What now?
Adds new console variables for first-person and third-person FOV, and automatically switches your FOV when switching between the two views.
Why...
120 degrees is a pretty nice FOV for playing in first-person, in my opinion. It gives you a nice wide view and a feeling of speed...
What does this do?
It changes the input to activate shield abilities from spin in air to spin + jump in air.
That sounds harder, why would I want to do that?
All of the vanilla characters, except for Fang, have a feature they can use with mid-air spin input, and with the current control...
What does this do?
Have you ever noticed that characters' feet don't make any sounds? Modern Sonic aside, SRB2's characters sort of glide around in an eerie silence. You might not have picked up on that, but your ears did. And now I've said it, you'll never be able to stop noticing.
Get to the...
...you touch a diagonal spring, your horizontal movement controls become locked for a short time.
Uh... why?
Diagonal springs reset your horizontal *and* vertical momentum. They're generally placed with an intention to send you somewhere specific. But you still have a lot of air control, so...
With Krabs's blessing, I've adopted KRework and have been working on it to get it out of beta and refine it into something really solid.
KreworkD is a four-part mod. The base mod changes all characters to allow you to chain any action into virtually any other action, making the game more...
I made something like this a while ago, but yours seems a lot more thorough and probably works quite a bit better. I remember looking at how Modern Sonic did it at the time and my eyes glazing over, so props for even figuring out which bits to use and how to make them work.
From taking a quick...
I'd like to see rolling on the ground disconnected from having spindash as an ability. Make rolling a skin flag that having spindash as your ability2 overrides.
Possible applications of this include:
- Gunslinger characters whose rolling is flavoured as a sliding kick
- Sonic 1 Sonic
- I dunno...
I don't think this is what you meant, but I'd absolutely make things like zoom tubes a series of 2d sections. The current implementation is absolutely terrible visually, just a real nightmare for the eyes.
Been a while. 1.8c is now available.
Changelog:
Version 1.8c
- Replaced all instances of BT_USE with BT_SPIN.
-- A failsafe is included in case BT_SPIN is not defined, so it'll still work with 2.2.6 going forward. Update your game, though, folks.
- Fixed a bug where Metal Sonic wouldn't be able...
Oof, can't believe I missed that. Of all the things to not check.
Version 1.8b is now available.
Changelog
- Fixed vanilla Tails flight not working. I hate PF_THOKKED so much.
That's a good point and I can absolutely understand why that would make things a bit clumsy. It was something I just threw in cause it felt like it made sense, I'm not married to the idea. Super Sonic also boosts drop dash speed as it is.
I'm still fiddling with partner throw, I haven't had...
Alright, I've been giving some thought to the Tails carry thing, and I think I have something of a solution. It's not perfect, but I think it's pretty cool.
Version 1.8 is now available!
Changelog
- Refactored a lot of code to make it a bit cleaner and easier to read and modify
- NEW...
Some of your edges are solid when I don't think you meant for them to be. The log pillar is right at the start of the level, near the one with the ring monitor that has a similar problem.
Version 1.7b has a couple of bugfixes, one fairly major, one minor.
Base pack:
- Fixed Twinspin users not being able to use shield abilities.
- Added glide-skidding to the list of states that refreshes abilities.
All other packs are unchanged, just renamed. You do not have to redownload or...
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