- What permissions do you give others to modify and/or maintain your submission?
- Modify: YES - Maintain: YES - I give permission for my entire submission to be modified by others or used in their own work. I give permission for my entire submission to be maintained by others as well.
- I made sure my file(s) follow the Submissions Guidelines
- Yes
- I named my file(s) correctly (see Filename Conventions)
- Yes
THIS MOD MUST BE PLAYED USING OPENGL AT 35 FPS!
OTHERWISE YOU WILL ENCOUNTER SEVERE VISUAL BUGS
(THIS IS A PROBLEM WITH THE GAME'S RENDERER AND NOT ANYTHING I CAN FIX)
(HERE IS THE RELEVANT ISSUE ON GITLAB, IF YOU'RE CURIOUS)
It's him.
OTHERWISE YOU WILL ENCOUNTER SEVERE VISUAL BUGS
(THIS IS A PROBLEM WITH THE GAME'S RENDERER AND NOT ANYTHING I CAN FIX)
(HERE IS THE RELEVANT ISSUE ON GITLAB, IF YOU'RE CURIOUS)
It's him.
Health
Steve has infinite lives and ten hearts of health that does not regenerate over time; however, your health is reset upon completing the current level or dying.
If you're in a dire situation and you're not prepared to die, activating a star post will give back up to three hearts of health.
Combat
Enemies deal damage based on their size, and unlike most other SRB2 characters, cannot be defeated by jumping on them. Instead, you can press the Fire button while looking at an enemy to punch it.
Movement
Hold the Spin button to sprint, or hold the Custom 1 button to sneak and protect yourself from cliff edges. If you are in water, you can also hold the Jump button to swim upwards.
Mining / Placing
Hold the Fire button while looking at an object to mine it. Eventually, the object will disappear and drop as an item that can be collected in your hotbar. You can then place the object using the Fire Normal button.
In addition to mining objects, you can also mine bustable blocks. It doesn't matter if it's in the ground or in a wall - Steve can break it with a single swing of his fist.
Hotbar
The hotbar contains all of the items you've collected. You can change the selected hotbar slot using the Weapon Next and Weapon Prev. buttons, and you can toss the currently-selected item using the Custom 2 button.
The contents of your hotbar are preserved between levels, so items collected in one level can be used to your advantage in another.
Steve has infinite lives and ten hearts of health that does not regenerate over time; however, your health is reset upon completing the current level or dying.
If you're in a dire situation and you're not prepared to die, activating a star post will give back up to three hearts of health.
Combat
Enemies deal damage based on their size, and unlike most other SRB2 characters, cannot be defeated by jumping on them. Instead, you can press the Fire button while looking at an enemy to punch it.
Movement
Hold the Spin button to sprint, or hold the Custom 1 button to sneak and protect yourself from cliff edges. If you are in water, you can also hold the Jump button to swim upwards.
Mining / Placing
Hold the Fire button while looking at an object to mine it. Eventually, the object will disappear and drop as an item that can be collected in your hotbar. You can then place the object using the Fire Normal button.
In addition to mining objects, you can also mine bustable blocks. It doesn't matter if it's in the ground or in a wall - Steve can break it with a single swing of his fist.
Hotbar
The hotbar contains all of the items you've collected. You can change the selected hotbar slot using the Weapon Next and Weapon Prev. buttons, and you can toss the currently-selected item using the Custom 2 button.
The contents of your hotbar are preserved between levels, so items collected in one level can be used to your advantage in another.
In multiplayer, all commands and console variables (with the sole exception of mc_sprintfov) are restricted to the server admin only.
- mc_give <object type> [<amount>] - Give yourself an item. Default quantity is 1.
- mc_clear - Empty your hotbar.
- mc_heal - Fully restore your health.
- mc_backup - Backup the contents of your hotbar.
- mc_restore - Restore your hotbar contents from backup.
- mc_healthpersist - Toggle whether health should persist between levels. Off by default.
- mc_itempersist - Toggle whether items should persist between levels. On by default.
- mc_keepinventory - Toggle whether items should persist after dying. On by default.
