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View Code? Open in Web Editor NEWWhip-a-Wimp, Dungeon Crawler
Home Page: http://stifu.fr/Whip-a-Wimp/
Whip-a-Wimp, Dungeon Crawler
Home Page: http://stifu.fr/Whip-a-Wimp/
You can see the player's
Original issue reported on code.google.com by Mikhail.Bratus
on 6 Feb 2014 at 10:25
Player turns his face down when stop.
Original issue reported on code.google.com by Mikhail.Bratus
on 4 Nov 2014 at 6:09
You step into a room with enemies, and all the doors around you are shut,
including the one you came from. The doors only open once you've killed all the
enemies.
Only apply this feature for certain rooms (like, 10%?).
Original issue reported on code.google.com by [email protected]
on 7 Apr 2014 at 8:57
Just picked items re-appear again
if you re-enter the room again.
Seen this bug once. Tried to re-gather items for 5 times.
Original issue reported on code.google.com by Mikhail.Bratus
on 4 Dec 2014 at 8:55
Sometimes the player will keep walking forever, because the fact a key has been
released has not been registered by the game. This probably happens when the
game loses focus, so it doesn't realize you've stopped pressing a key. Maybe
handle the blur event on the web page to avoid this?
Original issue reported on code.google.com by [email protected]
on 7 Apr 2014 at 9:06
The whole player function should be rewritten from scratch
(based on the upcoming new monsters enemy movement code)
Original issue reported on code.google.com by Mikhail.Bratus
on 22 Mar 2014 at 5:03
[deleted issue]
speed up x3
Original issue reported on code.google.com by Mikhail.Bratus
on 21 Nov 2014 at 9:00
Currently, pigs use the regular shadow image (24x12) but enlarged. We should
have a bigger shadow image for them. We could have a couple of standard sizes
we'd reuse.
Original issue reported on code.google.com by [email protected]
on 13 Sep 2014 at 8:56
You may stuck when you try to pass by 2 obstacles that stand close to each
other.
Basically it happens when the player's collision box intersects with > 1 other
collision boxes of the obstacles
It's easier to test when u go diagonally, from the corener of an obstacle.
It might be rlated to NON integer values of delta X, delta Y.
use rooms with parallel lines or the 27 type room to test.
Original issue reported on code.google.com by Mikhail.Bratus
on 6 Feb 2014 at 10:31
animated sprites freeze or disappear if u use delay value > 0.3
e.g.
"walking_down":
{
frameRects:
[
cc.rect(32, 0, 32, 48),
cc.rect(64, 0, 32, 48),
cc.rect(32, 0, 32, 48),
cc.rect(0, 0, 32, 48)
],
delay: 0.5,
mirrorX: true
},
Original issue reported on code.google.com by Mikhail.Bratus
on 16 Apr 2014 at 6:23
When you enter a room and do not release pressed arrows keys, you see an
unanimated 1-frame players sprite.
Original issue reported on code.google.com by Mikhail.Bratus
on 27 Mar 2014 at 7:40
Right now, we have a custom (web-only) fullscreen logic. But since Cocos 2.2.1,
there is a built-in mechanism we should use.
Related: http://www.cocos2d-x.org/forums/19/topics/43863
Original issue reported on code.google.com by [email protected]
on 6 Feb 2014 at 10:32
to reproduce the prob
1. in app.js
cc.Director.getInstance().replaceScene(transition(0.25, nextScene));
set the delay to 1 second or 2.
2. then try to go out the room and back
(don't wait for the transition end!)
Original issue reported on code.google.com by Mikhail.Bratus
on 6 Feb 2014 at 10:40
When u go through a door (back and forth)
sometimes, the whole SCENE layer might be shifted by 8+ pixels
it might be Cocos2D 2.2.2 issue
Original issue reported on code.google.com by Mikhail.Bratus
on 4 Apr 2014 at 5:07
A few rooms (5% or so?) could be all dark, with only some light around the
player, as some kind of flickering circle.
Original issue reported on code.google.com by [email protected]
on 7 Apr 2014 at 8:58
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