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Thought I'd give you a bit of advice as a friend brought up how you seem to be mostly using resources (I presume as placeholders) from his old SDM remaster: First off, I'm not sure what version of G/ZDoom you are testing this with, But GZDoom has advanced a lot further with the usage of ZScript and a few other trinkets. Hey, cute little tech demo! It's very janky but also very impressive, Especially with how you have the health system and triple jump working. Fixed player standing animation duration. Fixed player standing animation being stuck after pain state until shooting weapon.
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Fixed Kart Yoshi's Boost special's thrust angle not being straight at high speed. Fixed Luigi Long Jump special's thrust angle not being straight at high speed. Lowered Blue / Red Magikoopa projectile damage to 2. Changed Mario head graphics in status bar. Changed Big Bullet Bill Launcher weapon sprites. Fixed Red Piranha Plant Weapon (Shotgun), Green Piranha Plant Weapon (Super Shotgun) sprites. Added the SM64 style health HUD graphic. Updated maps 01 and 05 with new sectors. Set player corpses to stay instead of disappear. Final super star moments now translate special player sprites. Added player character specific powerup sounds. Now the player can pickup coins and items while on the Player Spiny Shell Fixed Super Star Powerup sometimes not giving player invulnerability effect. Added unique wall press and falling sounds for player characters (falling Player standing animation changer now checks if player is off of ground Fixed Luigi Long Jump special double jumping in mid air. Now first person mode view is less obstructed by the player Player jump, pain and special attack sprite thingsĪre now positioned correctly onto the player's movement,Īnd also added the NOBLOCKMONST flag to them so now theyĭo not get stuck on monster block lines nor go off the screen.
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