I'm a structural engineer who plays at software engineering ๐ป
bakken's Introduction
bakken's People
bakken's Issues
Convert to Fullscreen Mode
Need to convert to Fullscreen mode and test.
Flush Out Lilah Sprite Animations
The following animations are needed.
Must Haves:
- victory
- victory_idle
- idle
- dead
- kneel_enter
- kneel
- kneel_exit
- attack_1
- walk_forward
- jump
- airborne
- land
- block_start
- block
- block_end
- hit
- sprint
Nice to Haves:
- sheathed
- crouch_idle
Create Credits Scene
Not sure this will happen...
Could be a nice touch to create a credits scene... could play right before the title screen comes in. This is usually where games place "Game Engine" / "Game Studio" / etc. recognition.
- Aspiring Game Developer - Uncle Marker
- Sprite-ographer - Dad / Uncle Erik
- Audio Mastermind - Rusty "Robotron" Roberts
- Voice-Over Talent - Madeleine "Mad-dawg" Hale
- Executive Producer - Aunt Katherine
๐ ๐คฃ ๐ฏ ๐ฅ
Movement Bug after 1st Knockout
Currently a bug on bakke_backyard
map where, after the first knockout, the player
who was knocked out no longer has friction or continuously moves. Doesn't appear to impact everhart_backyard
or curlew
.
Eliminate Friction on Side Surfaces
Currently, side contacts are treated with friction... this allows the player
to jump and "stick" to the wall
objects if moving towards the contact. Need to re-work friction implementation for walls and side contacts.
Add cat sound to Sam's attack
I think having this be in addition to her normal "hiya" sound would be best. The cat sfx I have is meh so would rather not have it stand alone. This will probably require some manual if player == "Sam"
logic, unless we can think of a more elegant solution
It's possible for attack_1 sfx to trigger w/o animation
I think this is just a timing issue with the length of the animation vs the length of the audio clip.
Add parry sfx
audio file exists, just need to add the logic
Finish Abram's character file
I copied abram's [character].lua
from miller, and didn't really think about the specifics -- need to go back and get it right. This is likely the cause of the below issue @dmarc3 mentioned in #24:
Looks like the attack animation currently breaks the code and I am wondering if it is a mismatch in the number of frames in the attack animation vs. the abram.lua a1 list which specifies when to draw the hitbox.
Create Winner / End Fight Screen
Create scene or logic to handle the end of a fight scene. Should pause and wait for user input before going back to either the title screen or pick fighter scene.
Finish music and sfx assets
Audio Assets for Kiddo Fighter
Music
Main (Non-Level) Scenes
- Title Scene
assets/music/title_theme.ogg
- Pick Fighter
assets/music/selection_theme.ogg
- Pick Level
assets/music/selection_theme.ogg
Levels
- Bakke Backyard
assets/audio/music/bakke_theme.ogg
- Everhart Backyard
assets/audio/music/everhart_theme.ogg
- Curlew
assets/audio/music/curlew_theme.ogg
Short motifs
- Victory
assets/music/death_motif.ogg
- Death
- first bit of title theme
assets/music/death_motif.ogg
- #47
Effects
Character Noises
- Character jump
- Same for all characters, different pitches
- Single
- Double
- Character attack
- Sam/cat
- Others?
- done if it works to use the same "hiya" sample at different pitches
- Character parry
assets/audio/sfx/parry.ogg
- Character block
- Same for all characters, different pitches
- Character kneeling (after knockout)
- thinking some kind of out-of-breath sound
- Same for all characters, different pitches
- (maybe) Character walk
- comments from @Dmarc:
- I've incorporated a sprint so not sure how best to sync up foot steps...
- I still need to create a sprint animation and I will likely be tuning
speed / jump numbers still)
- comments from @Dmarc:
UI
- Change scene noise
assets/sfx/accept_all.ogg
- scene changes when accepting current selections, hence the filename
- Button press on title screen
assets/sfx/accept_all.ogg
- reusing this one for now, open to doing something else though
- Confirming character/level selections
assets/sfx/confirm_selection.ogg
- Un-confirm character/level selections
assets/sfx/undo_selection.ogg
- Moving character/level selection noise
assets/sfx/change_selection.ogg
- Invalid selection
assets/sfx/invalid_selection.ogg
- general "don't do that!" ui noise
Flush Out Averi Sprite Animations
The following animations are needed.
