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Use this repo to demo different frameworks for 2D Game creation.
I fired a fusion bomb at the direction of where the enemy shit spawned way before the unit was within my line of sight. I connected and killed it but now no more ships are spawning.
I tried to run iss5 branch on my home PC, and had input trobule.
L-Click did not work.
"m" button did not work
WASD did work, and the turret rotated to follow the mouse cursor.
Currently have it hard-coded / hacked that when all 5 wedges are destoryed, the top level is destroyed.
The end product will:
It doesn't have to be Stage1, but that's our most likely candidate right now.
When we hop from one stage to another, the stage that is being exited should "save" somewhere so that the player can access it again the way it was. Also when 'm' is pressed, the current stage should pause.
Objective:
When map menu comes up, current stage is paused.
When new stage is chosen, previous stages' state is "saved" somehow.
So the player can't just infinitely launch FB's, ya know?
I'd like to see if we can make Stage2 out of dynamic constructor objects that just spawn prefabs, instead of having them placed manually in the Scene screen, like how that cute-em-up game did it.
Objective:
Create actual fusion bomb projectile.
oncollide = playanimation; You have bomb, it collides, it dies, plays one animation, spawns "explosion > sprite" which expands and collapses that holds the collision box which will deliver damage to objects.
Thoughts on design.
expand the stuff on title screen so theres not blue edges
Currently when passing damage up to the top level, it sometimes passes more than once (eg. 50 health, 1 hp passed per wedge destroyed. After 5 wedges destroyed, health is at 38 instead of 45; 7 extra damage got passed)
This need to be one-for-one, so that wedges can correctly destroy the top level, and so that random +/- can determine whether a broken hulk is created or the ship is completely gone.
If you immediately go to the left and sit on the planet there, you can shoot and disable/destroy 3 cannons of the enemy ship without a response.
Give the hud a basic texturing just so the screen doesn't appear so plain.
Player health does not seem to be working properly, in HUD player health bar appears to decrease but resets very quickly >1sec.
Never dies.
The ST ships that spawn after the initial one has been destroyed do no properly change wedge sprites upon partial destruction.
We need to have some way to test this game without us playing it over and over and over, because that will lead to mistakes.
We should and will test before releases & pull requests manually. But having a way to know mid-stream that our builds are good is also extremely important.
Objective:
Once the 5 hp in partialHealthScript is lost, the anim should change the sprite from the current one, to the damaged one, with a darker tint
Currently the ST ship rotates via slerp from player
ST ship should determine which wedge is closest (done this already) and is not damaged, and rotate such that the laser will strike the player.
player is a rail fighter now:
currently no way to tell where enemies are offscreen
need to add some kind of marker, token, etc that shows distance and direction of enemy. possibly similar to how SPAZ did
Numerical health display in the hud at the upper left corner is not updating correctly, but the health BAR is. Maybe. Sort of.
Once we have some art and features in, we need to take some screenshots and post them to social media.
Objective:
This isn't really urgent because we say say it doesn't exist for the player (flying human-tech) in universe - but I think its a really sick mechanic that can add a lot of unique-ness to the gameplay.
like sneaking around and trying to to go too fast or get too close and shit
The red and blue turrets on the player sprite, because we raised their Z axis, show through the ST ship if you manage to get the player ship and the ST ship to overlap.
Objective:
we need i single 'home' for all FBD things
prefer
big jo?
itch.io?
Bug? Or Feature? You Decide.
Player still alive with health bar totally empty; health value of "0.1328164"
currently HUD kills only update upon player death
HUD kills should show only enemy death tally.
White text over a white bar makes it hard to read.
Maybe give the white text a black outline?
Right now the player doesn't have much to do in Stage1. I don't wanna go crazy with non-combat stuff here, but mocking up a few things could be nice. Really, just having interesting enough shit to shoot at would be sufficient.
Objective:
While Player was accidentally immortal, with out any shots having been fired, ST ship was destroyed.
Possibly by it's own lasers colliding with the player while in extremely close proximity/partially inside ST ship.
Currently the ST laser collide with the planet
The ST laser should not collide with anything except the player
currently after mining planet, resources not updated
resource need to increase after planet mining
Just thinking we should make the planet actually give some sort of resource value, since we have it shown in the hud anyways.
Pretty much title. When you die and restart your resources, specifically, don't reset to "Starting" value.
Also worth investigating if you switch the turrets, do they reset back to the "Starting" turrets?
currently turrets are fixed during runtime
After an event in game, the player will
HUD should have buttons for galaxy map, option map, etc..
There seems to be some discrepancy in the angle of the shots being fired by the player when the ship is actually in motion. Does not seem to actually fire at the mouse.
player is a rail fighter now:
If I die on a planet, I can continue to mine resources.
The map menu exists right now, but its just a list of buttons. It needs to become graphical with "stars". Eventually we will populate this map procedurally.
Objective:
when firing the players shot at high speed, two sounds will play, but only once bullet will pop out
Basically get a bunch of issues put down, things that Jeff and I are both in agreement on already.
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