Commit graph

1675 commits

Author SHA1 Message Date
toasterbabe
3ce411b62a Mario mode is boring again. (I'm going to revert this commit as soon as possible, but shield_actions needs to be clean of Mario stuff for now.) 2016-10-24 12:35:40 +01:00
toasterbabe
45d32b7f7c * Flameaura shield now has boosh sprites.
* MF2_SHIELD calls shield thinker (P_AddShield/P_ShieldLook).
* Multiple types of force shields now handled.
2016-10-23 20:34:43 +01:00
toasterbabe
c54d62851c Okay, this is a MUCH better solution than PF_JUMPDAMAGE. 2016-10-23 16:04:02 +01:00
toasterbabe
c18c014bef Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into shield-actions 2016-10-23 14:47:37 +01:00
Monster Iestyn
dd5fa80839 Merge branch 'master' into damage-control 2016-10-22 14:55:06 +01:00
toasterbabe
59fccab8e5 Restructured things so nojumpdamage characters can use the elemental, bubblewrap and attract shields. 2016-10-20 20:55:15 +01:00
Monster Iestyn
3bc29919c2 Merge branch 'public_next' 2016-10-20 16:38:39 +01:00
toasterbabe
c1a8dd9a37 Minor refactor of what I did last night - as a modifiable state instead of hardcoded references. 2016-10-20 13:44:03 +01:00
toasterbabe
8fe932b0e7 * Force shield force stop completed
* Bubblewrap shield bounce now no longer allows thokking post-bounce, but still allows bouncing
* plus a bunch of tiny changes to clean up code around the place.
2016-10-20 00:33:12 +01:00
toasterbabe
51ffa6d5ea Kill an overlay if the target is removed between P_AddOverlay and P_RunOverlays. 2016-10-17 21:23:58 +01:00
toasterbabe
beecd72a22 BUBBLE BOUNCE ANIMATION 2016-10-17 20:39:22 +01:00
toasterbabe
366e282495 Cleaned up the shield-ability stuff to be cleaner (and reduce MT_OVERLAY thinking). 2016-10-17 14:39:32 +01:00
toasterbabe
c693af96b1 * Bubble bounce completed (minus graphics).
* Flame burst fixed with respect to scale.
2016-10-17 14:03:32 +01:00
toasterbabe
76b30df528 * Slower Bubblewrap animation.
* Corrected bounce height for Elemental underwater.
* Using Elemental ability in goo is cancelled.
* Different Attract failure sound.
2016-10-17 00:27:29 +01:00
toasterbabe
5ff507213b * Some shield constants renamed.
* Some shield sounds swapped (can be reverted later).
* Partial implementation of S3K shield abilities.
* The ability to elemental-groundpound onto gold monitors without going straight through them.
* Force shield ability removed because nobody could agree on it, we'll keep it blank until another idea can get through the disagreement juggernaut.
2016-10-16 22:28:50 +01:00
toasterbabe
aa8a454ea9 Turning some shield attributes into flags means that environmental protection and ring-pulling can be more elegantly handled. As a consequence, the S3 shields now have all their passives, and are just waiting on me to give them actives (two of which don't have the necessary sprites for...) 2016-10-16 01:23:00 +01:00
toasterbabe
3aa9d2a1b1 Sonic 3 shields implemented at a basic visual/functional level - no abilities yet. 2016-10-15 23:39:54 +01:00
toasterbabe
80300ac476 Fireflower is now on same level as all other shields, as opposed to being an additional stack layer. (MID LECTURE COMMIT STRATS YO) 2016-10-13 15:14:13 +01:00
toasterbabe
4997564d30 I like this timing more. 2016-10-12 23:55:16 +01:00
toasterbabe
a36912baef In Mario mode...
* shields give you 1000 points
* redundant shields don't make you puase
* checkpoints give you 2000 points
* falling down a deathpit is just falling, not bouncing
2016-10-12 23:47:18 +01:00
toasterbabe
71b7db4e0d Refinements to flashing. 2016-10-12 22:06:12 +01:00
toasterbabe
d4f0afa0d1 A Heckloada Mario Stuff
https://gfycat.com/MasculineSatisfiedAfricanwilddog and https://gfycat.com/PastCompetentGypsymoth describe this all in varying states of completion
2016-10-12 17:55:07 +01:00
toasterbabe
d25e908b80 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into shield-actions
# Conflicts:
#	src/p_map.c
2016-10-11 16:25:24 +01:00
Monster Iestyn
719220da4a Merge branch 'master' into damage-control 2016-10-08 17:12:13 +01:00
Monster Iestyn
303648bf3b Merge branch 'horizontal_fix' into 'master'
Fixes to horizontal spring collision

