is acquired has been altered to accomodate this change. + -Arachnus now drops Power Grip instead of Spring Ball. + + +Changes from 0.3.1a to 0.4a: +-Smoothed out walking and running- no teleports at the beginning of the state change +-Retooled vertical spin jump to activate more like its original appearances. +-Slowed down the player slightly overall allowing for better reaction times when moving through the level +-gave player more options to preserve speed + -unmorphing or leaving spinjump while holding jump preserves speed, allowing for mockballs to be chained together + -if you don't want to jump the full height, release and re-press jump, then remorph before hitting the ground. + -this change also allows for mockball to be activated with super metroid inputs +-gave mockball a minimum speed +-speedboosting into a slope now maintains 100% of your speed instead of briefly slowing you down +-fixed a large majority of zip crashes (if the game would have crashed, you'll get stuck in a wall instead.) + -Remaining crashes involve zipping towards open doors when the object deactivation radius is disabled. \ No newline at end of file diff --git a/scripts/characterStepEvent.gml b/scripts/characterStepEvent.gml index 2b288dd..482b2a4 100644 --- a/scripts/characterStepEvent.gml +++ b/scripts/characterStepEvent.gml @@ -13,6 +13,9 @@ if (state == STANDING || state == RUNNING) { xVel *= 0.25; xAcc = 0; } + else if (statetime < 8) { + statetime = 8; + } if (state == RUNNING && (speedboost || dash >= 45)) { if (facing == RIGHT && (kRight == 0 || kLeft > 0) || facing == LEFT && (kLeft == 0 || kRight > 0)) { state = BRAKING;