gridwars's People
gridwars's Issues
Concede Menu appears when game starts.
Create more release zones
You can't push pack once your release zones are obstructed. Fix this.
some menu items break (take 2 lines)
Save current camera position in Prefs.
Minigun bullets not showing streaks through air
This makes it difficult to tell if they are firing or who is firing.
tanker - add explosion animation, make bomb a weapon?
turn jeep wheels appropriately
rematch
rematch menu option after internet or shared screen match
Tower release broken
Randomly but frequently occurs. Is draining power and items are forever queued. Appears exit trigger never fired. My fix worked but it's been removed.
keyboard shortcut "icons"
For the current player(s), show the keyboard shortcuts over the unit icon (when its visible).
Game runs very slowly
On latest mac laptop, not a lot of visible logging.
camera resets to default position when clicking on towers
end of game bolt error
SendMessage QueueStart has no receiver!
UnityEngine.GameObject:SendMessage(String, Object)
BoltCore:Initialize(BoltNetworkModes, UdpEndPoint, BoltConfig, UdpPlatform, String)
BoltNetworkInternal:__Initialize(BoltNetworkModes, UdpEndPoint, BoltConfig, UdpPlatform, String)
BoltLauncher:Initialize(BoltNetworkModes, UdpEndPoint, BoltConfig, String) (at Assets/bolt/scripts/BoltLauncher.cs:110)
BoltLauncher:Initialize(BoltNetworkModes, UdpEndPoint, BoltConfig) (at Assets/bolt/scripts/BoltLauncher.cs:89)
BoltLauncher:StartSinglePlayer(BoltConfig) (at Assets/bolt/scripts/BoltLauncher.cs:19)
BoltLauncher:StartSinglePlayer() (at Assets/bolt/scripts/BoltLauncher.cs:11)
Network:Start() (at Assets/GridWars/Resources/Network/Network.cs:57)
add GG button
remove collisions between air vehicles?
Fix activity indicator
I suggest animated ... after text.
choppers should spread apart like vehicles
see why obstruction checks aren't working
Menus are hard to see against background
use text in game font for key mappings by towers
game camera doesn't always have a view of both bases
to repeat 1) set random screen ratio 2) start game 3) switch between camera angles
menus aren't ordered correctly
They should appear in order added.
Improve Main Menu
I added a networking main menu with host / join options. I used OnGUI but didn't do any layout ... etc.
We need to add a better looking menu. Ideally it would be easy to change the look and feel.
To bring up the menu, disable single player mode in BattleField.Start
end of game experience sucks
it looks like the game crashed
Remove mushroom cloud
But don't remove the shockwave.
Activity indicator and canel button overlap
Click "Internet PVP"
camera too far away from game
closest bases should be near edges of the screen
fix Chopper aim angle limits and aiming weirdness
Can see this on chopper minigun
helicopter aiming glitch
sometimes happens when chopper goes behind target and turns around - turret gets stuck in opposite direction to target
hitting K resets Camera view
Add features to UIMenu
- Use features from Hud/Button
- Button sizes horizontally to fit text
- Border and fill colors can be set in inspector / programatically
- Allow UIMenu to be positioned horizontally instead of vertically
- Allow UIMenu to be anchored on top of the screen instead of in center.
We will use these features for the in game menu
keyboard shortcuts for in game menus
Show (and implement) a keyboard shortcut for in game menus:
Concede (Q)
Toggle Hotkeys (K)
Change Camera (C)
InnerFlame error
The referenced script on this Behaviour (Game Object 'InnerFlame') is missing!
