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Item Pocket #3070
Item Pocket #3070
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Co-authored-by: RustyBox@users.noreply.github.com
Please fix initialization order:
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Oh, right, this is a draft, so my comments were maybe a bit premature. |
Co-authored-by: RustyBox <RustyBox@users.noreply.github.com>
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Has the ability to disable the itembox been discussed? |
What do you mean by disabling it...? It's a core gameplay feature |
Pardon? I meant that some level designers may want to disable it for themselves (or per world). I am curious on the consensus. I personally wouldnt enable it for my worlds |
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Overall, amazing work on this PR!
Encountered a bug: The "Add Player" option in "Multiplayer Settings" does nothing.
Additionally, I believe that launching the powerup from the item pocket to the side (like a Tuxdoll), perhaps to the opposite side of where Tux is facing, would make utilizing the powerup from the item pocket require more concentration and consideration of where to utilize, since the player would also have to catch it, instead of waiting for it in the same spot.
I am also personally not a fan of the blinking effect that launched pocket powerups have. Maybe we could do without it?
The blinking effect indicates that you can't pick it up yet. This is a mechanism that prevents immediately grabbing the object upon jumping. Also, I think the general consensus is that it shouldn't move in x axis whatsoever but I might be wrong so I'll leave this up for discussion. |
Can you check if power up stacking was truly removed in case I missed something? |
Co-authored-by: Vankata453 <78196474+Vankata453@users.noreply.github.com>
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Take a look at the comments below, as well as the following:
- multiplayer_player_menu.cpp:118 uses the same code as
GameSession::on_player_added
so it can be replaced with a call to that function. GameSession::on_player_removed
shouldn't remove the player fromPlayerStatus
, since that will removed all the data for that player, when they may reconnect.The "Add Player" bug from "Multiplayer Settings", as mentioned in the previous comment, is still present.
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Nice work - reviewed both the code and the in-game functionality
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zero twerking found here, bucko! only working.
being that this seems to be done, could it be merged? |
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Code-wise looks good now!
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Works great!
The Item Pocket allows you to save a powerup for later use. If you collect a flower while having a bonus greater than
GROWUP_BONUS
, that flower gets equipped and the old flower gets stored in the top left corner of the screen. Now, the player can press the newITEM
control (usually Select/Back or Left Shift) to use the stored flower by throwing it up and catching it.This pull request replaces the powerup stacking feature because this new solution is much more balanced. It also limits the amount of concurrent players to 4.