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I'm testing that homing slash sequence like the original game, but I need to nerf it, it will be good for the Cavalier style especially

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Now Homing Slash can be used to reset Landing Dash, I'm still testing it, as I have to choose whether the damage should be based on speed or not.

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I adjusted the juggle's Z force for enemies with a different .scale variable. Since enemies with a scale greater than the default FRACUNIT, when hit with a force of 12*FRACUNIT, would climb too high, and smaller enemies would barely climb at all. So I made an adjustment so that the force adapts to the enemy's size, as if reading a weight, applying that weight to the enemy's size. Now it's the opposite: large enemies are a little heavier, and small ones are very light, but still within the desired Z range. Many people make large enemies using .scale in the map creator. I still have to do the same with the health bar.

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It's safe to say that the final ability for base Sonic is ready; the only annoying part was messing with the sword damage decal on the wall, because I wanted the floor height and also FOF if it's included. I discovered, in a frustrating way, that you can only get the .ffloor() attribute using an iterator (;-;). Good thing the decal is now at the correct height; the position isn't perfect, but it fits ideally most of the time. Now I just need to redo the swordclimb animation to cut the blade when I show it in software mode. After that, it's just a matter of polishing it and then sending it to friends to test.

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It's safe to say that the final ability for base Sonic is ready; the only annoying part was messing with the sword damage decal on the wall, because I wanted the floor height and also FOF if it's included. I discovered, in a frustrating way, that you can only get the .ffloor() attribute using an iterator (;-;). Good thing the decal is now at the correct height; the position isn't perfect, but it fits ideally most of the time. Now I just need to redo the swordclimb animation to cut the blade when I show it in software mode. After that, it's just a matter of polishing it and then sending it to friends to test.

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That looks so sick...

Man, I really should play SATBK...
 
It's safe to say that the final ability for base Sonic is ready; the only annoying part was messing with the sword damage decal on the wall, because I wanted the floor height and also FOF if it's included. I discovered, in a frustrating way, that you can only get the .ffloor() attribute using an iterator (;-;). Good thing the decal is now at the correct height; the position isn't perfect, but it fits ideally most of the time. Now I just need to redo the swordclimb animation to cut the blade when I show it in software mode. After that, it's just a matter of polishing it and then sending it to friends to test.

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its insane how fast you made this whole thing. you had a plan, and you got it the fuck done
i hope testing goes well ^_^
 
It's safe to say that the final ability for base Sonic is ready; the only annoying part was messing with the sword damage decal on the wall, because I wanted the floor height and also FOF if it's included. I discovered, in a frustrating way, that you can only get the .ffloor() attribute using an iterator (;-;). Good thing the decal is now at the correct height; the position isn't perfect, but it fits ideally most of the time. Now I just need to redo the swordclimb animation to cut the blade when I show it in software mode. After that, it's just a matter of polishing it and then sending it to friends to test.

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glad to be seeing a mod that looks hella cool getting released, I'm probably going to use this mod with a few others to make it the best experience (y'know, the better arena mod, a few better stages, etc)
 
It's safe to say that the final ability for base Sonic is ready; the only annoying part was messing with the sword damage decal on the wall, because I wanted the floor height and also FOF if it's included. I discovered, in a frustrating way, that you can only get the .ffloor() attribute using an iterator (;-;). Good thing the decal is now at the correct height; the position isn't perfect, but it fits ideally most of the time. Now I just need to redo the swordclimb animation to cut the blade when I show it in software mode. After that, it's just a matter of polishing it and then sending it to friends to test.

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Just out of curiosity, how broken is this move going to be? Is it as good as Knuckles' wall climb?
 
So, if I may ask, how close is this to any sort of release? I'm mostly asking out of curiosity, not trying to rush you or anything.
 

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