arescentral / antares Goto Github PK
View Code? Open in Web Editor NEWA tactical space combat game
Home Page: http://arescentral.org/antares/
License: GNU Lesser General Public License v3.0
A tactical space combat game
Home Page: http://arescentral.org/antares/
License: GNU Lesser General Public License v3.0
Original issue 22 created by sfiera on 2009-12-05T16:06:00.000Z:
What steps will reproduce the problem?
What is the expected output? What do you see instead?
When the transport finishes the landing sequence, the game crashes. The
game should not permit the player to take control of any ship that has
started its landing sequence.
Original issue 25 created by sfiera on 2009-12-07T13:43:49.000Z:
What steps will reproduce the problem?
What is the expected output? What do you see instead?
The mission debriefing should remain on-screen until explicitly dismissed
by the player with the mouse or keyboard. Right now, it will automatically
disappear after a short delay.
Original issue 1 created by sfiera on 2009-11-13T18:52:04.000Z:
Antares 1.0 should support all features of the original Ares, with two
exceptions: it need not support either plugins or multiplayer. These are
both considered desirable features, but both require significant new code
to implement. It should be possible to get to Antares 1.0 mostly by
repurposing existing code.
Original issue 40 created by sfiera on 2010-09-27T23:36:29.000Z:
What steps will reproduce the problem?
What is the expected output? What do you see instead?
The transport's arrive action will trigger, causing its landing sequence to start. Sound plays, and the transport disappears shortly thereafter. No action should be triggered.
This also happens with engineering pods and assault transports.
Original issue 16 created by sfiera on 2009-11-13T21:31:18.000Z:
What steps will reproduce the problem?
What is the expected output? What do you see instead?
Doomtroopers should unite. Instead, they don't.
Original issue 38 created by sfiera on 2010-09-20T11:50:20.000Z:
What steps will reproduce the problem?
What is the expected output? What do you see instead?
The turret will fire at the energy pulse. The way that ships are programmed to pick up energy pulses is for the pulses to be marked "Hated" but to not be shootable. Ships will therefore attempt to ram them (using logic similar to missiles). However, they are also targeted by turrets; this ought to be fixed.
Original issue 49 created by sfiera on 2010-11-09T13:29:32.000Z:
What steps will reproduce the problem?
What is the expected output? What do you see instead?
There are two ways it makes sense to draw scaled up static: either with one pixel of static in correspondence with sprite pixels (that is, scale static up), or in correspondence with world pixels (leave it at screen resolution). What happens right now is that static pixels are drawn as wide as a sprite pixel, but only one world pixel tall, resulting in the static looking squashed horizontally.
Either of the two aforementioned options would be a fix for the problem. My belief is that the latter (draw in world pixels) is correct: this means that static is fractal; zooming in on static only ever yields more static.
Original issue 35 created by searsandrew on 2010-04-02T21:27:40.000Z:
What steps will reproduce the problem?
What is the expected output? What do you see instead?
Smooth movement of ships across the screen, however, background jerks in time with zoom level.
Once you get to the zoom level where the ships are triangles and squares its okay, but closer
combat gets difficult due to jerking.
What version of the product are you using? On what operating system?
Release 0.2.1 on Mac OSX 10.6.2
Original issue 42 created by sfiera on 2010-10-12T02:48:16.000Z:
What steps will reproduce the problem?
What is the expected output? What do you see instead?
Upon disabling the music, it should stop (it doesn't). Upon restarting the game, it should not play (it starts playing upon reaching the main menu).
Original issue 5 created by sfiera on 2009-11-13T20:05:54.000Z:
Multiplayer was supported in Ares, but is not presently supported in
Antares. This is something that should be rectified following the 1.0 release.
Original issue 13 created by sfiera on 2009-11-13T21:22:45.000Z:
What steps will reproduce the problem?
What is the expected output? What do you see instead?
The global shortcut activates, e.g. Spotlight, instead of the in-game
meaning, e.g. simultaneously firing pulse and special weapons.
Original issue 21 created by sfiera on 2009-11-28T19:02:50.000Z:
What steps will reproduce the problem?
What is the expected output? What do you see instead?
