Cutstuff Home
CMM's Twitter
MM8BDM Wiki
ZDoom Wiki
Zandronum
Welcome,
Guest
. Please
login
or
register
.
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Home
Help
Search
Login
Register
Advanced Search
Cutstuff Forum
»
Mega Man 8-bit Deathmatch
»
MM8BDM Discussion
»
Bugs/Suggestions
»
Rejected
»
Jump canceler
Print
Pages: [
1
]
Author
Topic: Jump canceler (Read 1514 times)
0 Members and 1 Guest are viewing this topic.
October 09, 2016, 07:21:19 PM
Read 1514 times
Xhatahx
Standard Member
*sregnif sevaelretni* stenet wef a evah I
Date Registered: September 03, 2016, 07:21:47 AM
Jump canceler
«
on:
October 09, 2016, 07:21:19 PM »
I have two problems with the jump canceler:
1. You can jump cancel inside of the negative gravity tunnels.
2. You can jump cancel while on Gyro/Elec pads.
3. You can jump cancel while riding on a Tornado Hold
I think how the jump cancel works is that it's like how in real life you can pick between jumping high and low. This shouldn't work if you're being flung upwards, or if you walk into a negative gravity tunnel, or if you're pushed upwards by a wind; the upwards push is being given by an external force, instead of just jumping at different heights where the force is internal and you can control it.
Logged
October 10, 2016, 12:23:00 AM
Reply #1
Korby
Global Moderator
Benvenuto nella room italiana!
>
>
>
>
>
>
>
>
>
>
>
>
>
>
Date Registered: March 04, 2010, 03:36:02 AM
Re: Jump canceler
«
Reply #1 on:
October 10, 2016, 12:23:00 AM »
Although I don't think this behavior was specifically intended [I couldn't say for sure, I wasn't there when Mike made it] it's too ingrained into how people play to change, imo.
I don't see the point in removing movement tech in a game with so little of it, after all.
Logged
Print
Pages: [
1
]
Cutstuff Forum
»
Mega Man 8-bit Deathmatch
»
MM8BDM Discussion
»
Bugs/Suggestions
»
Rejected
»
Jump canceler