Movement Arrows

Published by Thebugger4 on
Downloads:
661
Upvotes: 11
Share this:
Project status
In development
License
All Rights Reserved
Modification type
Supported Minecraft versions
1.20.1

Jump to downloads

Movement arrows is a Movement Mod inspired by MANY Movement-Based Games movement mechanics.
  This mod adds a lot of different mechanics from a lot of different games so it is ok to feel like some are out of place or dont fit the experience you want!, Obviously You Can Fully Customize Each One of them Using The Config! However, Pay Attention To What You Modify, Since most Mechanics are Made to work With Each others, Disabling Or modifying One might change how the others feel and play out like!
 
Here's a quick list of Most Abilities the mod adds:
- Walljump
- ''Smash'' (GroundPound)
- ''Dash'' (A big Yeet)
- Slide (yes you can slidejump/bulletjump)
- Parry (you can parry gravity to Bounce Upwards And Projectile Boost Projectiles)
- Uppercut (Currently Disabled By Default, Rework Will Release Soon!)
- Doublejump (this ability has way more depth than what you could imagine)
- Wallrun (you run.. but on walls!)
Note: Wallrun is UnBound By Default





                                                     i know the description is kinda bland rn, 
             but im working on little gifs to showcase all of the vfx's and animations this mod adds!,
                     Don't Worry tho! as you can use your ✨imagination✨ To see them right now! 
                                      (imagine cool gif of a guy doing a frontflip mid air here)
                                (imagine a less cool but still cool gif of a guy walljumping here)
                                                                                                      
                                   you can also join my lil discord server here if you feel like it!
                                        
if you want a specific config to get added just for you just ask in the comments or discord and i'll add it!

Modification files
movement_arrows-1.9.5R-forge-1.20.1_0.jar - -reworked how airpower is calculated and stored, added particle trails to parried projectiles Uploaded on: 11/10/2024 - 21:38   File size: 820.32 KB
movement_arrows-2.1R-forge-1.20.1.jar - 2.1 (patchnotes too big) Uploaded on: 11/22/2024 - 21:53   File size: 899.97 KB
movement_arrows-2.2R-forge-1.20.1.jar - 2.2 (patchnotes too big) Uploaded on: 12/04/2024 - 22:17   File size: 930.08 KB
movement_arrows-2.3R-forge-1.20.1.jar - 2.3 (patchnotes too big) Uploaded on: 12/08/2024 - 01:14   File size: 939.67 KB
movement_arrows-2.4R-forge-1.20.1.jar - -fixed how smash detects the ground again reworked how smashjumps are handled since the height gain felt pretty random Uploaded on: 12/08/2024 - 21:48   File size: 938.07 KB
Changelog

If your smashjump height would result in a lower height than your base jump height, you will perform a normal jump instead of a smashjump upon clicking the space key.

Some optimizations.

Added a new config that, when toggled to true, will display a red "!" symbol on top of the head of any player with an open parry window.

You now just need to have a speedometer in your hotbar to make it display your speed instead of having it in one of your hands.

Changed the speedometer texture.

Added configs to change how high you need to be to trigger each smash tier.

You can now add piercing of any level to projectile-boosted arrows using the config.

You can now add knockback of any level to projectile-boosted arrows using the config.

You can now make projectile-boosted arrows always crit through the config.

Projectile-boosted projectiles' physics have been reworked: the speed can no longer be set in the config because it’s not a static number. Instead, it will be the current speed of the projectile multiplied by the "Projectile Parry Speed Multiplier" configuration number.

You can now ride a projectile-parried/boosted projectile if you somehow manage to make it hit yourself.

Changed the way physics work when you bounce on water while sliding... again.

Fixed some desync issues with projectile boosts on servers with low TPS (this is the third time I’ve added this to a changelog; I just keep finding tiny problems).

The slidejump, smashjump, and air movement keys have been removed. These abilities now trigger based on your jump or movement keybinds.

Fixed a bug that made controlling any ability with WASD impossible if you had Enhanced Air Movement disabled.

Changed the way the yellow double-jump particles look since they made me want to vomit.

Changed the slidejump sound.

You can now edit some sound volumes and more in a new config called "SFX Config." Smash tier is now based on fall distance and not on how far you were from the ground before clicking the smash key.

Smashjump height is now FULLY based on fall distance. There’s no cap, so you can technically bounce for 8,000+ blocks if you fall from about 16,730.