There is an extra entry in the "select level" screen, corresponding to the
level after the one that was completed.
Original issue 48 created by sfiera on 2010-11-02T02:32:09.000Z:
Antares should auto-update itself upon launching, using a framework such as Sparkle. This is unimportant before version 1.0, but at that point, it would be very desirable.
Original issue 17 created by sfiera on 2009-11-13T21:33:59.000Z:
What steps will reproduce the problem?
What is the expected output? What do you see instead?
The system cursor should be hidden, and the in-game cursor be visible
instead. Instead, the system cursor remains visible.
Original issue 45 created by aurel.bily on 2010-10-24T14:09:37.000Z:
So - is the Hera editor going to be a part of the antares project?
Original issue 10 created by sfiera on 2009-11-13T21:13:16.000Z:
What steps will reproduce the problem?
What is the expected output? What do you see instead?
Nothing happens. Instead, a window should pop up with various statistics
about the ship.
Original issue 30 created by sfiera on 2010-03-08T05:44:36.000Z:
What steps will reproduce the problem?
What is the expected output? What do you see instead?
The same sound and key settings selected in the previous invocation of the
app should be displayed. Instead, they are reset to the defaults each time
Antares is opened.
Original issue 14 created by sfiera on 2009-11-13T21:25:26.000Z:
What steps will reproduce the problem?
What is the expected output? What do you see instead?
It runs in windowed mode. It should be possible to run full-screen.
The ship should be built, no questions asked. But, at present, this is not the case for all ships. Some ships (such as HVDs) have fractional costs; the money bar uses the floor of that number (e.g. 32¤) for display, but the actual cost remains the same (e.g. 32.5¤). The money bar should indicate that the ship cannot be afforded for another few seconds.
Original issue 20 created by sfiera on 2009-11-15T09:04:42.000Z:
What steps will reproduce the problem?
What is the expected output? What do you see instead?
The current message should disappear as the next appears. Instead, the old
message smears, and remains onscreen until other images wipe it out.
Original issue 34 created by sfiera on 2010-04-01T01:56:29.000Z:
What steps will reproduce the problem?
What is the expected output? What do you see instead?
The mission debriefing disappears at first key-press (or at continuance of key-press), without any
chance to see what it said. There should be rules in place that ensure that the player has a chance
to see it, and that it is dismissed when the player really wanted it to be.
Original issue 32 created by sfiera on 2010-03-09T03:09:33.000Z:
What steps will reproduce the problem?
What is the expected output? What do you see instead?
There should be ammunition counters on the left, drawn in bright colors.
Instead, they are very dim and hard to read, though still definitely visible.
Original issue 11 created by sfiera on 2009-11-13T21:16:16.000Z:
What steps will reproduce the problem?
What is the expected output? What do you see instead?
The help screen should display, showing keyboard shortcuts, etc. Instead,
nothing is displayed.
Original issue 26 created by sfiera on 2009-12-07T13:45:33.000Z:
What steps will reproduce the problem?
What is the expected output? What do you see instead?
The lower-right corner of the mission debriefing remains black. It should
be filled in with the same background color as the rest of the "par score"
cell.
Original issue 27 created by sfiera on 2009-12-07T13:50:29.000Z:
What steps will reproduce the problem?
What is the expected output? What do you see instead?
The game crashes. This is because the chapter prologue to Hornet's Nest
makes use of the picture "10017 Audemedon Portrait.png". This image is a
24-bit RGB color image, unlike almost all of the others, which are 32-bit
RGBA images. When trying to load it, Antares crashes, since it handles
only 32-bit images.
Another affected image is "10022 human portrait.png", but I don't think it
is used anywhere.
Original issue 46 created by aurel.bily on 2010-10-28T16:41:45.000Z:
What steps will reproduce the problem?
What is the expected output? What do you see instead?
It should hide after pressing F1 again.
Please provide any additional information below.
Minor thing but still.
Original issue 24 created by sfiera on 2009-12-07T13:42:20.000Z:
What steps will reproduce the problem?
What is the expected output? What do you see instead?
The mission debriefing should display the par time as "mm:ss". Instead, it
is displayed as "mmss".
