- The pain + hit confirm delay is done for all players, instead of only the damaged player.
- The player who got the hit also gets to hear their pain sound at full volume.
- Changed the code so that your hit confirm sound effect will no longer be interrupted if the player who got hit left the game.
- Invinc and sneaker can go up to BLASTER.
- Flame shield and momentum make only the boost by themselves.
- Hyuu and grow ignore tripwire so don't make ANY aura without any of the prior also occouring.
- No more instant fuck you button. You charge up a meter instead by holding down attack, and let go to fire as many as you charged up. Tapping fires one out of five, holding for the entire duration shoots out all five like before, but anything inbetween is also possible.
- Ballhog projectiles scale up over time (like Contra spread shot), to help make it stronger again after players started getting faster.
* Allow colorisation types to not completely crowd each other out.
* For example, it's possible for invincibility + grow to flicker Invincibility, Eggman mark, and grow colours if the conditions for each type of flash are true on different frames!
Pretty much just copy+pasted from Snap the Sentinel!!
- Hold left/right to adjust the momentum angle after hitlag, up to 22.5 degrees. (Only angle can be adjusted, so you can't adjust your speed, only your direction.)
- It's relative to your angle, so sometimes you need to use forward/back, or even diagonals (forward/back throws now store full analog data for this to work)
- Bananas flip DI direction, to make them not baby easy mode
- Tumble has x3 DI (so angle adjustments of 67.5!!), and hitlag on each bounce to allow even more control.
- Grow is x2 instead of x1.5.
- Shrink is x0.5 instead of x0.75.
- Physics were left ALONE!! This is purely a HITBOX / VISUAL change!! Grow isn't any faster, and Shrink isn't any slower!! The only potential worry is low ceilings in maps!!
Set a sidedef's midtexture to "TRIPWIRE" to turn that line
into a tripwire.
Players can't drive through a tripwire and will bounce
back at high speed if they're in one of the following
states:
1. Invincibility / Grow
2. Sneakers
3. Flame Shield dash
4. >200% on the speedometer
Hitting a tripwire plays a sound, sends you into hitlag,
then plays another sound when the hitlag is over. The
sounds used depend on whether you can drive through the
tripwire.
Makes a little easier to parse. I might have gone overboard but I really wanted to test my hunch if Ivo's issue was mostly the fact it jitters so hard :V
- Invert high contrast greyscale colorization effect for damage hitlag
- Jitter is now also exclusive to damage-related hitlag
- Since jitter is now just tied to a flag, removed the old trick momentum hack
- Added a hitlag cap of 18 frames (can be decreased to 12 if it's too much)
- Hitlag amount can't be reduced, only increased
- Hitlag added is the same between both objects, instead of being different between the two
- Objects in hitlag can be interacted with again with TryMove (I was too nervous of it but it's fine in Snap lol)
- Rebalanced the damage hitlag lengths to make it feel relatively the same with all of the above considered