- Sep 10, 2018
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Sal authored
New respawn boost behavior, where you just hold for long enough instead of timing it with hitting the ground. Also much weaker, just gives you enough boost to get going instead of being a free sneaker. Start boosts have been severely changed. The perfect one has an extra tic on its timing window and gets Sneaker boosting special effects, but every other possible boost has been severely nerfed.
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Sal authored
Based on input recieved from Jeck
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- Sep 09, 2018
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Sal authored
Why hasn't SRB2 already done this themselves YEARS ago...
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Sal authored
We've poured so much effort into our own HUD that it doesn't make much sense to have the option to replace it with another game's at this point
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Sal authored
Old one was more exciting, and gave that feeling of "you're scraping against the walls" when you try to corner really hard
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- Sep 08, 2018
- Sep 07, 2018
- Sep 06, 2018
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Sal authored
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Sal authored
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Sal authored
Requires new patch.kart
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Sal authored
- Z pos checking is Battle-only now - Made the Z pos limit much higher - Increased its range in Battle
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Sal authored
Sink would only spawn its trail ever if you threw it on a tic that was (leveltime % 4 == 0), because it called its action every 4 tics instead of every tic
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Sal authored
Fix offroad not affecting you as soon as it did before, and tweaking boost cam to be stronger
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Sal authored
A lot more similar to the code used for player wall bumping, and is much less likely for you to just... pass through the object if you keep trying hard enough. Also, falling rocks get pushed aside by invinicible players with no resistance.
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- Sep 05, 2018
- Sep 04, 2018
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Sal authored
- Don't drag - Shield isn't visible to anyone but yourself - Projectile is twice as heavy
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Sal authored
Sink shield that makes it double-press to use, gives the trailing item slowdown, and shows other people that you have it, but doesn't have any collision
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Sal authored
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Sal authored
Just changed order of operations
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Sal authored
Not good, but less bad than before :V
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Sal authored
Ended up not liking them
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Sal authored
- Fixed remaining instances where camera position would scale with the player instead of the level; the camera should almost 100% certainly not change now when you get Grown/Shrunk - Reset camera when switching viewpoint, to make it not look *as* weird when switching after you've finished (needs tested)
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Sal authored
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Sal authored
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Sal authored
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Sal authored
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Sal authored
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- Sep 03, 2018
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Sal authored
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