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A statically generated informational site for the 2D platformer Dustforce

Home Page: https://www.dustforce.info/

License: GNU Lesser General Public License v2.1

Python 45.18% HTML 3.56% Ruby 3.95% Liquid 7.49% Shell 1.94% SCSS 36.60% Dockerfile 1.28%
dustforce jekyll-site no-javascript sass

dustforce-wiki's People

Contributors

cmann1 avatar dependabot[bot] avatar gonx avatar rjewsbury avatar

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dustforce-wiki's Issues

Explain attack canceling better

you can cancel attacks on the frame following the frontswing, otherwise you lose up to attack_total_frames - attack_frontswing_frames - 1

Automated deployment

Should be doable with Github actions and probably some webhook

Would be nice if it ran weekly to pull WR updates as well. I imagine daily updates would clutter the commit log

Add Infinidifficult

This is a hidden map, so it'll probably be hard to grab data from

(thanks Chipi)

Video/animated assets

Depending on bandwidth costs, we might use YouTube or another host for this

  • Tech
  • Character per-frame animations

Would be nice if we have a frame-step option, especially if it's 60FPS

Keep brower resource consumption in mind, loading 60 videos at once will take a toll on everyones machines.

Incorrect tech: leftwards droofs

[10:04 AM] BrotherMojo: oh yeah gonX we've learned that "It is not possible to droof on leftward slants." is false... it's just very difficult and based on conditions we don't fully understand yet

Consider foldable content

Content cards should "rolled up" by default with some content peeping through. Clicking the card should "open" the content.

It probably sounds better on paper than in use, so consider it low priority. I just know the site is kinda overwhelming to read at first glance

Overlay hitboxes on enemies

display entity hitboxes (/#entity-hitboxes) on their respective enemy instead, at least in stats. Bonus points for overlaying the hitbox on the animated image instead. (thanks zaandaa)

Add entry for level nexus

This can probably be split into their themes if we can decide on some specific coordinates we limit the boundaries to

Add second incidence angle graph to Boosting section

image

(image credit @rjewsbury)

[9:01 PM] BrotherMojo: the incidence angle chart for surface boosting specifically refers specifically to groundboosting (falling onto flat ground), so the 18/45/72 cutoffs are necessary to describe other boosting scenarios and aren't addressed here
[9:21 PM] Skyhawk: Are you saying the graph is missing a line, or the explanation needs to be changed?
[9:26 PM] BrotherMojo: an actual incidence angle -> preserved speed graph would look something like this:
Image
[9:27 PM] BrotherMojo: except, y'know, to scale and with more graphical design
[9:28 PM] BrotherMojo: but yeah the existing graph specifically shows how your horizontal speed changes when you hit specifically flat ground at the various incidence angles... which is useful for showing how groundboosting works, but doesn't properly apply to other situations
[9:29 PM] BrotherMojo: since the actual calculation is total speed -> total speed rather than horizontal speed -> horizontal speed

(image is the resulting revision by Skyhawk)

Refactor SCSS

It has become a house of cards, and I hate changing anything significant in it since everything breaks. It should be possible to do our current styling with around 100 lines

Document Maid/Butler differences

talk about how maids are slower/butlers are faster, also compare hitboxes and mention these if they are different (thanks Mojo)

Add additional entity hard stats

Semi copypasted from the old TODO.md:

  • Enemy pathing speed (how does this display well?)
  • Enemy attack type? (can this even be defined?)
  • Can enemy be interrupted in their attack? (foxes/gargoyles yes, golems no, etc.)
  • Enemy knockback (I'm assuming I mean whether you could knockback the enemy, but both applies I guess)
  • Enemy "weight" (if put airborne and started falling)
  • Enemy lureability (true for: wolves, stonebro, stoneboss, knight), thanks Skyhawk
  • Map checkpoint count
  • Boolean for whether enemy considers wall as ground (for pathing)
  • Character height delta on jump (both jumps)
  • Character attack time dilation (is the "coefficient" the same and only influenced by attack speed?)
  • Character time to full speed from standstill (non-dash)

More ideas for stats are welcome

Missing TAS-only techs

  • Reverse Ledge Jump
  • Ledge Slip Jump

Thanks Zaandaa

I feel like we're missing way more than these 2 though

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