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Super Metroid-style exploits? i knew you could reach that you need more "exploits" if you want to make it all the way around to the aqua-block. it's perhaps too flexible, but i think that makes it really fun to play with, and gives the possibility of really hard challenges as well.
a real glitch would be going through walls, getting stuck, infinite jump etc.. i had a few of those while working on it.
but i am open to suggestions, like if of the physics such as acceleration, jump control, wall jump control or anything should be adjusted to feel better. f.ex if sliding down the walls should go slowly, if it should be possible to grab ledges, grab the roof, double jump. having a wall jump force you out from the wall (so you can't climb directly) adjusting the tap shift vs hold shift jump height.. anything
I've also been able to single-wall wall jump. Basically, I've been able to hold down the left arrow key and constantly jump up a wall. It looks kinda like a magnet is pulling you back to it when you just tap the jump button rapidly when you do it...
Well, you should at least make it harder to do, maybe as hard as it is to do in Super Metroid (possibly a little easier or harder, but you should get the picture if you've seen or done a Super Metroid speedrun). As it stands, it made it really easy to reach the cyan block.
I also had to disable sticky keys... I think sticky keys is super annoying anyway because I have a game where I want the player to hold shift while moving and it pops up every once in a while. Is there a way in MMF to disable sticky keys? Because I've played other games where I'm mashing the shift key and the sticky keys thing never pops up. I know you can just disable it in windows but I'm sure tons of people haven't done that.
Anyway, about the engine.... I agree with others about the same wall jumping. It's far too easy. It's almost to the point where you might as well just let the player fly around because there's little stopping them from reaching every possible space. That, or just let them slide straight up the wall because there's no difference. You can't make things TOO easy for players or else it defeats the purpose.
That's why I'm also not a huge fan of double jumping... I always feel like for one... that's breaking a huge law of physics. (not saying games have to be uber realistic, but come on... jumping off of air?) but also it makes jumping misses far less severe since you can just smash the jump button to avoid falling into a pit. I would argue that it adds no extra difficulty (double jumping to reach a higher point doesn't exactly take a ton of skill) and it just makes normal jumps too easy. I like the Mario method though, which is to allow higher jumps when you time a landing just right... so you can do double/triple jumps. At least with that you aren't jumping in mid air.
i guess you can disable sticky keys in big windows games, so the .exe version could perhaps have an option to do that, but probably not flash games. i also posted this on mochi and everyone there literally hates shift, i got nothing but complaints about that. i will obviously just enable multiple keys as jump (x,v,space,up,shift or something)
i really like the mario-style multi-jump idea, i'll see if i can come up with something there and perhaps make the wall jump more like mario64 as well. (then you would need 2 walls to climb using it)
Do you think you could release the source code for the engine, by any chance? I would really like it if you could, but if you don't want to, then that's okay...