More fixes to mockball

main
sunsetbear 4 years ago
parent ebcc8fb3c9
commit ecab9970a2

@ -1,15 +1,16 @@
Changelog from vanilla AM2R to Momentum Mod 0.2a: Changelog from vanilla AM2R to Momentum Mod 0.3a:
MECHANICS CHANGES: MECHANICS CHANGES:
RUNNING AND JUMPING: RUNNING AND JUMPING:
-Running responds to player input slightly faster. -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 while running, even before acquiring speedbooster -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 -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. -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. -The faster you run, the higher you jump.
-New sound effect and graphic that indicates speedbooster activation. -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.) -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: BALL STATES:
-Mockball is now possible before (and after) speedbooster, functions like super metroid. To activate, morph within 10 frames of landing. -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.) -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 on the ground while holding left or right will put the player straight into the running state, instead of crouch.
-Note that in earlier versions of momentum mod, spider ball's speed was doubled. This change has since been reverted. -Note that in earlier versions of momentum mod, spider ball's speed was doubled. This change has since been reverted.
@ -19,4 +20,12 @@ OTHER:
-Power grip is no longer available from the start of the game. -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. -Platform layouts before power grip is acquired has been altered to accomodate this change.
-Arachnus now drops Power Grip instead of Spring Ball. -Arachnus now drops Power Grip instead of Spring Ball.
Changes from 0.2a to 0.3a:
-Made running, jumping, and landing MUCH more responsive and intuitive. This is the highlight of the update.
-Fixed arachnus CoreX dropping spring ball instead of power grip
-Fixed morph ball speedboost into the ground applying the wrong speed to the player.
-Fixed mockball speeds sometimes not translating to the player's prior airspeed. Added a minimum mockball speed.
-Fixed a bug where doing mockball at below speedbooster speed would allow you to store a shinespark, even without speedbooster.
-Fixed a bug where ballsparking into a slope would steal all of your speed.

@ -1479,6 +1479,7 @@ if (state == BRAKING) {
} }
if (statetime >= 15 && sjball != 1){ if (statetime >= 15 && sjball != 1){
state = STANDING; state = STANDING;
dash = 0;
canturn = 1; canturn = 1;
idle = 0; idle = 0;
image_index = 0; image_index = 0;
@ -1487,8 +1488,8 @@ if (state == BRAKING) {
} }
} }
if (state == BRAKING && statetime > 3 && kDown && kLeft == 0 && kRight == 0) { if (state == BRAKING && statetime > 3 && kDown && kLeft == 0 && kRight == 0) {
if (sjball == 0) state = DUCKING; //if (sjball == 0) state = DUCKING;
if (sjball == 1) state = BALL; //if (sjball == 1) state = BALL;
if (brakeSB > 0){ if (brakeSB > 0){
statetime = 0; statetime = 0;
brakeSB = 0; brakeSB = 0;
@ -1503,10 +1504,19 @@ if (state == BRAKING && statetime > 3 && kDown && kLeft == 0 && kRight == 0) {
expl.depth = -150; expl.depth = -150;
} }
else{ else{
state = BALL; if (sjball > 0){
canturn = 1; state = BALL;
sjball = 0; canturn = 1;
machball = 0; sjball = 0;
machball = 0;
dash = 0;
}
else {
state = DUCKING;
statetime = 0;
turning = 0;
sfx_play(sndCrouch);
}
} }
} }
//below is uncrouch //below is uncrouch
@ -2566,7 +2576,7 @@ if (footstep == 0) {
} }
} }
if (!sfx_isplaying(spinjump_sound) && state == JUMPING && vjump == 0 && statetime >= 10) LoopSoundMono(spinjump_sound); if (!sfx_isplaying(spinjump_sound) && state == JUMPING && vjump == 0 && statetime >= 10) LoopSoundMono(spinjump_sound);
if (sfx_isplaying(spinjump_sound) && (state != JUMPING || state == JUMPING && vjump == 1)) sfx_stop(spinjump_sound); if (sfx_isplaying(spinjump_sound) && (state != JUMPING && machball == 0 || state == JUMPING && vjump == 1 )) sfx_stop(spinjump_sound);
if (sfx_isplaying(sndSBLoop) && dash == 0) sfx_stop(sndSBLoop); if (sfx_isplaying(sndSBLoop) && dash == 0) sfx_stop(sndSBLoop);
if (sfx_isplaying(sndSBStart) && dash == 0) sfx_stop(sndSBStart); if (sfx_isplaying(sndSBStart) && dash == 0) sfx_stop(sndSBStart);
if (charge == 0 && sfx_isplaying(sndSBChargeLoop)) sfx_stop(sndSBChargeLoop); if (charge == 0 && sfx_isplaying(sndSBChargeLoop)) sfx_stop(sndSBChargeLoop);
@ -2693,7 +2703,8 @@ if machball > 0 && state == BALL && (kRight > 0 || kLeft > 0){
} else { } else {
xVel = -6; xVel = -6;
} }
LoopSoundMono(sndChargeLoop); //LoopSoundMono(sndChargeLoop);
LoopSoundMono(spinjump_sound);
if (state != BRAKING){ if (state != BRAKING){
if xVel > 0 && kLeft > 0 { if xVel > 0 && kLeft > 0 {
xVel = 0; xVel = 0;

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