In addition, if the par time is 0:00, then it should be displayed as "N/A",
although there may not be examples of such missions in the factory
scenario, other than the tutorials, which do not have a mission debriefing.
Original issue 9 created by sfiera on 2009-11-13T21:04:27.000Z:
What steps will reproduce the problem?
What is the expected output? What do you see instead?
The epilogue text should be displayed in the same manner as is prologue
text. Instead, nothing is displayed, and the game proceeds to the next level.
Original issue 4 created by sfiera on 2009-11-13T20:05:31.000Z:
Plugins were supported in Ares, but are not presently supported in Antares.
This is something that should be rectified following the 1.0 release.
Original issue 41 created by sfiera on 2010-10-08T23:14:19.000Z:
What steps will reproduce the problem?
What is the expected output? What do you see instead?
The button triggers for areas to the left of the button, but not for the areas that are within the button but far to the right.
Original issue 43 created by sfiera on 2010-10-17T19:59:56.000Z:
What steps will reproduce the problem?
What is the expected output? What do you see instead?
The game should display something indicating "yes, you have enough money for this." However, the money bar is displayed as if the gross money bar didn't exist, meaning it could display a red section even when the player has enough money.
Note that the gross money bar should probably indicate something so that the player understands "bar of this bar will be consumed" (one could imagine ships expensive enough that a full tick would be consumed from the gross money bar as well).
Original issue 12 created by sfiera on 2009-11-13T21:18:42.000Z:
What steps will reproduce the problem?
What is the expected output? What do you see instead?
There should be a progress bar, indicating how much of the scenario has
loaded. Instead, nothing has displayed until loading has finished.
Original issue 37 created by sfiera on 2010-09-19T07:27:59.000Z:
What steps will reproduce the problem?
What is the expected output? What do you see instead?
As the mission briefing is being typed out, there should be a lightly colored block at all times, indicating where the next character will be typed. This is currently missing.
Original issue 47 created by aurel.bily on 2010-10-28T16:51:06.000Z:
What steps will reproduce the problem?
What is the expected output? What do you see instead?
The chat bar should be shown and the cheat should be enabled.
Original issue 39 created by sfiera on 2010-09-20T12:41:56.000Z:
What steps will reproduce the problem?
What is the expected output? What do you see instead?
Stars which were visible at the time of pausing will not be erased. They will smear across the screen until erased by virtue of being occluded by a sprite or a sector line.
Original issue 29 created by sfiera on 2010-03-08T05:43:07.000Z:
What steps will reproduce the problem?
What is the expected output? What do you see instead?
The message should display the word "ship’s", but in place of the right-quote
glyph, a box is displayed. This is a consequence of Antares 0.2.0's
improvements to unicode support clashing with its MacRoman origins.
Original issue 3 created by sfiera on 2009-11-13T19:04:22.000Z:
What steps will reproduce the problem?
What is the expected output? What do you see instead?
The generated hologram will be orange, the default color, instead of
whatever color was selected.
The technique of picking a very different color for your foe, so as to make
it easy to identify holograms, is discussed in some strategy guides.
However, it is a bug, and should be fixed. Since, by definition, both
players must be Audemedon for the bug to occur (meaning they are both
subject to the bug's effects), there should be no meaningful difference in
balance as a result of fixing this.
Original issue 33 created by sfiera on 2010-04-01T01:53:27.000Z:
What steps will reproduce the problem?
What is the expected output? What do you see instead?
The orientation of the level will be the same the second time as it was the first time. It should be
different (or rather, random).
Original issue 15 created by sfiera on 2009-11-13T21:30:48.000Z:
What steps will reproduce the problem?
1a. Click on a button in the interface OR
1b. Start a replay.
What is the expected output? What do you see instead?
Sound should play, either as feedback from the interface, or e.g. when
weapons are fired.
Original issue 19 created by sfiera on 2009-11-14T00:49:35.000Z:
What steps will reproduce the problem?
What is the expected output? What do you see instead?
The game runs in a 640x480 window. It should be possible to run at higher resolutions: at a
minimum, 800x600 and 1024x768, and potentially others. There are, however, potentially
problems with the idea of running at resolutions above 1024x768, since the left and right
instrument panels are only 768 pixels tall and will probably not scale well.
