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Automatically exported from code.google.com/p/reaxion
Try locking onto a non-origin-positioned target and run left or right. I the
target was center, then they would rotate in the middle of the camera's view,
not "wobble". This also causes the player to "spiral" the target, not circle
them as they should. May be related to
http://code.google.com/p/reaxion/issues/detail?id=14 (in fact it probably is).
Original issue reported on code.google.com by [email protected]
on 25 Jul 2010 at 4:26
Right now the player controls correspond to absolute space. When the camera
follows behind the player, the controls need to change to be relative to
camera/player. Effectively, this will make left/right the equivalent of 90
degree camera turns, although it should not be implemented this way.
Original issue reported on code.google.com by [email protected]
on 6 Jul 2010 at 9:09
The BgmPlayer needs to stop playing the battle music after the battle ends.
Original issue reported on code.google.com by brian.clanton
on 14 Sep 2010 at 5:38
Doesn't need to be fully fleshed out for now, but must possible attacks from an
array of sorts and trace them back to a basic Attack class, using those
parameters to create the actual attack.
Original issue reported on code.google.com by [email protected]
on 24 Aug 2010 at 1:36
Implement a multiple-key listener system from the main game that can detect key
states such as down, pressed, and released. These actions should then be passed
to the appropriate object based on the current GameState. For instance,
pressing left during the main game should pass the left trigger to the
character to respond.
Original issue reported on code.google.com by [email protected]
on 5 Jul 2010 at 2:54
Strange in that if you look at the code, it runs specific checks so that it
_shouldn't._ Anyways, investigate.
Original issue reported on code.google.com by [email protected]
on 2 Sep 2010 at 9:36
Create character class to be subclassed by all characters. Should be able to
take input from the game and respond appropriately. Needs to switch between
animated states accordingly.
Original issue reported on code.google.com by [email protected]
on 5 Jul 2010 at 2:57
Make it not crash the game.
Original issue reported on code.google.com by [email protected]
on 8 Jul 2010 at 2:52
^ What that says. Should use same Character info as crystarium.
Original issue reported on code.google.com by [email protected]
on 4 Sep 2010 at 2:30
Modify BattleGameState camera to follow x distance behind the player and be in
line with the player and specified target (a Spatial). Target should be a
variable of BattleGameState as player is, as there can only be one at once
unique to the game state. The old camera should be maintained for debugging,
and an option should be added to toggle the two.
Original issue reported on code.google.com by [email protected]
on 6 Jul 2010 at 8:17
I attempted to make the music stop playing by using the stop and clearTracks
functions. However, this did not work. The tracks need to stop playing when the
results screen appears. A new track should probably be loaded as a victory
theme.
Original issue reported on code.google.com by brian.clanton
on 9 Sep 2010 at 10:44
This is beyond critical. This is uber-critical. This needs to get done.
Whoever's up to the task can work with me to build LAN communications into the
BattleGameState.
Original issue reported on code.google.com by [email protected]
on 2 Sep 2010 at 9:44
The game should wait for all Models to load before processing game updates or
accepting input. This may or may not have something to do with the radakan
loader occasionally crashing on loading. This isn't an easy task, but it should
be implemented.
Original issue reported on code.google.com by [email protected]
on 25 Jul 2010 at 12:22
Create series of classes for each character to store out-of-battle info such as
Fireworks arrangement, exp, unlocked or not, attacks, abilities, etc. All data
such as attacks and abilities will then be read from these classes. Must be
serializable.
Original issue reported on code.google.com by [email protected]
on 14 Sep 2010 at 5:33
When switching from lock camera to free camera, there is a noticeable shift
even though the program is set up to recreate the angle of the camera pointed
at the target in the free camera setup. Maybe my math is just wrong. In any
case, this needs checking out/fixing.
Original issue reported on code.google.com by [email protected]
on 25 Jul 2010 at 12:17
Add mouse capabilities to the game. Hardware implementation would be preferred
if nothing is lost compared to the software implementation.
Original issue reported on code.google.com by [email protected]
on 5 Jul 2010 at 2:58
Implement between all Models. Special case should be noted when model is marked
dangerous to be handled later.
Original issue reported on code.google.com by [email protected]
on 8 Jul 2010 at 2:51
Create the basis for an AI controller, similar to the PlayerInput class, but
instead meant to act on CPUs.
Original issue reported on code.google.com by [email protected]
on 6 Jul 2010 at 8:14
The way that moves are assigned needs to be redesigned in a cleaner way.
Possibly xml files can be used to store data on attacks and a class can be made
to read this xml file.
Original issue reported on code.google.com by brian.clanton
on 5 Sep 2010 at 3:08
Find out why the heck holding down movement keys, pressing Shift, releasing the
movement keys, and then releasing Shift results in continued movement. Shift
should not be used anywhere in the project, so this is especially bizarre.
Anyways, research this.
Original issue reported on code.google.com by [email protected]
on 2 Sep 2010 at 9:34
Whenever pause it hit, it usually toggles on and then off again (the next
frame?), even though it shouldn't, resulting in a non-functional pause. The
pause code is taken right from DebugGameState, so it's not clear why it doesn't
work... in any case, investigate.
Original issue reported on code.google.com by [email protected]
on 25 Jul 2010 at 12:19
The menu should be more like a fighting game character selection screen, with
small mugshot icons of the characters and large preview images for selected
characters. You know what I'm talking about. One for the player and one for the
partner.
