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Let's not show it to the users until they can actually click it.
- Add critters - Tweak in various other ways to make more playable Closes fishfolk#437
- Play Sounds a 40% volume. This is a stand-in until we have a proper volume settings menu, but I think having the sound effects quieter compared to the music is better for now. - Also made the sounds for jumping and landing quieter than the rest of the sound effects, because they play very often and can become annoying if they are too loud.
Adds #[serde(deny_unknown_fields)] to almost all structs. We couldn't add it to all of them because of: serde-rs/serde#1358
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When an item or weapon falls out of bounds or otherwise expired, they will now respawn after three seconds by default. The respawn delay can be modified or disabled per-item in their JSON metadata.
Now that items can respawn it seems like a good idea to add some more of the fun depletable ones like bombs!
Update the default controller keybindings and link to the config file in the README, instead of listing the controls.
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OK, this is pretty much ready whenever you get the chance to look at it @olefasting. I just finished some play testing with my brother and it's pretty fun! With items respawning now, it keeps the gameplay from fizzling out, especially on courses with endless pits, and now you can get a lot more use out of bombs and stuff like that. We were both testing with gamepads. There is still an oddity where the second players gamepad bindings shoot and grab buttons are backward for some reason. We can merge that after this, or I'll just get to putting it in this PR if you haven't reviewed it yet by the time I fix it. |
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Looks great! I'm gonna look through it properly this weekend! |
Also restricts macroquad to an exact version, because later versions break is_key_pressed detection. It would be worth looking into fixing it, except I don't think we'll be using macroquad much longer.
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This is a big PR that batches together a bunch of changes I had previously in a bunch of separate PRs.
Without a bot like bors, separate PRs becomes a little difficult to verify CI is working before merging, and there were also some conflicts that made it more difficult to keep all of the commits in their own branches.
Each commit is still very self-contained and reviewable by itself if we want to split them out into separate PRs. Just let me know.
There are quite a few map changes, which will need a little bit of play testing to iron out any kinks, but they should be much more playable now.
Fixes #438
Fixes #410
Fixes #443
Fixes #444
Fixes #451
Fixes #437
Fixes #135
Fixes #439
Fixes #433