Post

more changes

canceling a fall-through

canceling a fall-through

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

passing across a wall

passing-across a wall then dashing off it

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

blastZones show their number

Takeover/Exploder modes: blastZones momentarily show their number

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