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View Code? Open in Web Editor NEWA statically generated informational site for the 2D platformer Dustforce
Home Page: https://www.dustforce.info/
License: GNU Lesser General Public License v2.1
A statically generated informational site for the 2D platformer Dustforce
Home Page: https://www.dustforce.info/
License: GNU Lesser General Public License v2.1
This might lead to wrong dust counts and/or wrong dustblock counts. I don't think we should care about dustblocks not on the playable layer.
loading=lazy
attribute on <img>
should solve this. Notice that this might not always work for users with JS disabled.
https://developer.mozilla.org/en-US/docs/Web/Performance/Lazy_loading
This can probably be appended to the Point values on Atlas section
Some runs use this AFAIK
you can cancel attacks on the frame following the frontswing, otherwise you lose up to
attack_total_frames - attack_frontswing_frames - 1
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
This is a hidden map, so it'll probably be hard to grab data from
(thanks Chipi)
Depending on bandwidth costs, we might use YouTube or another host for this
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.
[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
Thanks chipi for the suggestion
Thanks to Zaandaa and IsaVulpes for letting me know
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
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)
This can probably be split into their themes if we can decide on some specific coordinates we limit the boundaries to
Can be seen in the Atlas level Za Warudo by Angrevol
(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)
Things to talk about:
Doing this without Javascript would be preferable, but not required
An attempt was made in https://github.com/gonX/dustforce-wiki/compare/sticky-header-fix but it seems like that is changing more than it needs to.
Currently, running get-level-data requires having the game installed. To allow the scripts to run without a game install, the script should have a flag that allows it to reuse the existing JSON file instead.
see DF discord convo here: https://discordapp.com/channels/83037671227658240/276106941875355658/608973295248998422 and SS all TAS submission text
Used in grass cave any% etc
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
Whatever that means
enemies should be grouped with their children, but is it right that children have their own entry? investigate if we can drop it in as a h4 under the enemy
talk about how maids are slower/butlers are faster, also compare hitboxes and mention these if they are different (thanks Mojo)
e.g. #ranges
should be #super-ranges
Using 2 attacks?
Semi copypasted from the old TODO.md:
More ideas for stats are welcome
This is known by checking for the presence of dustmaker.level.Level.sshot
IIRC
[Ghost punches] should be covered in tech instead.
Originally posted by @rjewsbury in #1 (comment)
Should probably go in basic game mechanics somewhere
Thanks to Zaandaa for the suggestion
Thanks Chipi for the suggestion
It should only recalculate if the script itself has changed or if the level has changed. This can be solved by checksumming both the running script and the level with something easy like SHA1 and including this in the .json.
change all h4's to h3's in _mechanics/ and add margin-top: 1.5em to tech h3's (thanks Skyhawk for suggesting more "space")
Thanks Zaandaa
I feel like we're missing way more than these 2 though
Easymode sorting is changing file names
Can be seen in Night Temple SS TAS by BrotherMojo: http://dustkid.com/replay/-10563773 around 6sec in
Should probably focus on Dustmod mostly. Notable issues are:
see also discord convo
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