Changed the smash texture to a pink arrow to make it fit more with the mod's theme.

reworked the way walljump direction is handled to make it feel less clunky

added 3 new projectile parry animations that play based on what items the player is holding

now projectileparried projectiles spawn a particle ''explosion'' when hitting a block or entity, you can configure spread, amount of particles, speed, and more

fixed a bunch of errors caused by unfinished scripts and broken textures

Optimized how wallrun checks for walls

Changed how Smash Detects the ground since it was causing a lot of issues with many other mods (might revert it later since it could be laggy)

You can now DashJump (ultrakill mechanic)

Changed Dash Sound When On the ground

Finally added proper magic circles to ReDdash

added a new slide animation that plays when sliding sideways
 

Dev Note: if you readt this thing all the way u're a hero and you deserve a cookie, i probably forgor to add some stuff just because i added/changed SO MUCH STUFF i couldn't even distinguish what was already in the previous version of the mod and what wasn't, so sorry for that, (it's not like someone reads changelogs anyways, lmao)

Hello Thebugger4,

I hope this message finds you well. We are in the process of establishing a Mod Developing Studio and would like to extend an invitation for you to join our team. Having reviewed your work, particularly on Movement Arrows, we believe your skills align well with our vision and goals.

Our team is focused on collaborative development, where each member can contribute their expertise while benefiting from increased visibility. By joining us, you would not only be working with other skilled professionals but also gaining exposure through our established presence on platforms like CurseForge. This is a great opportunity for you to grow your own brand while contributing to exciting projects.

If you're interested in discussing this opportunity further, we would be happy to arrange a time to speak in more detail. We look forward to potentially working together. (Discord to communicate: gertet)

Best regards,
Jenkimods and Tenderestbee174

Nevermind, i will never help peapole that don't Care about User Expirience, Try to talk to me again when your mod dosent take 19% of my server thread according to spark, is compatible with atleast TWO other similar mods and has some type of gamerules or config.

Thanks for your thoughts. It’s clear you have strong opinions on optimization, config files, and gamerules. While we appreciate feedback, our studio is more focused on creativity and collaboration, not on nitpicking every technical detail from the start. We’re not trying to make every mod jam-packed with gamerules or endless config options—we’re more about building fun and unique content.

That said, we really don’t need the level of optimization obsession you're aiming for. If we ever decide to dive deep into hyper-optimized mods with every possible toggleable option and micro-performance gains, I’m sure we’ll find someone who's a better fit for our vision.

So, thanks, but we won’t be keeping you in mind for future collaborations. We’ll do just fine without your input—actually, we’ll probably find someone who fits our team’s goals much better.

Best of luck with your projects elsewhere!

Jenkimods

way to go dude this is the beta? I cannot think what would be better than this

Thanks!, theres actually a lot of things that could be better in my opinion,
i had reworked uppercut and most of the doublejumps but unfortunatley my hard drive got corrupted and i had to start from a backup of 1.1.8 (wich released almost 19 days ago)
the next update will probably come out in some days tho and you should expect a lot of new things!
(only 20% of this list will be part of the next update probably, xd)
Uppercut Replacement/New ability Called Smash, this will replace uppercut (dw you can get uppercut back thru the config)-
a fully reworked sliding system-
wallrunning-
wallJumping-
some type of bulletjump like in warframe-
Possibly some type of Rework to the current Crit System?-
A full rework of all vfx since they currently use Functions wich are Pretty laggy for both server and client-
if you want to know more or give me your suggestions you can always join the discord!
as i already said, i often add suggestions in less than 3 days

congrats on getting motw but (no offense) how does a mod made by a player with 14 statistic points and ben a member foe 4 weeks get motw when i for a year and 2 months have ben making mods (MOST OF THEM ARE NOT ON MCREATOR ANYMOR) and still no offense good job on motw this mod is put together good in it is fun to play good job 😁😁😁

I get what u're sayng.. but i don't think Motw Is about how many popoularity points/karma/statistic points the user submitting the mod has, it's definetly about the quality of the mod and nothing else!
I know i have been part of this site for only 4 weeks (and been using mcreator as a program only for 2 and a half)
But let me tell you why i think the judges decided to put my mod as Motw instead of yours:
i think that most mcreator mods are very similar to what you made (new dimensions/blocks) While My mod adds stuff almost No other mod adds!, wich is movement, probably a breath of fresh air for the judges! (i never played any of your mods so i cant be sure about that, but i belive they are all high quality and probably BETTER than mine considering this is my first mod), but my point still stands, my mod adds stuff a bit different than what most mcreator mods add therefore it was maybe preferred by the judges?

You are correct on most points! Since it's mostly just me judging MOTW's every week, I can tell you firsthand. If a similar mod type is submitted a lot, there is inherently more competition since I try to avoid repeating mod types every week to keep things fresh - similar mods naturally get less exposure. Now this method obviously isn't perfect, but there are limited weeks in a year and I can only give so many awards. There are a lot of mods I wish I could give MOTW, but a better executed or more unique mod of a possibly completely new category appears next week when resubmitted so it falls out again. To mitigate this a little, I give some additional priority to mods that are older and were submitted for longer periods consecutively. Lastly I do take download counts, upvotes and user engagement into account (mostly as a tiebreaker), so it's not completely meaningless either. Hope this explains it a bit :)