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discover-superpowers-game's Issues

How to use Teleporter Behaviour

I wanted to have touching one of the objects teleport you to another room. E.g. the linux icon in the Platforms room. So I clicked "Linux", added New Component, "Behavior", then I chose TeleporterBehavior. (I also tried doing the same thing on the underling ModelRenderer.)

Initially this gave an error on the this.actor.spriteRenderer.destroy(); line. So I changed it to if(this.actor.spriteRenderer)this.actor.spriteRenderer.destroy(); (Too crude?)

But bumping into the Linux icon does nothing. I put a breakpoint in the TeleporterBehavior, and it is never triggered (except when using the two teleporters in the walls - they still work).

Is this the wrong approach? Is it something to do with the difference between a ModelRenderer and a SpriteRenderer?

While initializing, be more verbose about what's going on.

I tried running the demo game, but all I got was a full page link to the game engine.
I guessed that I'd have to grant some permissions in NoScript and RequestPolicy, still it would have been nice to be reminded by the game loader, telling me that some JavaScripts failed to load.

What I wouldn't have guessed is that while I was looking at the game engine ad, the game was trying to initialize WebGL. It should have said so, then I'd have waited a bit longer and not considered it dead. Unfortunately, "dead on arrival without meaningful error message" is what 95% of HTML 5 games turn out for me, so debug hints would be a nice feature.

Thanks to a friend, I found out that if I just wait long enough, I can get to

Error: Failed to initialize renderer. Your device might not support WebGL.

… so I'll retry on another machine soon™, or try 2D game. I hope by then I'll get an error message telling me which host/port the failed websocket connection tried to contact, so I can whitelist that connection. ;-)

Can jump into the wall (and not get out)

(Not an issue with the demo, as delivered, as you need to hack it a bit first.)

If I change the player's jump velocity from 30 to 60 (line 91 of script.ts for Player Behaviour), then jump when near a wall it becomes possible to go through the wall and disappear. (With no way to get out!)

I was surprised that the physics of the wall was not the same at all heights? Was this deliberate, and if so, why? (e.g. performance?)

Jump into a doorway does not teleport

If you jump through a doorway at just the right moment you don't teleport, but end up inside the tunnel part. If you then move slowly back into the room you then seem to trigger the teleport!

E.g. from Hall room, moving right, jump into the doorway (repeat until the teleport does not work). Now your character cannot be seen, and the right movement key does nothing. If I jump nothing happens but I hear the special effect. I then tap left a couple of times until I just see the cap of the character. One more left tap, and the screen fades away and I am thrust out into the CrossPlatform room facing right.

However if instead of walking left out, I jump left, then I skip over the teleport trigger.

The teleport currently triggers at a distance of 1.5 (Teleporter Behaviour, line 10). If I change this to 2.5 I cannot get close enough to jump into the tunnel without teleporting (so this is a fix - perhaps combined with moving the teleport location slightly further into the tunnel?).

BTW, if you change that to 1.0 it is much easier to reproduce the above behaviour. If I change it to 0.5 I can actually walk into the tunnel, at the edges, without triggering the teleport.

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