more changes
further towards no-ghost
- can cancel a fall-through by jumping
- added fall-through setting to player options: traditional (down + jump) or customButton
- keyboard/mouse default is customButton with ‘s’
- gamepad default is traditional
- this data is also saved/restored alongside the other controller-associated data
- added the less-easily-discoverable “pass-across”
- allows passing through dotted-walls
- the player can also dash or jump off the wall as you pass through it
- now, imo, a nice setup:
- can pass-through any dotted line, as before with ghosting – BUT the penalty for doing so is having your velocity zeroed
- so it’s fairly easy to navigate levels
- but if you want to move quickly through a level, you have to learn/practice the level’s structure
- levels tweaked
- to make more approachable to new players – designed to be navigable even if they don’t discover fall-through/pass-across
- and opened some routes for advanced players
- standardized some of the platform spacing to be more intuitive
- brought changes over to online
other
- when in Takeover or Exploder modes, new blastZones momentarily show their number
- prevented some jump/recoil exploits
- recoil hit/throw: slightly more powerful when “well-timed” (if struck when the sword flashes white)
- for advanced players: can dash off platform edges
- for advanced players: while moving upwards, can dash off items
- thrownSword: physics updated to work with wrap-around
misc small things
- trying to shorten the average Takeover round duration:
- lowered the target blastZone #
- when a player dies and their blastZones are wiped, the resulting spawnables now have a longer duration before they fade-out
- Takeover: reduced amount of freezer and dynamite items
- slightly reduced the number of assist blastZones
- because with the “no-ghost” change, each blastZone exerts a bit more area control
- introduced a (very fast) max fall speed + max dash/recoil speed
- will basically be unnoticeable – but good to have some limit just to stop physics from getting weird
- removed bigHit item from the modeOptions
- imo not particularly worthwhile + creates possibility for some annoying online behavior
- bug fix: problem with platforms/walls that went over a wrap-edge
- bug fix: could get a stronger recoil hit/throw by holding the joystick just slightly towards the intended direction
- thrownSword is now a bit more visible – added a dark outline – easier to see when overlapping same-colored blastZones
- “press any button to start” message on start-screen is now much closer to true
- previously it only checked buttons that had actions mapped
- fixed a couple scenarios where multiple blastZones could be created where only one should be
- bug fix: removed a way that a deathbeam could hit/explode a bomb while not visually overlapping it (deathbeams now ignore the “mirrored-colliders” that items are given to mimic wrap-around physics)
- as a result of the thrownSword physics now working with wrap-around: minor changes to how thrownSwords spin/roll when colliding with the ground
- various other tweaks