This definitely shouldn't happen. After the player jumped and flew, he can now lose by completely his speed and still be able to fly (click the images):
And sometimes, when the player reached its maximum running speed and is playing the ready-to-fly animations, he doesn't fly and instead perform a normal jump:
Please adjust the fly mechanics to allow fly only when the player reached its maximum running speed (when landed, of course. When it's already flying it relies on a timer).
2. The Leaf/Tanooki Suit flying animations are wrong. When they are falling (ysp > 0) they should play this frame:
- (And the respectively Tanooki Suit frame)
And their animations only begins when they are ascending. It works like jump animations.
3. The players shouldn't be able to move horizontally when press down key after performed a spin-jump fly with the Propeller Suit.
This is how it works in NSMB/SMM games:
And the reason of it is to avoid this. You shouldn't be able to do that:
Also please remove the effect-75 when breaking a block this way, it looks bad.
4. In NSMB games also when you press down with the propeller suit, the player immediately falls faster. In SMBX 1.4 in fact, what is does is let the player fall at a higher speed, that's all. But as soon as the player press down, its jump should be cancelled (meaning he shouldn't be gain any more height) and should fall fast (probably a speed of 9 should be okay).
But do keep in mind in NSMB the player falls fast when it's pressing down and any other of the directional inputs. Meaning you have to keep left and right keys unpressed in order to fall faster. This is really important as it would completely break propeller suit.
I also suggest not letting the player fall faster after 10 frames has passed before flying (spin-jumping) otherwise he could just press spin-jump + down and perform a pseudo-ground pound being probably very odd.
5. The players shouldn't be able to slide in the Seesaw platform. In SMM2 they can't do that and it also causes several problems like these:
6. The block-breaking effects (effect-1, effect-21, effect-45, effect-51, effect-100 and effect-135) shouldn't be random. In all 2D Mario platformers, these effects plays always in the same way. Making them random just make them looks bad.
I suggest make them play always like this:
(I tried to replicate SMM2's effect physics). I used this code for reference.
Code: Select all
call fxcreate(1, .x, .y, -2, -8, 15, 4, 0, 0, 0)
call fxcreate(1, .x, .y+16, -2, -4, 15, 4, 0, 0, 0)
call fxcreate(1, .x+16, .y, 2, -8, 15, 4, 0, 0, 0)
call fxcreate(1, .x+16, .y+16, 2, -4, 15, 4, 0, 0, 0)