Public test: physics experiments
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Here are four (formerly nine) particular places where I think the ways rabbits move around in JJ2 could be better. In this build, they are only available in local games. You cannot join multiplayer servers and use these physics changes to your (dis)advantage compared to people who are not running this experimental build. Part of giving feedback on these changes is saying under what circumstances you think they should or should not be available, which can include "always" and "never" at the extremes. You can give one answer for some and a different answer for others. You can also report that the changes aren't working as intended and have introduced other bugs to the game. Unless stated otherwise, none of these changes will be available in speedrun mode.
In an arbitrary order:
- Made optional in 5.11
- implemented in 5.11
- Implemented in 5.12
- Made optional in 5.12
- If you do a double jump, land on the ground, and then walk off a cliff, you can do another double jump in the air while falling, even though you hadn't pressed the jump key again since your last double jump.
- When landing from a buttstomp, you always show the dedicated animation for landing from a buttstomp, rather than randomly bouncing up into the air sometimes.
- implemented in 5.11
- You can double jump (or start copter earing) just by pressing jump once while falling, without having to double-tap jump or hold jump a long time before the final press. (Subject of this thread.)
- The timing for being able to initiate a special move by pressing jump while holding down is made much more generous, not requiring you to come to a stop and hold down for several ticks.
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Last edited by Violet CLM; Aug 20, 2023 at 09:54 AM.
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