…me as the worm takes damage.
…Still has weird bugs, probably related to failing to properly attach some of the new segments to the level.
…ct with a y velocity.
… actually using the thing for real objects. Kicked the tires on the horizontal spikes on a test level (mostly an excuse to remove the blocks). Added a test case for vertically flip hit areas.
…tally-aligned big ones quite yet).
…ece with a slightly better mix. Better safe, than sorry.
…ss boss. There is a small issue, however - he climbs down the rope much slower if he's attached to it. This should not be, because we're only setting the x position. Toggle the function at dangling_rope_controller.cfg:161, map('hanging_objects', ...) to view the speed difference.
…e." Sound is broken for me, so I can't test myself. --level=kitty_dormitory.cfg has a convenient platform.
…emies, and it animates the winder correctly on the first fall.
…es. Formatted. What changed: - Attack damage and attack damage to player were changed. I don't think we are going for 64 hearts of damage from this enemy? - 128 attack damage for enemies seems low. - Set the team to "evil" from "neutral". - Offset the rope from pixel 5 to pixel 6. It lines up with the top of the spiked block much better now. - Removed, entirely, the schedule_active(2) mechanism. It does the same thing as the built-in schedule(2).