- mc_dobackups - Toggle whether hotbar backups should be made upon completing a level or touching a star post. On by default.
- mc_instamine - Toggle whether objects can be mined instantly. Off by default.
- mc_itemfreeze - Toggle whether items are depleted from the hotbar when placed or tossed. Off by default.
- mc_starpostheal - Change the amount of half-hearts to give back to the player upon touching a star post. Default value is 6.
- mc_sprintfov - Change the amount of fracunits to add to your FOV while sprinting. Default value is 9.
Steve should be played with the following settings for the best experience:
- Renderer: OpenGL
- FPS Cap: 35
- Camera Style: Manual
- Camera Height: 0
- Orbital Looking: On
- Field of View: 110
- Changing your character to Steve while next to a wall can result in Steve getting partly stuck inside the wall until you change your character back.
- Placing a solid object against the surface of another solid object has the potential to suffocate Steve if the object is placed in the same position as Steve's head.
- In rare circumstances, getting hit while being pushed against a wall will result in Steve being thrusted upwards and insta-killed.
- Object placement is a bit wonky when Steve's gravity is flipped.
- Items do not appear in the third-person hand, and there is no first-person hand. These are not as easy to implement as you might think (particularly the latter).
Thanks to Mojang Studios for creating Minecraft and the assets featured in this mod, and to the people of the SRB2 Community Server for their support during this mod's development.
It is indeed very difficult to implement hotbar persistence across game sessions, and I'll admit I've exhibited a fair amount of neglect towards save files for that reason. Earlier today, however, I was informed of Xian's GlobalBanks script which exists to remedy this issue, so I am hoping to have it implemented in the next version.
The interaction range isn't something I've received much feedback at all about, but I will look into increasing it in the next version as per your feedback. Same with the item pickup range.
As for the inability to create bridges out of monitors, even just the action of placing objects on the surface of another object is in a less-than-ideal state at the moment, and I would rather get that fixed up before worrying about advanced sneaking tech.
I find it interesting that you mention the sprinting speed in specific being slow, because assuming the information on the Minecraft Wiki is correct, his sprinting speed is in fact 3.33% faster than it is in Minecraft. I imagine the issue is the less drastic change in FOV paired with the lack of camera bobbing (which you mention later in your review). I'll probably adjust the FOV in the next version, but implementing camera bobbing in a way that is both effective in conveying speed and won't make you feel sick from looking at it will be a challenge.
I believe you're correct in your assumption that Steve's jump height is lower than it is in Minecraft, so I'm going to increase it in the next version.
Methods of regaining health during a level is something I've pondered, although in the end I decided that infinite lives paired with health being restored upon level completion would be fair enough. But on second thought, maybe something like healing a couple hearts upon touching a star post (similar to how Mario games do it) would be a welcome addition.
The code for determining if an object can be mined is admittedly rudimentary. I suppose I could add exceptions for specific objects though. As for trees dropping wood blocks, I'd rather save it for when there's finally a proper gameplay element involving Minecraft items - which is something I wanted in the initial release, but a combination of the college semester starting and me realizing I was overworking myself led me to release Steve without it.
I'm aware of the hotbar slot issue, and I'm hoping to have it fixed by the next version.
The elytra was actually something I wanted to implement as a reward for collecting all emeralds (like a Super form, but without the need to collect 50 rings first), but that ended up not happening due to the same reasons discussed above. Hovever, even if I was in a better position to implement it, there's a chance I wouldn't be able to anyway because floorsprite/papersprite rotation is both very limited and very frustrating to deal with (it's a miracle that Steve looks and works as well as he does). You did mention that you would be fine with pre-rendered sprites, and that's fair enough, but the issue unfortunately applies to your swimming and crawling suggestions as well (which definitely wouldn't be using pre-rendered sprites). On a different note, your suggestion to make Steve descend quickly while sneaking in water is something I've been considering and will probably implement in the next version.
Finally, I did notice that both Nightwolf and I's Steve mods break when loaded at the same time. This should be easily fixable on my part by renaming Steve to something else internally, such as "mcsteve".
Once again, thank you for the constructive feedback, and I hope to fix most of the issues you mentioned in the next version.