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This project forked from jakubg1/opensmce

17.0 17.0 5.0 97.44 MB

A preservation & recreation project for Zuma Blitz - an old Facebook game from 2010-2017, specifically the Kroakatoa Island update

Home Page: https://ZumaBlitzRemake.github.io

License: MIT License

Lua 98.89% Batchfile 1.00% Shell 0.01% Python 0.10%
facebook-game facebook-games facebook-gaming game-recreation lua match-3 popcap popcap-games zuma zuma-blitz zuma-deluxe zumas-revenge

zumablitzremake's People

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bchantech avatar catwarriorofficial avatar flashmaster237 avatar fren-zc avatar jakubg1 avatar makowo avatar nxgi avatar owlscantread avatar shamblessm avatar

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zumablitzremake's Issues

Game crashes on continuing saved game

When starting a new game, save and quit to main menu, and then continue the saved game, the game crashes.

src/ResourceManager.lua:221: [ResourceManager] Attempt to get an unknown sprite: nil


Traceback:

crash.lua:55: in function 'handler'
[C]: in function 'error'
src/ResourceManager.lua:221: in function 'getSprite'
src/Level.lua:1307: in function 'deserialize'
src/Session.lua:53: in function 'startLevel'
src/UI/Manager.lua:22: in function 'levelStart'
.\games/ZumaBlitzRemake/ui/script.lua:907: in function 'f'
src/UI/Widget.lua:421: in function 'executeAction'
src/UI/Widget.lua:129: in function 'update'
src/UI/Widget.lua:149: in function 'update'
src/UI/Widget.lua:149: in function 'update'
src/UI/Manager.lua:151: in function 'update'
src/Game.lua:132: in function 'tick'
src/Game.lua:117: in function 'update'
main.lua:109: in function 'update'
[C]: in function 'xpcall'

Migrate to UI2 upon implementation

OpenSMCE issue: jakubg1#63

Once OpenSMCE has UI2 implemented, we can start working on issues that relate to UI/UX. Migrating to UI2 should hopefully be easy if a converter is provided.

Implement Board Selector

As there would there be no "Weekly Tournament" unless someone pays up for a server, the player should be able to select a board per session.

Network requests block the game

Currently, _Network methods (or rather, https methods) are blocking. This would require some sort of function to signal when data is received from remote sources (so for example, UI elements would be updated accordingly).

Balls still magnetize even if it's color is removed

This bug is detrimental to gap shot strategies.

Suppose we have a track here:
🔴🟡🟡🟢🟢                    🟡

Matching the green spheres would cause the lone yellow sphere to slide back, as expected:
🔴🟡🟡                   🟡

However, adding a sphere that isn't of the same color won't prevent the lone yellow sphere from magnetizing further, even if there isn't any spheres to magnetize to. It will still magnetize, but at a constant, slower rate.
🔴🟡🟡🔵         🟡

The Crab Board level isnt entirely accurate.

In the Crab Board level and possibly other levels aswell, you cant line up the ui and the level at the same time, this happens due to either the ui or the level appearing ingame a few pixels lower than it should, causing them not to be in sync

Implement Spirit Turtle scoring bug

Requires #10 to be implemented first.

Video of strategy in action: https://www.youtube.com/watch?v=rAmNwx4m6_o

As long as Hot Frog is active while a combo made via Hot Frog and Spirit Turtle is active, the combo does not reset - it sometimes even jumps.

As shown in 2:02:

  • A x2 combo is made at the right side of the board
  • To the left side of the board, the combo is extended, and somehow jumps to Combo x13, then 14
    I'm not sure how the combo jumps from 2 to 13 but at the very least combos should not end.

I'm not sure if this is possible (or plausible) without Spirit Turtle as it is the only way of triggering this bug.

Remember, it's not a bug, it's a feature because someone actually turned it into a strategy

Gap Bonuses do not account for ghost spheres

In Zuma, ghost spheres' gaps can be used to make Gap Bonuses, allowing 2 lone balls in one area to cause a Gap Bonus when matched.

This is currently not the case for OpenSMCE. Gap bonus calculation does not account for ghost spheres.

Change music to be time-dynamic

When the player reaches around 0:14, the "danger" music should start. Likewise, when the time added results in the total time being over 14 seconds, it should go back to normal.

There should be some sort of BPM counter (for OpenSMCE flexiblity reasons), or wait for the loop to end.

  • Add the music assets
  • Set baseline for time-dynamic music
  • Play the least intense versions a couple of time first before moving on to the more intense version, and have it reset in case of the 15-second mark

Danger/skull animation

  • When the spheres reach a danger point, skulls should appear behind the balls on the path and they should flash towards the end point.
  • The skull should be, obviously, animated.
  • Since the skull center is always its endpoint, it can be rendered along with the path itself.
  • If the player dies, a completely separate skull effect with eating the frog would appear. The source seems to be always the first path specified; no detection which path has breached the endpoint seems to be made.

  • bf19d02 Implement base for skull rendering
  • 05631b4 Refine animation (make it smoother)
  • Smaller skulls on the path that start from the danger zone and glow towards the skull
  • Implement fire additive effect around skull frame
  • Add death animation

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