Original issue reported on code.google.com by [email protected]
on 13 Sep 2010 at 2:26
The ResultsGameState currently links back to the StageSelectionState when enter
is pressed and it should link back to CharSelectionState.
Original issue reported on code.google.com by brian.clanton
on 14 Sep 2010 at 5:39
When you attack in the middle of a jump, your jump is boosted. Find out why
this is and correct it.
Original issue reported on code.google.com by [email protected]
on 12 Sep 2010 at 1:32
^ What that says.
Original issue reported on code.google.com by [email protected]
on 2 Sep 2010 at 9:37
^ What that says
Original issue reported on code.google.com by [email protected]
on 5 Sep 2010 at 7:54
In BattleGameState traverse the rootNode and search for all models, calling
their act() methods systematically. Right now, only the player object acts.
Original issue reported on code.google.com by [email protected]
on 6 Jul 2010 at 8:35
When transparent textures are viewed from a certain angle, sections with alpha
< 1 disappear.
For instance, view hair on the khoa model from a low angle. You can see the
edges get sharper since all alpha < 1 turns off, and you can see through the
head beneath as well.
Doing the same trick from the back reveals that the hair itself turns partially
transparent and you can see the eyes through the back of the head.
Why this happens is a mystery to me, and it must be solved soon.
Original issue reported on code.google.com by [email protected]
on 6 Jul 2010 at 8:33
The BgmPlayer should begin playing when the battle is visible, not before.
Original issue reported on code.google.com by brian.clanton
on 14 Sep 2010 at 5:40
Or the game will never end.
Original issue reported on code.google.com by [email protected]
on 2 Sep 2010 at 9:38
A streamlined, easy to use static class should be created to handle all sound
functions. The sound API should make use of Java's AudioSystem, thus this class
will not be directly to jME. Only accept this ticket if you are EXTREMELY
confident in your ability to write good code, as this will be the basis for all
audio usage in the game.
Original issue reported on code.google.com by [email protected]
on 5 Sep 2010 at 3:45
Add smooth transitions between different character animation states. Look into
KeyframeController.
Original issue reported on code.google.com by [email protected]
on 5 Jul 2010 at 3:14
I.e. when Z is pressed, attacks 1, 2, 3 should be darkened and when Z isn't
pressed attacks 4, 5, 6 should be darkened.
Original issue reported on code.google.com by [email protected]
on 14 Sep 2010 at 4:14
A menu for stage collection needs to be created.
Original issue reported on code.google.com by brian.clanton
on 5 Sep 2010 at 7:54
A static class needs to be created which data is passed to such as character
names and stage names. This class should also have method which combines all of
its given information and returns a new BattleGameState. The purpose of this
class is to have all BattleGameState initialization pieces in one place to
avoid cluttering any classes. It will also be useful in that any models that
will need to be loaded regardless of which characters are chosen or what map is
chosen, such as all of the character models for now, can be loaded before any
of the states begin, which will eliminate lag that occurs before games start
the first time.
Original issue reported on code.google.com by brian.clanton
on 12 Sep 2010 at 8:59
^ What it says.
Original issue reported on code.google.com by [email protected]
on 3 Sep 2010 at 1:25
Instead of instantiating all the characters, selection should instead pass
strings with the character's names and use the class loader to call
constructors from these strings. You know how it's done.
Original issue reported on code.google.com by [email protected]
on 13 Sep 2010 at 2:23
Opponents will never be specified here. They will either be hardcoded in
scripted battles or chosen by the opponent in a network match.
Original issue reported on code.google.com by [email protected]
on 13 Sep 2010 at 2:24
Create GameState tree for main game. So far, only the "in-game" battle node is
needed.
Original issue reported on code.google.com by [email protected]
on 5 Jul 2010 at 2:55
Make it happen.
Original issue reported on code.google.com by [email protected]
on 2 Sep 2010 at 9:33
The java files need to be properly organized into different packages.
Original issue reported on code.google.com by brian.clanton
on 3 Sep 2010 at 8:38
^ What that says.
Original issue reported on code.google.com by [email protected]
on 2 Sep 2010 at 9:36
Change implementation from DebugState to one that extends CameraGameState.
Original issue reported on code.google.com by [email protected]
on 5 Jul 2010 at 1:36
The moveset list should include either right align text that shows the required
gauge to use a move, highlight when usable, or a combination of both.
Original issue reported on code.google.com by brian.clanton
on 4 Sep 2010 at 2:54
^ What that says.
Original issue reported on code.google.com by [email protected]
on 2 Sep 2010 at 9:37
May or may not be related to:
http://code.google.com/p/reaxion/issues/detail?id=16, radakan will sometimes
crash when trying to load models (IllegalArgumentException). This seems to
happen at random, and it works more often than it doesn't, but in any case,
investigate source of problem.
Original issue reported on code.google.com by [email protected]
on 25 Jul 2010 at 12:24
HP, attack gauge, enemy HP, etc.
Original issue reported on code.google.com by [email protected]
on 24 Aug 2010 at 1:37
A function needs to be created that when given a color returns a lighter
version of that color. This will work similarly to the Color class's .lighter
function. A similar function also needs to be created to darken a color.
Original issue reported on code.google.com by brian.clanton
on 4 Sep 2010 at 7:43
A pause screen needs to be created that utilizes the Overlay class.
Original issue reported on code.google.com by brian.clanton
on 4 Sep 2010 at 7:44
^ What that says. Guess this has to go to me, since I have the character models.
Original issue reported on code.google.com by [email protected]
on 2 Sep 2010 at 9:43
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