Enhancement to add Platformer style jumps#1631
Open
IncomprehensibleNonsense76 wants to merge 5 commits intoHarbourMasters:developfrom
Open
Enhancement to add Platformer style jumps#1631IncomprehensibleNonsense76 wants to merge 5 commits intoHarbourMasters:developfrom
IncomprehensibleNonsense76 wants to merge 5 commits intoHarbourMasters:developfrom
Conversation
SM64-style platforming for MM — chain jumps on landing, wall kicks off walls while airborne, and aerial spin lift (B in air with sword). Includes Deku chain jump sub-option. Menu entries added under Enhancements > Player.
- ClearLiftState only runs when landing from active spin (was killing all sword hitboxes every ground frame) - Keep weapon hitbox active during spin animation frames - Block chain jump while meleeWeaponState is active (prevents ISG from jump-canceling a landing jump slash) - Remove unused extern declarations, fix comments, clang-format
Mirrors Deku Chain Jump — off by default since Goron movement is roll-based.
…when off - Goron Chain Jump sub-option mirrors Deku Chain Jump (off by default) - Fix CVar path conflict crash: PlatformerMode can't be both a value and a parent node in JSON serialization, renamed to flat sibling keys - Deku/Goron sub-options hidden when Platformer Mode is disabled
Author
Uses WIDGET_CUSTOM with ImGui::Indent/Unindent so the entire checkbox widget is indented, not just the label text.
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.



Same Idea, New Account, better code, and better execution .
adds 3 new movement options
Jumping with A while moving, with the option to double and triple jump with height based on XZ speed much like the vanilla ledge jump
Wall kicks modeled on sm64's mechanics but with a wider effective angle,
Spin lift (based on link's Up B in Melee) to get a little extra distance or height (also a fun combat option)
I did a lot of testing on these to make sure the are not OP, don't lead to softlocks, or give free access to glitches (jumping out of a JS for free ISG, or jumping from a ledge grab for free Down A, or shielding a chu mid spin lift for an instant hover)
I did a reasonable amount of testing with zora and FD, and enough with goron an deku to know that they needed a "disable jumping" option.
Did a lot of testing as human, and left some notes about some fun options this opens up in movement that could be consider glitches.
Happy to make any changes or tweaks.
Again AI disclosure, claude wrote the code, but I did a lot of audit and clean up passes, tried to add as many comments as I could and did passes thru a few other LLMs to watch for jank or sloppy code.
also IDK if you guys squash commits on merge, but there is no real reason to keep the full list of commits on this IMO
but I leave that up to you
Build Artifacts