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bloodot's Introduction

blooDot

-- A Game of Life --

UWP 64 Rolling contributions welcome

Game Homepage
https://dlatikaynen.github.io/blooDot

News: Leverage your WiiU Pro and Nintendo Switch Controllers to play on a PC running Windows 10 via Bluetooth using this excellent driver library, which maps the Nintendo controllers to XInput (Xbox works anyway, out of the box):
http://www.wiinupro.com/

Development

  • Lukas "PommesFritz03": worldbuilding, gameplay, design, graphics
  • Daniel "dlatikay": maths, physics, algorithms
  • Jonas "jlatikay": maps, code review, test and quality assurance

"There is perhaps no better demonstration of the folly of human conceits than this distant image of our tiny world. To me, it underscores our responsibility to deal more kindly and compassionately with one another and to preserve and cherish that pale blue dot, the only home we've ever known."

-- Carl Sagan

bloodot's People

Contributors

dlatikaynen avatar llatikay avatar

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bloodot's Issues

LE: clumsy packing not updated when coalesced block is replaced in overwrite mode

Describe the bug
a clumsily packed conglomerate does not update its facings when a block that is part of the packing, gets replaced in level editor with overwrite ([INS]) mode on.

To Reproduce
Steps to reproduce the behavior:

  1. Make a clumsy pack of Mauer
  2. Turn overwriting on by pressing the [INS] key
  3. Select another dings from the HUD (same default layer)
  4. Command a "place" on an existing Mauer of the pack

Expected behavior
The pack should reroute, assuming a "Shy" facing for the intruder.

GoL plane on start screen does not extend to full width and height of host window

On the start screen, right and bottom areas are not populated by GoL cells. It looks like the GoL plane was smaller than the client area of the viewport.

Steps to reproduce the behavior:
Start the application exe in restored window mode.

Expected behavior
Startup GoL animation creates a plane that covers the entire viewport, so cells would appear also in the right and bottom areas of the screen.

  • OS: Windows 10

Unit identifiers > 127 are truncated on save, subsequently fail to load with keynotfound

Describe the bug
The level saver does not account for unit identifiers > 127, marking them with the "extended" bit but then failing to write out the second byte.

To Reproduce

  1. save a level containing for example a schaedel
  2. load that same level again
  3. world descriptor parsing stops at the schaedel or substitutes 0x3f if present

Affects world file format V.2

Faulty clumsy packing

Describe the bug
Some of the advanced polyomino configurations are misdrawn.

To Reproduce
In worldbuilder, look screen, ding sheet, any wall pack. The decorations of the last row are below the last row.

Expected behavior
Proper decoration in any composition.

Keyboard control is finicky due to not waiting for keyup

Describe the bug
Pressing command keys while in a menu causes repeated action, not waiting for a keyup in between

To Reproduce
Steps to reproduce the behavior:

  1. Go to Creator Mode
  2. Click on "Origin"
  3. Press the <Esc> key
  4. Arena menu pops up and disappears repeatedly

Expected behavior
On a menu item, when I press the key and keep pressing it, the menu should be discarded but no further keypress should be registered in whatever dialog that ends up in.

Screenshots
image

Desktop (please complete the following information):

  • OS: Windows
  • 10

floor/wall combination not saved or loaded correctly in LE 2

The level editor V.2 fails to save or load a stacked cell consisting of a floor and a wall component.

To Reproduce

  1. Start creative mode, blank world builder
  2. Place a floor component
  3. Place a wall component on top
  4. Save
  5. Load; cell does not restore

Expected behavior
Cells need to restore exactly as saved.

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