Snolf the Golfball

[Open Assets] Snolf the Golfball 2.25

I have not had the time to work on Snolf in a while but it has come to my attention that the P_TeleportMove function has been deprecated so this is a quick fix to update calls to it in the mod with P_SetOrigin instead.
I haven't updated this in a while. I do have some future plans but I've been very busy and haven't had timed for modding. But Dowolf is going to be speedrunning Snolf Robo Blast 2 in the Big Bad Game-a-Thon on the 18th of September and I wanted to fix an issue that's been plaguing their practise runs: If you used a shield or character ability (e.g. a thok) and then take a mulligan you wouldn't be able to use them again until you took another shot and landed again. Now you can use them again in the first shot you take after taking a mulligan.
This is a small update in and of itself but when I noticed the serendipitous alignment of the version number and date I decide to make an update post for it. I've been watching a few people streaming the addon and as a consequence I've seen room for some quality of life improvements and have been making incremental changes. Here's a list of changes from the previous update post (v2.18) to now:
  • You can now hold down when charging the first power meter of a shot to shoot only along one axis (only horizontally or only vertically).
  • The life counter is internally always kept at least 2 so that the retry option is always available in the menu when playing with infinite lives.
  • The hint to hold the spin button to take a mulligan is no longer displayed when Snolf is on a rideable object such as a minecart or rollout rock.
  • Snolf can now safely take a mulligan out of rideable objects like minecarts or rollout rocks without getting stuck or dying.
After some feedback about how hard it is to beat the game with Snolf I decided to make a small update to give the player a little bit more control. You can now hold the jump button while rolling in order to brake. Snolf will also bounce less if the jump button is held while hitting the ground.

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This update focuses on inter-compatibility with other addons and other characters. There's several of changes made so that when using Everybody's Snolf mode other characters can use their abilities more without them breaking. Tails can fly without the mod immediately forcing him back into falling and Nack and Gemma can now use their abilities to bounce on the ground without the golf physics interfering with them. You can also now use the snolf_mulligan_button console command to change what button activates the mulligan ability to make it easier to use other characters' abilities without accidentally activating the mulligan.

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As well there's support added for a few features from other addons. Snolf now grants Kirby a copy ability:

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Snolf works better with X Momentum now and can faceplant:

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And most importantly:

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This update fixes some multiplayer issues. The biggest of which is I learned how to use the NetVars hook so now Snolf settings are synced to clients when they join games, which makes them safe to use in multiplayer games. An issue where players could get stuck on each other was also fixed.

I also fixed the issue where Snolf was getting stuck on the edge of conveyor belts.

A non-bugfix gameplay change: Snolf can't use shield abilities after bouncing and in Everybody's Snolf mode other characters can't use air abilities (like thoks) after bouncing.

And finally, there's some cosmetic changes, including (and most importantly of all) a new end level signpost.

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The biggest new feature of Snolf 2.10 is a shot guide that can be turned on to you help you aim shots more easily. You can also hold forward when taking a shot to charge the vertical meter first instead of the horizontal one. There's also a few changes to help Everybody's Snolf mode work a bit better and a few misc fixes.


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