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gdq-break-channels's Introduction

GDQ Break Channels

Screenshot of the Oregon Trail GDQ break screen channel

Break screen channels for displaying and reacting to donations and donation totals during mainline Games Done Quick and Frame Fatales broadcasts.

Requirements

  • Node v14

While other Node versions may work for this project, we use and deploy against Node v14 due to some dependencies of our current layout system (Pratchett).

Installation

Building and previewing the channels can by done by running the following.

  1. Clone the repository

    git clone https://github.com/GamesDoneQuick/gdq-break-channels.git

  2. Install dependencies

    npm install

  3. Run preview command

    npm run preview

Contributing

We welcome people to make pull requests to add their own channels. Please ensure you have fully read the Contributing document before making submissions.

License

gdq-break-channels is provided under the Apache v2 license, which is available to read in the LICENSE file.

Credits

Designed & developed by Support Class

gdq-break-channels's People

Contributors

campaul avatar corvimae avatar dylbyl avatar naomiiiplays avatar omgitsraven avatar plamoni avatar rshigg avatar stonemoney avatar sushielemental avatar suyooo avatar vodbox avatar

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gdq-break-channels's Issues

Would a Fallout 2 themed channel be allowed?

Hi there, I had a question and not sure where else to reach the people who might be able to answer it (I asked on Discord and they directed me to perhaps ask here?)

I've read the contributing guidelines and I'd like to work on a Fallout 2 channel, maybe a pip boy, but before I expend energy on it I just wanted to make sure it would not fall under "too recently developed or still commercially marketed"? It's technically being sold on Steam and GoG but since it's 25 years old I was hoping it might be fine.

Thanks!

Breakout channel persistence/restoration issues

I spotted the Breakout channel twice on stream in the past 12 hours or so (once last night and once this morning).

There appears to be some sort of persistence/restoration issue with it.

Last night, when it first showed it played fine for a little bit before Super Mario Odyssey. There was a false start to the run and the stream kicked back to the break channel, at which point the paddle wasn't moving and I saw a ball bounce off a block without eliminating it.

This morning (in the break before Curse of Monkey Island), it seemed to be having the same issue. There was a ball stuck on the screen (just below the paddle, which was also stalled). New balls were getting created when donations came in, but because the paddle was stalled, they would just bounce into the de-spawn plane.

There appear to be two symptoms:

  1. Balls not eliminating blocks
  2. The paddle not tracking balls properly (i.e. stalling and not moving at all)

Ball spawning and collisions seem to be working as expected.

I haven't been able to reproduce the issue in the test application (running on MacOS 13.3.1 on an Intel Mac in Chrome 113.0.5672.126).

I'd love to get this fixed ASAP. Any guesses on where the problem might be coming from (e.g. differences between the main host application and the testbed app) would be appreciated.

Thanks and apologies for the issues.

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