This is a bit of a lengthy question, but I'm just starting to learn how to use PSA and I was wondering if I could have some help...
(For whatever reason...) I'm making a mod on Sonic that makes him move almost exactly the same as in his Sega Genesis games. In other words, he has to slowly accelerate to get to full speed, he hurts people when he's jumping/rolling, no double jump, and he can't attack.
Now here are some issues I'm having:
1. Is it possible to disable dashing? In the "dash" event, I put a command to change to the "slow walk" event, but the animation just freezes on the first frame of the dash animation and he still gets propelled forward unless you stop holding left/right, and you can only stop by shield rolling, or jumping.
Partially solved. I simply added an "Allow Interrupt" command, but it still runs for 1 frame, so the horizontal speed of Sonic goes to 0...
2. I've made his jumping and falling events hurt other players, but is there any way to detect if you've hit another player and then reverse either just vertical direction, or both vertical and horizontal directions? In the original game, small enemies would reverse your vertical momentum, while bosses usually reversed all momentum.
3. Is there any way for his physics to get carried over to the SSE levels? He has all of his moves working fine, but gravity, number of jumps, speed, and other items on the last menu in PSA don't carry over into SSE.
( EDIT: )
4. I've come up with another issue... I successfully made it so you can spin dash (Sonic's Down-B) with the jump button, but I can't figure out how to make it properly know if down is being held or not... I saw the following code on another forum but I don't understand where the 2 things under it go:
Solved. I was entering the wrong values.
Thanks in advance.