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cs7038's Issues

Explosions remain forever

Explosion objects are permanent, even after the explosion disappears and even after the level changes.

Going back to menu

I suppose it's better if the user goes back to the level selector instead of the main menu when menu button is pressed inside the level (either from pause menu or level over menu).

Hand cleanliness unstable

The hand cleanliness is not decreased by the same value. Sometimes it gets decreased at least twice when pushing a trolley. Maybe disable it in a similar manner as with the lever?

How do I remove an animation after it finishes playing

I instantiate an animation prefab every time a game object explodes. The question is how to remove the animation after it finishes playing. I tried

  • animator.GetCurrentAnimatorStateInfo(0).IsName("Explosion")
  • animation.isPlaying
  • animation.IsPlaying("Explosion")

but none works.

Any ideas?

NullReferenceException in PlayerController

When I swipe the screen trying to move the character, sometimes there comes a NullReferenceException from class PlayerController, method OnGesturePan saying movement is null. I added some code in the beginning of the method to prevent this bug temporarily.

Score not working

No matter how dirty the hand is during a level, the score is always 0 when the level is completed.

Level selector hangs up the first time

This happens especially in the web version:
http://handymd-game.appspot.com

In the event that the game is reset (e.g no levels are finished), it hangs up during the intro, although I noticed that it takes less time.

This only happens once.

Does anyone know what's causing this? My guess is that maybe the server is trying to read an external file that wasn't loaded before (due to the fact that those files are not referenced directly), so that needs to be downloaded. This is only a guess though.

If we find what it is, it's easy to fix. Unity provides functionality that will let a task run synchronously a little time after each update, giving the illusion of parallel execution.

Star thump sound

I made it so the stars are displayed gradually to the user (adds a huge feeling of achievement). It'd be cool if we had a sound with that, getting progressively higher or something (for three stars we should get a very pleasant sound effect).

Start function called twice

Just realized that Start function for the entities - in my case in Fountain class - called twice during the instantiation, which does not make much sense. I am not that sure whether it is a normal thing or not. Any idea why it might happen and/or how it can be fixed?

Smooth movement bugs

  1. When you change the direction DURING the movement of an entity, it messes up the collisions (also e.g. when you go back it starts "pulling" it).
  2. The continuous movement does not work in the current version, i.e., you need to drag further to re-trigger the next movement, which shouldn't be the case.

"Laser" speed

I still think it's better if the "lasers" in our game are slower, maybe moving in the similar speed as blaster bolts in star wars. This gives player enough time to know the direction of "lasers".
Regarding why they are not as fast as light, I found an explanation here: http://goo.gl/0oe4Rf

trolley pairs movement

trolleys should not move at all when they are next to each other (when pushed in the parallel direction).

Squashed sound effect

The player can now get squashed by gates. It needs a sound effect - something similar to the laser sound will do. This is really not a big thing, as it's very limited by level design (and can be avoided altogether). Currently, you can only do this in level 11 (and it's not an obvious thing to do unless you know how).

Laser depth visibility must improve

The lasers look very odd when reflecting left->down or right->down and vice versa. They also look strange when hitting certain objects from different directions (such as horizontal gates)

Level selector sliding to second+ page

With the addition of the cool funky sun effects, it looks awesome when we're transitioning from the main menu to the first page and then back. However, when we transition from the main menu to the second page, this effect is obscured, because page 1 is already drawn. Is there a way to not draw the previous page when transitioning?

Pushing trolley bug

When the player pushes a trolley, he should not keep moving. He should stay still for a short duration (probably an entire movement cycle), unless you change direction or re-initiate movement by releasing & sliding finger.

Laser rendering is broken

The laser beam is not rendering properly in b528efa. First, the laser beam shouldn't follow the object it collides with; it must be straight like it used to. Secondly, if you collide before it hits a mirror, then it stops rendering (but is still functioning). The previous one seemed to be working ok, what was the problem with it exactly?

Level completion GUI improvement

After a level is completed, the whole scene disappears suddenly. Users may feel lost sometimes.
A possible improvement is to show the score GUI in a window which doesn't hide the whole scene, and with animations like fading-in or falling-down.

Level selector default page

Should the initial page always be the first page whenever you go to the level selector?

It is the last accessed (visited) page during runtime right now. Also, one other alternative is to actually save the last visited page and always start from that one whenever you open the game.

Pushing the same block over and over?

I think the hand cleanliness should only change once when the player is pushing the same block from the same side, unless he changes object or moves from his current position. If this is too hard to implement, making the hand be affected only once unless you let go of pushing the object might also be a viable option.

This is not really a bug, it's just a suggestion. I don't think it's important or anything. It might even be better if we keep it this way. What do you think?

Optimize Group Manager

The current group manager is not very optimized, particularly when using GroupDelegators.

Level manager on android

New level manager (with YAML) does not work on Android - my device. I suppose it is caused by loading resources failure, i.e. it doesn't seem to find the YAML file for the levels.

Sharing image url

Twitter/Facebook integration sharing image should be changed accordingly (with the game logo) before the release.

upload.bat issue

i couldn't make that work basically. i downloaded the sdk and export the web build. when i execute the .bat file it complains about "The system cannot find the path specified.".

Am i missing something?

Fountain animation erratic when having two fountains next to player

To reproduce, go to a level where there are two fountains next to the player, like in Level 19 (say, one on top, and one on his right).

  1. Start washing hands on one fountain
  2. Move towards the other fountain

The player restarts washing as intended, but the animation (and washing sound) stops playing.

Pushing trolley bug

  1. Unlike pushing a crate, Player doesn't animate when pushing a trolley.
  2. If the player is not facing the trolley, pushing it should change the player's direction to face the trolley.
  3. Sometimes there are multiple audios playing at the same time when pushing a trolley.

lasers/mirrors do not work properly

there are few bugs in collision detection for the laser emission - it only collides properly with the player. it does not work when i intend to change the positions of either the emitter or mirrors.

Making hands dirty doesn't work properly

I don't know if this was an attempt to work on #15 or caused by #14 but making hands dirty does not work properly. I haven't figured out when it happens, but try pushing file cabinets around a few times and you'll see the hand indicator not getting affected until it randomly does again.

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