UnityEngine.Resources:Load(String)
GameUnit:SetupDeathExplosion() (at Assets/GridWars/Resources/GameUnit/GameUnit.cs:594)
GameUnit:SlaveStart() (at Assets/GridWars/Resources/GameUnit/GameUnit.cs:219)
NetworkObject:SlaveStart() (at Assets/GridWars/Resources/Network/NetworkObject.cs:22)
NetworkedGameUnit:SlaveStart() (at Assets/GridWars/Resources/GameUnit/NetworkedGameUnit.cs:56)
NetworkObject:Attached() (at Assets/GridWars/Resources/Network/NetworkObject.cs:48)
Bolt.Entity:Attach()
BoltCore:Instantiate(PrefabId, TypeId, Vector3, Quaternion, InstantiateFlags, BoltConnection, IProtocolToken)
BoltNetwork:Instantiate(GameObject, IProtocolToken, Vector3, Quaternion)
BoltNetwork:Instantiate(PrefabId, IProtocolToken, Vector3, Quaternion)
NetworkedGameUnit:InstantiateGameUnit() (at Assets/GridWars/Resources/GameUnit/NetworkedGameUnit.cs:8)
GameUnit:Instantiate() (at Assets/GridWars/Resources/GameUnit/GameUnit.cs:204)
GameUnitState:InstantiateGameUnit() (at Assets/GridWars/Resources/GameUnit/GameUnitState.cs:72)
Tower:CreateUnit(Vector3) (at Assets/GridWars/Resources/GameUnit/GroundBuilding/Tower/Tower.cs:236)
Tower:SlaveStart() (at Assets/GridWars/Resources/GameUnit/GroundBuilding/Tower/Tower.cs:79)
NetworkObject:SlaveStart() (at Assets/GridWars/Resources/Network/NetworkObject.cs:22)
NetworkedGameUnit:SlaveStart() (at Assets/GridWars/Resources/GameUnit/NetworkedGameUnit.cs:56)
NetworkedTower:SlaveStart() (at Assets/GridWars/Resources/GameUnit/GroundBuilding/Tower/NetworkedTower.cs:7)
NetworkObject:Attached() (at Assets/GridWars/Resources/Network/NetworkObject.cs:48)
Bolt.Entity:Attach()
BoltCore:Instantiate(PrefabId, TypeId, Vector3, Quaternion, InstantiateFlags, BoltConnection, IProtocolToken)
BoltNetwork:Instantiate(GameObject, IProtocolToken, Vector3, Quaternion)
BoltNetwork:Instantiate(PrefabId, IProtocolToken, Vector3, Quaternion)
NetworkedGameUnit:InstantiateGameUnit() (at Assets/GridWars/Resources/GameUnit/NetworkedGameUnit.cs:8)
GameUnit:Instantiate() (at Assets/GridWars/Resources/GameUnit/GameUnit.cs:204)
GameUnitState:InstantiateGameUnit() (at Assets/GridWars/Resources/GameUnit/GameUnitState.cs:72)
GameUnitState:InstantiateGameUnit(Type) (at Assets/GridWars/Resources/GameUnit/GameUnitState.cs:77)
GameUnitState:InstantiateGameUnit() (at Assets/GridWars/Resources/GameUnit/GameUnitState.cs:81)
Fortress:Start() (at Assets/GridWars/Resources/Fortress/Fortress.cs:65)
position menus and indicator correctly when visible at the same time
game lighting is dark after first game ends
fix tank aiming too low
possible solution: use center of collision box as target position
Better chopper movement
way to exit internet matching wait bar
weird explosion burns
explosion burn marks happen in mid air and at weird orientation on buildings
not all menu item text is vertically centered
In Game Menus
Concede (Q), Show/Hide Keys (K), Change Camera (C)
These should be horizontally aligned across top of the screen.
The ground should be horizontally centered.
chopper left/right swash
better AA behavior when choppers are overhead
In game menu position incompatible with camera position
menu should should become vertical and left anchored for the camera position where bases are on top and bottom. Ideally they would fade out and back in during the camera transition.
jeep shouldn't turn about center axis when still
- change AI to move forward when trying to turn
- tilt tires and apply turning torque proportional to angle
bonus: likewise but reverse turn direction for reversing
Menu style
Match this as closely as possible:
Don't worry about animations.
debris is never destroyed
There are triangles all over the scene with a UnitDead material. The never get destroyed.
BulletExplosion is wrong color
network error in normal game test
"BoltException: You can't access any Bolt specific methods or properties on an entity which is detached
BoltEntity.get_Entity ()
BoltEntity.GetStateIGameUnitState
GameUnit.get_networkState () (at Assets/GridWars/Resources/GameUnit/GameUnit.cs:600)
GameUnit.get_player () (at Assets/GridWars/Resources/GameUnit/GameUnit.cs:14)
GameUnit.EnemyObjects () (at Assets/GridWars/Resources/GameUnit/GameUnit.cs:243)
Weapon.ClosestTargetableEnemyObject () (at Assets/GridWars/Resources/Weapon/Weapon.cs:152)
Weapon.PickTarget () (at Assets/GridWars/Resources/Weapon/Weapon.cs:133)
Weapon.FixedUpdate () (at Assets/GridWars/Resources/Weapon/Weapon.cs:81)"
Is there an easy way to disable the network code?
end of game should announce winner, and present menu to return to menus
it shouldn't leave the game scene until the user clicks "done" or something
turrets aren't initialized on clients
They sometimes point up and are quickly corrected after clients receive their first update.
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