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  1. Jul 14, 2016
  2. Jul 13, 2016
  3. Jul 12, 2016
    • toaster's avatar
      More clearly defined handling for replacing character select images.... · fcfe8c01
      toaster authored
      More clearly defined handling for replacing character select images. Specifically takes into account whether the hidden character was added in this file or a seperate one.
      
      Also, removed some commented out code regarding character selects, and removed a useless case for R_SkinAvailable().
      fcfe8c01
    • toaster's avatar
      Some hacks added to forceskin to: · 80a3d79d
      toaster authored
      * support hidden characters
      * take the skin->name, not the number
      * display the skin->name in the menu
      
      Also, minor tweaks to other things.
      80a3d79d
    • toaster's avatar
      Substantial re-engineering for the foundations of hidden characters. · b5108afe
      toaster authored
      R_SkinUnlock defines the circumstances under which a skin is available. For simplicty's sake, I've currently bound it to an S_SKIN variable so I can toggle it easily, but it WILL be replaced with a hook into the savegame system at some point.
      * Currently has three tiers of unlock - freebie (forceskin or modeattacking via a loaded replay), Ringslinger Only, and SP/Coop and Ringslinger.
      * I don't know anything about netcode so I basically decided to make R_SkinUnlock relevant only under local circumstances, try as hard as possible to stop bad skin info from getting sent to the server, and then admit defeat once the server has the information. If this is a bad choice, please discipline me and show me how to fix it.
      * Character Select now checks for whether the character is hidden or not on menu load and does/undoes it based on that info, but will never touch one disabled via SOC. I also used this opportunity to optimise, checking for/filling out charsel pictures instead of doing it later. (It now also includes special casing for a select screen with zero characters!)
      * Mode Attack now hides hidden characters in its character select based on SP rules.
      
      Things that still need to be done:
      * ForceSkin_OnChange. Is there a graceful way to handle this?
      * No obvious skin name conflicts. Add a salt to the names of hidden skins, and then remove it when they're unhidden?
      * The gap between Knuckles' skin number and the first custom character anybody adds will be way too obvious. A seperate hidden skin numbering system? Start at 32 and count up from there? There's a few ways...
      b5108afe
  4. Jul 11, 2016
  5. Jul 10, 2016
    • toaster's avatar
      Logic error. Now works as described previously. · 7c63a96b
      toaster authored
      7c63a96b
    • toaster's avatar
      A thorough reimplementation of Nojumpspin for the SPR2_ age. · 8431f643
      toaster authored
      * SF_NOJUMPSPIN - Player's height is full whilst jumping, SPR2_JUMP defaults to SPR2_SPNG instead of SPR2_SPIN, and the player goes into fall frames if they start moving downwards or use their ability.
      * PA_JUMP - for jumping (upwards in the case of SF_NOJUMPSPIN.
      * SF_NOJUMPDAMAGE - Ala rosy.wad, don't damage enemies, etc when jumping into them.
      * SF_STOMPDAMAGE - Just for fun. Ala in Mario, always damage enemies when you land on top of them (your gravity reference, not theirs).
      * SF_MARIODAMAGE - SF_NOJUMPDAMAGE|SF_STOMPDAMAGE is reasonably accurate to the Mario games, and might as well be surfaced as such.
      
      Also, a minor change:
      
      * Instead of not spawning the revitem if your SPR2_ is SPR2_DASH, don't spawn it if it's set to 0. This requires the player.dta I uploaded a couple days ago to behave as it was previously.
      * Don't get stuck in spindash frames if your maxdash is 0, and don't flash rolling frames if you're on goop.
      8431f643
    • toaster's avatar
    • toaster's avatar
      Minor optimisations and clearer code. · 7fe80a7f
      toaster authored
      7fe80a7f
    • toaster's avatar
      Significant improvements to the Character select screen in preperation of... · 8ab32ca9
      toaster authored
      Significant improvements to the Character select screen in preperation of implementing unlockable characters.
      
      * Characters disabled through SOC are outright removed. No awkward gap in scrolling - no hint they were ever there in the first place.
      * Vertical loop - the character select images are visually continuous. No matter where you are in the chain, you'll always see a hint of the character above or below your current selection in the chain.
      * Smooth scrolling - Moto and Prime showed me a gfy from back during 2.1 development where it was super smooth. I didn't make it as slow as that one, but the smoothness was easy to add and the reason it was removed previously - gaps in the character select leading to varying speeds - is no longer relevant.
      8ab32ca9
  6. Jun 08, 2016
  7. Jun 05, 2016
  8. Jun 04, 2016
  9. Jun 02, 2016
  10. Jun 01, 2016
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