Fixed various issues arising from collision with exclusively horizontal springs. Thamks to @Inuyasha for the heads up! Of note:

* If you hold down your jump button whilst jumping into it, you no longer immediately use your ability.
* Characters with (CA_DOUBLEJUMP && CA2_MULTIABILITY) or CA_FLOAT or CA_HOVER no longer lose track of their jump count.

Also:

* Upped the strength of info.c's red and yellow horizontal springs.

See merge request !41
2016-10-07 17:28:54 -04:00
Monster Iestyn
9160c8aeb4 Merge branch 'animate_global' into 'master'
FF_ANIMATE additions: globally synced animations

FF_GLOBALANIM = makes the animation synced to the level's timer, so all objects will display the same frame at the same time

![](https://dl.dropboxusercontent.com/u/3518218/22/srb22-0008.gif)

I mean, doesn't that look so much prettier?

There's also some changes to FF_MIDDLESTARTCHANCE (FF_ANIMATE behavior was split due to not acting consistent between that and SPR2 behavior).

See merge request !46
2016-10-07 17:27:53 -04:00
Inuyasha
482f60e5bc warning: suggest parentheses around arithmetic in operand of '|' 2016-10-03 00:51:18 -07:00
Inuyasha
0fdfb1a472 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal into animate_global
# Conflicts:
#	src/p_pspr.h
2016-10-03 00:27:49 -07:00
toasterbabe
5614ff5691 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into flat_sprites
# Conflicts:
#	src/p_enemy.c
#	src/p_mobj.c
2016-10-02 19:38:53 +01:00
Monster Iestyn
0fb89c620d Merge branch 'master' into damage-control 2016-09-30 21:05:44 +01:00
toasterbabe
cdaab7ec9f * Upped speed of info.c's red and yellow horizontal springs
* Turn off friction for the one tic after touching a spring
2016-09-30 16:00:34 +01:00
toasterbabe
e05528e4a3 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into shield-actions 2016-09-30 12:44:08 +01:00
toasterbabe
011af0daff Tweaks to some sections of the code that recognise what shields the player has. Specifically:
* introducing the new friend, SH_FORCEHP (which is used as a bitmask to get the extra hitpoints of a force-shield user)
* P_DamageMobj now considers the unimplemented shield constants as well as the implemented ones.
2016-09-30 12:15:22 +01:00
Inuyasha
afb22b968b FF_GLOBALANIM for synced animations
and a few other frame flag changes
2016-09-30 03:20:57 -07:00
Inuyasha
f1b8bfcfe7 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal into repeat-monitors
# Conflicts:
#	src/info.c
#	src/p_map.c
2016-09-29 18:08:50 -07:00
toasterbabe
d6a404e1ef * On Mystic's reccomendation - an alternate method which has the direction to shoot off based on the direction you're moving, not the direction you're holding.
* When not pressing any direction, you now go backwards by default - to emphasise that this is primarily for defensive, not offensive, purposes.
* The camera can now handle the player going backwards without them going completely off-screen.
* Fixed some overzealous checks.
2016-09-30 00:34:17 +01:00
toasterbabe
3eb3caacd5 Tweaked the elemental shield's piercing ability. Specifically:
* The spinfire ring is now capable of damaging enemies. (god, what a terrible hack this is)
* When ground pounding, you now bounce off the floor a little bit to make the ability less spammable.
2016-09-29 21:25:15 +01:00
toasterbabe