Must Haves:
- victory
- victory_idle
- idle
- dead
- kneel_enter
- kneel
- kneel_exit
- attack_1
- walk_forward
- jump
- airborne
- land
- block_start
- block
- block_end
- hit
- sprint
Nice to Haves:
- sheathed
- crouch_idle
Flush Out Abram Sprite Animations
The following animations are needed.
Must Haves:
- victory
- victory_idle
- idle
- dead
- kneel_enter
- kneel
- kneel_exit
- attack_1
- walk_forward
- jump
- airborne
- land
- block_start
- block
- block_end
- hit
- sprint
Nice to Haves:
- sheathed
- crouch_idle
Animation Stuttering when Jumping / Attacking / Blocking
Bug which has the player
animations "stuttering" / "stringing" when performing a lot of jumping, attacking, and blocking in quick succession. Need to revisit the state
logic in player.lua
.
Knockout sfx
Complete Curlew Level Sprite
Need to complete the background animation for the Curlew level. Would be nice to revisit the normal map implementation on the water effect shader as well as potentially incorporate a boat in the background driving by.
Create Pause Screen
Create a pause screen with options to:
- Exit game
- Switch chars
- Controls??? This would be a fair bit of work most likely.
Incorporate Sprint Animations
sprint
animation is currently not being used. Only abram
's sprite as a sprint
animation. Would need to create animation for remaining 5 sprites and update logic. Logic update would be very simple.
Flush Out Controller Support
Current development has been using the keyboard as the input device. Need to flush out the controller support and test it.
Flush Out Pick Level Scene
Similar to the Pick a Fighter Scene, the Pick a Level Scene could use some beautify-ing! ๐น ๐ท ๐ป
Need to figure out spacing and how to align the level names. Should create a banner
similar to the Pick a Fighter Scene. Can add to assets/ui/banner.aseprite
.
Add Scripted Attack Sequence to Title Screen
Could be cool to synchronize some sprite attacks with the current Draw
Your
Weapon
+ music. This would pure "fluff" but could be a cool way to spice up the title screen.
Create Transition Animation Between Scenes
Need to create some sort of smooth transition between scenes.
- Title Scene -> Pick a Fighter Scene
- Pick a Fighter Scene -> Pick a Level Scene
- Pick a Level Scene -> Fight Scene
- Fight Scene -> Title Scene / Pick a Fighter Scene (whatever we end up doing)
I am imagining a fade out -> fade in sequence with maybe a small BAKKEN
logo in the corner doing a small animation. I think we can use the same transition for all of these but how we decide to handle the sound transition might need to change. We could make this fancier later on if need be.
Flush out Drew Sprite Animations
The following animations are needed.
Must Haves:
- victory
- victory_idle
- idle
- dead
- kneel_enter
- kneel
- kneel_exit
- attack_1
- walk_forward
- jump
- airborne
- land
- block_start
- block
- block_end
- hit
- sprint
Nice to Haves:
- sheathed
- crouch_idle
Add global music and sfx volume adjustment
Would be awesome to have this be adjustable by the user on the pause screen, but it's probably too late for that haha. At least having the option to mess with this value in the code would be nice to get the levels just right when doing the finishing touches.
Removal of Attack Bodies on Curlew Level
There is a bug which prevents the deletion of a1
sensor body on the curlew
map. These bodies are never deleted and still cause damage to opposing player
s. Seems like there are two a1
bodies being created per attack as well.
Test Creation of Executable
Need to run through the process of creating an executable of the game. Would be good to send it to a couple people to test:
- Rusty
- Curtis
- Cody
- Erik
Flush Out Sam Sprite Animations
The following animations are needed.
Must Haves:
- victory
- victory_idle
- idle
- dead
- kneel_enter
- kneel
- kneel_exit
- attack_1
- walk_forward
- jump
- airborne
- land
- block_start
- block
- block_end
- hit
- sprint
Nice to Haves:
- sheathed
- crouch_idle
Flush Out Miller Sprite Animations
The following animations are needed.
Must Haves:
- victory
- victory_idle
- idle
- dead
- kneel_enter
- kneel
- kneel_exit
- attack_1
- walk_forward
- jump
- airborne
- land
- block_start
- block
- block_end
- hit
- sprint
Nice to Haves:
- sheathed
- crouch_idle
Add death/victory sequence music and timing logic
Finalize Character-Specific Information
Need to finalize character specific information, characters\[character].lua
.
- Animation Timers
- Origin
- Damage tuning
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