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apparently steve can still drown even after finishing the level in MP, is this intended?
It's a bug that has already been fixed in v1.12.apparently steve can still drown even after finishing the level in MP, is this intended?
Thanks to @Zeb for providing me the detailed feedback I needed to make this update possible.
(Note: I changed a lot of stuff behind-the-scenes and did virtually all testing by myself, so please let me know of any regressions ASAP)
Changes:
- Added hotbar persistence in saved games
- Added health regeneration upon touching a star post
- Added sign post sprite, extra life icon, and continue icon
- Added attraction animation upon picking up an item...
Changes:
- Fixed Steve's gravity not flipping inside jump flip sectors
- Fixed Steve's jump not being disabled by the PF_JUMPSTASIS player flag
- Removed spin trail when Steve is forced into a spinning state
Changes:
- Steve now switches to his sitting animation when forced into a spinning state
- Fixed the remaining jump-related issues (hopefully)
Changes:
- Fixed Steve not being able to jump while on top of a solid object
Ummm... is it normal i still cannot jump off from Monitors??, Also there should be a fuction to use Monitors as Food or Potions
I was thinking that monitors would work better as chest (with items inside based on what type of monitor)Also there should be a fuction to use Monitors as Food or Potions
Double-check that you're using v2.03 instead of v2.02.Ummm... is it normal i still cannot jump off from Monitors??, Also there should be a fuction to use Monitors as Food or Potions
Changes:
- Restored increase in jump height when on top of goop or quicksand FOFs
- Fixed item attraction animation not adjusting for different player scales
the addon specifically tells you to have the fps at 35 so those sorts of things don't happenMy game reaches 60 fps and OpenGL rendering, but still graphical glitches
I seem to know why this happens, the fact is that the game is made on a redesigned Doom engine, and there, as you know, 2d creatures, that is, flat, that is, you first had to create 2d sprites for movement, etc. but you made a 3d character, so these glitches occur, and you need to play at 35 fps, if you had first made a 2d character and only then a 3d model, namely separate pictures, then there would be no problems