34d56561e4 Fixed MORE problems with landing on slopes. 2016-09-29 20:44:05 +01:00
toasterbabe
accd8bc5bd Minor fixes. Notably - no longer "deletes gravity" when hitting a slope mid-dash. 2016-09-29 20:36:08 +01:00
toasterbabe
35dda1cd72 Replaced the Force Shield's shitty drop dash I coded with a much more interesting and experimental ability.
* The Dodge Dash
* Allows you to dash - no control, no falling, no key response - for 2 + (number of extra shield hitpoints) tics.
* If you're holding movement keys down, you dash in the direction you're holding - otherwise, you dash directly forward.
* You're spinning (spindash spin, not jump spin) until your dash is over, then your momentum is cut down significantly and you end up in falling frames.
* It may not necessarily be super useful for Sonic, but it helps the other characters.
* http://gfycat.com/BogusFailingFritillarybutterfly
* http://gfycat.com/PoliticalIdealisticBallpython (outdated speed, shows any direction)
2016-09-29 20:02:58 +01:00
toasterbabe
8f181abbb2 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into flat_alignment_revamp
# Conflicts:
#	src/p_mobj.c
#	src/p_spec.c
2016-09-29 13:34:13 +01:00
toasterbabe
5a048df3d5 Messed up the indentation royally. 2016-09-29 13:07:24 +01:00
toasterbabe
c786dbda78 Improved the way GFZ3 Eggman slows down in the air when MF2_SKULLFLYing. 2016-09-29 13:06:07 +01:00
toasterbabe
bf7ed0b9e9 I call this... the GFZ3 Unfuckening.
* GFZ3 Eggmobile's laser won't change its angle when you move left and right anymore.
    * Changed because its ability to move quickly was extremely punishing for new players (see ProJared's youtube video on the matter).
    * http://gfycat.com/PassionateUnknownAgama (the twitching on the third laser has been fixed since this was recorded)
* GFZ3 Eggmobile will, when too far away from the ground and moving upwards, slow itself down vertically.
    * This was punishing and annoying for both old and new players alike.
    * http://gfycat.com/ShabbyAncientEarthworm (old values - the typical settling height is slightly lower now)
2016-09-29 12:36:20 +01:00
toasterbabe
9a2dd50e4d ...I should really check what I'm doing more thoroughly, sorry. 2016-09-27 19:03:57 +01:00
toasterbabe
a8be1e6b7d Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into shield-actions
# Conflicts:
#	src/d_player.h
#	src/p_inter.c
#	src/p_mobj.c
#	src/p_user.c
2016-09-27 18:24:53 +01:00
toasterbabe
c70661186a Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into flat_sprites
# Conflicts:
#	src/dehacked.c
#	src/p_inter.c
#	src/p_pspr.h
2016-09-27 18:11:20 +01:00
toasterbabe
55d8b419e2 MI's last few reccomendations fixed. 2016-09-27 17:51:17 +01:00
toasterbabe
8881a413f3 Fixed that really annoying bug where you disappear when spindashing on top of a FOF whilst wearing a multi-layer shield.
(the problem was that MT_OVERLAY's default radius and height were never getting changed from 1*FRACUNIT, and that meant that when you spindashed, the game considered it completely below the surface of the flat you were standing on. Since you're not usually clipped on flats that don't belong to FOFs, we didn't notice this issue sooner.)
2016-09-27 17:17:23 +01:00
toasterbabe
e801c581d3 Fixed off-by-one error with the relationship between FF_ANIMATE's var1/number of frames, FF_MIDDLESTARTCHANCE, and P_RandomKey. 2016-09-27 11:50:48 +01:00