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reaxion's Issues

Tracking not dead center

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

Modify controls to be relative to player/camera

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

Create system to execute attacks

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

Key-input system

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

Bullets go through stuff

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

Character class

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

Tracking camera

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

Make Music Stop Playing Upon Return to Stage Selection

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

NETWORK THIS GAME

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

Wait for loading

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 character info system

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

Camera mode toggle shift

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

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

Collision detection

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

Moveset Reorganization

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

Shift bug

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

Pause toggle doubling

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

Icons and pictures in Char select

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

Make ResultsGameState link back to CharSelectionState

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

Jump glitch

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

Make all nodes act

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

Fix transparent texture issue

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

Create sound system

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 tweening

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

Stage Selection Menu

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

  • Merged into: #38

Create A BattleGameState Initializer Class

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

Class loading for Char Select

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

Remove opponents from Char Select

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

Add GameStates

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

Organize files

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

CameraGameState

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

Moveset Modification: Gauge Requirement

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

Loading crash

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

Color Alteration Function

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

Pause Screen

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

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