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๐ญ Iโm currently working on Happiness App and Cornell AppDev's Volume
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๐ฑ Iโm currently learning Jetpack Compose and React Native
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๐ซ How to reach me [email protected]
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โก Fun fact I enjoy playing the piano
death-of-a-deal's Introduction
death-of-a-deal's People
death-of-a-deal's Issues
Using `isKeyJustPressed` is inconsistent for toggle inputs
Occasionally the key will not be recognized using this method. We will eventually have to refactor this to use event handling but it is fine as is for the gameplay prototype.
Memory overflow when staying on Level Select Screen [Critical]
Memory overflows to up to 40 GB (limit before my laptop crashes) when staying too long on the level select menu (around 10 minutes). Could be related to infinite background generation? Needs detailed memory allocation check with IntelliJ
Low Player Model Tolerance
Screen.Recording.2024-03-15.at.9.34.30.PM.mov
Pretty much summarized above, but the player model experiences collisions in narrow spaces it should be able to pass (height of two tiles). Potential fix is just to lower player model height dimension with larger tolerance.
Capsule Collider gets stuck on walls
Add Vent Animation For Fan Platform
Modals showing when they shouldn't be
Steps to reproduce:
- Open a level with a modal implemented in the modal layer
- Close the level
- Open another level that shouldn't have a modal. The modal for the previous level will still appear.
Real estate agents start as old asset
FrozenImpulse Limit
It is tested that with the player frozen density set to 30, we need to add at least 10 for frozen impulses to slopes to achieve the slope launch effect. The reason is unknown.
Can gain vertical bounce from horizontal bounce pads and vice versa
If you bounce on top of a horizontal bounce pad you will gain vertical height, which could be problematic for level design.
Also if you bounce on the side of a vertical bounce pad you gain horizontal force. Less problematic but still worth noting.
Miss match between tiled texture and rendered game
Breakable tiles inconsistent at high speeds
When the player is at a high speed they will sometimes still bounce off the breakable tile even if it should break and they should be able to directly pass through it. This should be solved in the breakable platform tiles refactor
Pass through tiles inconsistent at high speeds
Pass through tiles occasionally collide with the player when they are at high speeds, regardless of if the player collides vertically or horizontally.
Jumping animation seems to only play when the player hits the ground
Try jumping in game to reproduce. I don't think this is intended right?
Pass through and breakable tiles still inconsistent
Easiest way to reproduce: put a bunch of pass through tiles in a level, then quickly tap the jump button, if you keep doing it eventually you will phase through the tile.
For breakable, try slamming yourself into them at high speed. It is essential that this is fixed as soon as possible so we can create and test levels using breakable tiles.
Demonstration levels:
Specifically, on levelBreakablePassTest.json, the breakable tiles cancel the player's momentum when sliding into them horizontally from the slope. Also, when jumping on the pass through tiles from the slope, the player will often fall through. Same with jumping on the edge of the platform tiles. Lastly, the breakable platforms still have some inconsistency for vertical momentum, if you go to multipleFans.json level, you will see that occasionally, the player still bounces off the breakable platforms in the petrified state before they break.
if you petrify on a vertical fan and then unpetrify, you just remain on the fan (not pushed by the wind). Also, this seems to be a good demo of pass through tile inconsistency, since when you move up through the pass through tile you just fall right through it pretty often. It's levelVertical.json on the MakeLevels branch that has this issue
All objects offset in position
Slopes, bounce pad, breakable platforms, and fans all have their position offset by their target value in Tiled. We need a centralized abstraction for parsing all objects for their position and other common factors (such as density, restitution, friction, etc.). Make sure objects are all parsed the same way using the same static method, and that this is correct.
Spinner Initialization offset
Timer is offset by -1
When putting in the timer for the map, putting in n makes the timer have n-1 seconds.
Toggling frozen state creates impulse
When toggling stone state quickly and interacting with platforms cause horizontal impulse. To reproduce error, try rapidly toggling to frozen state and back before touching a platform.
Screen.Recording.2024-04-23.at.2.41.41.PM.mov
Screen.Recording.2024-04-23.at.2.49.47.PM.mov
Full level not being displayed / bounds off
As displayed in the screen recording, the bounds of the level are off. The player can walk outside of the map before failing, there is a period where they can stand outside the map. This could be because the bounds of the level are off or the level is not being fully displayed.
https://github.com/zachseidner1/death-of-a-deal/assets/58796478/06ecbe0a-fd69-4e0f-8ddf-ad5a9422cd3e
Pressing level menu on level complete crashes game
Mapping is reversed for `p` and `n`
p
takes you to next level, and n
takes you to previous level
Background music goes away very rarely
Pass through tiles drop down not all pass through
If you stand above more than one pass through tile and press the down
action, sometimes only 1 of 2 pass through tiles will allow the player to pass through, causing them to slide off the other one.
Character bobs up and down while walking on a long path
This also causes issues with the walking sound effect.
https://github.com/zachseidner1/death-of-a-deal/assets/58796478/1e8c6ca4-c6a8-49ea-958c-c73a22059c2d
Background music only plays on level 1
Using Launch Level in Tiled Editor causes crash
When using the Tiled Editor with launch level while having the latest build of the jar, it crashes because bgMusic
is null.
Player drawing misaligned during idle animation
Wind does not fully push character
If you jump into the wind created by the fan, you get pushed initially, but right as the character reaches the apex of its jump, the wind seems to stop pushing the character. My guess is that this is because you have the force code in beginContact
, but you actually want to apply a much smaller force but every frame that the objects are overlapping. I think beginContact
only fires at the start of the player contact.
Frozen animation "blinks" between frozen and normal near end of animation
Try freezing in game to reproduce.
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