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Shoot a fireball at your friend's face and watch it burn
In the character select screen, there should be a sort of sound to identify that the game is starting the game, since there is a short loading.
Spells seem to leave an invisible clone (?) of themselvs where they were cast, and when a player goes through it the spells plays it's "death" animation
Self-explanatory. Study more of godot to find the best way.
Some methods in Input class can be useful (namely add_joy_mapping() and remove_joy_mapping())
This can be fixed by having only one config file open while tag is selected, and save only when "Save" button is pressed.
To speed up loading, mostly. The ready function would still be needed to be set when a new combat would comence. Also, delete the surviving player's character when combat ends.
Alguém sempre dá push com alguma merda de projétil invisível. Nesse ritmo, cometerei um crime de ódio.
Além disso, alguém encolheu bastante do tamanho do projétil de fogo nível 3, e duvido q tenha sido intencional.
Yup.
Max_charge setting incorrect value
It's necessary to lock spell casting when it is required to press the spell button again to activate a spell's secondary effect in case it exists.
As it is implied above, some spells have a secondary effect (e.g.: shooting leaves from the Leaf Shield or detonating a Fireball) and so the spell button must be pressed to activate them. Such behaviour needs to be implemented.
There are default key mappings for the keyboard for players 1 and 2. These must be removed at a later time.
In the character selection screen, each player would be able to configure individual control mapping
Basically this, it can be as close as can be, and it will still not follow.
The ui_accept command gets ignored.
I suspect that if you are charging while changing spells or something, you could fool the max_charge() function and skip the first spell, possibly. Investigate?
Walls and backgrounds should have proper visuals
Fire level 3 could be a rescaling of another leveled fire spell, but levels 1 and 2 must be different.
We need to create a "default.cfg" file with the default controls, or the controller customization functionality is compromised. Encrypting the file would also be desirable.
This is not fully necessary, but doing so will require the following:
We will preferably create a new section on the ConfigFile, named "Joystick Axis";
we will then need to refactor the button logic, so it works with axis.
The "Button" inside the container will need to be called "Axis", and then connect the signals
correctly, and so on, so forth.
Shake the charge bar, or change it's color.
Probably a fixed knockback in take_damage() function, in Character.
Is needed to counter the chees strategy of humping your enemies and spamming level 1 water spell on them.
There are many ways to do so. The less intrusive way is to have a flag that notifies if keyboard is being used. Then, make all controller ids += 1, and stop accepting new controllers at 3, instead of 4.
This is going to be implemented best when we have a concrete structure.
Since we are adding knockback, this is needed to make sure nobody is going to be analy raped on the walls by the bullet bubbles
Xbox Controllers work fine, but Mayflash Adaptor breaks it in the following manner:
When connected, get_connected_joysticks() returns [0, 1]. However, if disconnected and reconnected, it returns [1, 2], then [2,3], until we get to the point where it can get greater than 4, and break some of the logic in our code.
This is important, because we have to choose whether we wish to support more kinds of controllers and fix this issue (which is a Godot issue, we would have to work around it), or just stick to the Xbox/PS4 controllers.
Should show up after all characters where selected
Ideally multiple stages with minor differences (size, obstacles in different places, etc...)
When a character is locked, we should check the other boxes to change their character if the locked one is highlighted.
Right now, it represents a vague maximum charge capability. Changing each to a current level will make it clear to the player what level spell is going to be cast.
Ok
PC exclusive games should have keyboards in mind, since its what most people will use anyway.
I don't get this weird fetish with controllers man. I mean, I could smell it, you clearly put the controller up you butt at some point. Like, you can do your weird stuff if you want, but most people don't ...uhm ...love their controllers so much, and we shouldn't expect they to.
Quick fix, just a reminder to do it.
Após disparar uma última folha, ocorre um cooldown. Depois que ele acaba, começa outro cooldown (que provavelmente é do fim do tempo de vida do escudo)
Current camera is seizure inducing. Camera should either be totally reworked or removed in favor of a static camera.
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