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Frogs Ocarina Game Difficulty Options #3373
Frogs Ocarina Game Difficulty Options #3373
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Congratulations, you get to be the guinea pig for the new vanilla codeflow PR policy. We're going to start being more strict about notating changes to vanilla code, and yours was freshest in my mind.
Just noticed that you put the |
Also, I was looking more closely at that code block, and I think I misunderstood some of what was going on there. I think some of the vanilla block needs to be reincorporated into the enhancement block. I think this else {
this->ocarinaNoteIndex = 0;
func_8010BD58(play, OCARINA_ACTION_FROGS);
this->ocarinaNote = EnFr_GetNextNoteFrogSong(this->ocarinaNoteIndex);
EnFr_CheckOcarinaInputFrogSong(this->ocarinaNote);
this->actionFunc = EnFr_ContinueFrogSong;
} needs to be added back onto the |
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Perfect. All aspects work (and the difference in multipliers is noticeable, but not overly much), and I'm satisfied with the format of the code now. Great work.
Also, should we decide to change the default time for non-modified stuff, I think that should be a separate PR and doesn't need to hold this up. |
…into feature/frog-game-difficulty
…into feature/frog-game-difficulty
…into feature/frog-game-difficulty
…into feature/frog-game-difficulty
…into feature/frog-game-difficulty
I want to review this and probably your other outstanding PRs soon and see if I can push them through, can you please resolve the conflicts. |
…into feature/frog-game-difficulty
Conflicts resolved and CVAR changes updated on all of my outstanding PRs! |
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LGTM.
It's not blocking, but I think a future PR that adds more granular options (especially for trying to simulate the intended time) and the option to use the random game you get on second play for the first play would make this even better.
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Just a couple things here
Oops, added Co-authored-by: inspectredc <78732756+inspectredc@users.noreply.github.com>
Adds instant win, an unlimited failure timer, and a slider to increase the frames before failure
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