run/walk smoothing

main
sunsetbear 4 years ago
parent 050e25f2da
commit 9f8fd167b2

@ -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.

@ -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;

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