The hitboxes in the remaster seem very different from behavior of the original game (or at least the win32 port of it https://icculus.org/jumpnbump/ ). This greatly affects gameplay compared to the original. E.g. Do a very short jump, and while your bunny is coming down, but still at a height above another player, move towards them. Previous behavior: 1 pixel overlap onto their head will kill. Current behavior: you will be pushed away and there is no kill. There is also changes to behavior of ice momentum, water, spring and the tiles above the map. But I think the hitbox feeling is most important.
Aug 30, 2018
Saw that Godot is open source. If I were to modify a dll to get 8 XInput devices working via DirectInput would you be willing to make build with that? The best would be if I managed to introduce a disable XInput switch in a good place and make a pull request to get the feature into the Godot master branch. I'm not much of a C++ coder though so we'll see how that would goes. First I need to find the time... and before this I would want to migrate all levels.