Original issue 6 created by sfiera on 2009-11-13T20:57:15.000Z:
What steps will reproduce the problem?
What is the expected output? What do you see instead?
Can't navigate to the "Key Settings" screen at all.
Original issue 7 created by sfiera on 2009-11-13T20:58:01.000Z:
What steps will reproduce the problem?
What is the expected output? What do you see instead?
Can't navigate to the "Options" screen at all.
Original issue 31 created by sfiera on 2010-03-08T13:15:56.000Z:
What steps will reproduce the problem?
What is the expected output? What do you see instead?
The name of the key to be pressed should be displayed. Instead, something
else is (not the key, though it's consistent as to what it displays instead).
Original issue 28 created by searsandrew on 2010-02-28T08:10:53.000Z:
What steps will reproduce the problem?
What is the expected output? What do you see instead?
Turning right or left should begin turning and stop when button is released. Except, ship
continues to spin in either a clockwise or counter-clockwise direction. Forward thrust can still be
applied, however, the ship simply rotates while thrust is applied.
Sometimes the vessel will discontinue spinning uncontrollably if the opposite direction is
selected - however this does not usually work.
What version of the product are you using? On what operating system?
v. 0.1.1 on Mac OSX 10.6.2
Please provide any additional information below.
Unknown - I am unable to make it past this level, as the spinning makes completion of the
mission impossible.
Original issue 8 created by sfiera on 2009-11-13T21:02:21.000Z:
What steps will reproduce the problem?
What is the expected output? What do you see instead?
The "mission debriefing" screen should be displayed. If the level was
lost, it should show a message explaining what happened. If the level was
won or skipped, it should show congratulations, a rundown of the stats and
score achieved by the player, and par for the level.
Instead, nothing is displayed, and the game proceeds to the next level.
Original issue 18 created by sfiera on 2009-11-14T00:45:58.000Z:
What steps will reproduce the problem?
What is the expected output? What do you see instead?
The box displaying this briefing point should extend beyond the map of the level, but instead, it is
clipped at the edge. The whole thing should be displayed.
Original issue 36 created by mabadge on 2010-04-18T05:06:34.000Z:
What steps will reproduce the problem?
What is the expected output? What do you see instead?
Pressing Caps Lock twice should unpause the game. It instead stays paused. The only way I have
figured out how to fix it is exit the program.
What version of the product are you using? On what operating system?
0.2.1 on Mac OSX Snow Leopard
Please provide any additional information below.
Original issue 50 created by sfiera on 2010-11-09T13:39:18.000Z:
What steps will reproduce the problem?
What is the expected output? What do you see instead?
The flash should disappear as soon as the game is paused. Instead, not only does it persist into the play-again screen, it continues to be in effect back in the main menu and screens such as the about and options screens.
Original issue 2 created by sfiera on 2009-11-13T19:00:32.000Z:
What steps will reproduce the problem?
What is the expected output? What do you see instead?
The player will fail to select the ship. This will result in the replay
falling out of sync with the actual game, and later parts of the replay
will not display correctly.
Original issue 23 created by sfiera on 2009-12-05T22:56:34.000Z:
What steps will reproduce the problem?
What is the expected output? What do you see instead?
Kills are supposed to be calculated as follows:
This is done correctly by the game, except that within each bracket, points
are awarded inversely proportional to kills. Score should be awarded
proportionally to kills within each bracket.
A declarative, efficient, and flexible JavaScript library for building user interfaces.
🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
An Open Source Machine Learning Framework for Everyone
The Web framework for perfectionists with deadlines.
A PHP framework for web artisans
Bring data to life with SVG, Canvas and HTML. 📊📈🎉
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
Some thing interesting about web. New door for the world.
A server is a program made to process requests and deliver data to clients.
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
Some thing interesting about visualization, use data art
Some thing interesting about game, make everyone happy.
We are working to build community through open source technology. NB: members must have two-factor auth.
Open source projects and samples from Microsoft.
Google ❤️ Open Source for everyone.
Alibaba Open Source for everyone
Data-Driven Documents codes.
China tencent open source team.