09-13-2020, 06:52 PM
(This post was last modified: 09-14-2020, 09:41 PM by SuperSledgeBro. Edited 2 times in total.)
This is really, really good! I tested the new demo and I found a few bugs and oddities:
-I fell through the floor twice while riding a blue Yoshi. All the times it was a corner with a wall connected to the floor. The first time was in the left wall of the first room in Green Switch Palace, and the red Beach Koopas don't behave well in that corner either. When I got back to the world map, my Yoshi turned green. The second time was in Via Nostalgica, when I dropped from a block and touched the floor and a pipe at the same time.
-You can carry a key if you spin-jump while holding Ctrl. As far as I remember, you can't carry stuff while spin-jumping in SMW.
-If you walk very slowly towards the edge of a jump-through slope and drop, the player will be less affected to gravity for one second.
-I tossed a key upwards in the Branced Warp Test and it didn't come back. Huh?
-I know the steepest slopes are meant to be hard to walk up, but you made them send the player sliding down at the speed of sound!
-I don't like how the player's area of collision with ceilings is the entire top part of their mask. Usually in official games the collision area is the very center of the head. If the solid block isn't touching the center of the top of the player's mask, the player is pushed to the side of the block.
-I fell through the floor twice while riding a blue Yoshi. All the times it was a corner with a wall connected to the floor. The first time was in the left wall of the first room in Green Switch Palace, and the red Beach Koopas don't behave well in that corner either. When I got back to the world map, my Yoshi turned green. The second time was in Via Nostalgica, when I dropped from a block and touched the floor and a pipe at the same time.
-You can carry a key if you spin-jump while holding Ctrl. As far as I remember, you can't carry stuff while spin-jumping in SMW.
-If you walk very slowly towards the edge of a jump-through slope and drop, the player will be less affected to gravity for one second.
-I tossed a key upwards in the Branced Warp Test and it didn't come back. Huh?
-I know the steepest slopes are meant to be hard to walk up, but you made them send the player sliding down at the speed of sound!
-I don't like how the player's area of collision with ceilings is the entire top part of their mask. Usually in official games the collision area is the very center of the head. If the solid block isn't touching the center of the top of the player's mask, the player is pushed to the side of the block.