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shangmuarchitect's Introduction

Freedom Planet: Shang Mu Architect

Release downloads, issue tracker, translation project, and suggestions page for the Freedom Planet fan game, Shang Mu Architect

Issues Page

https://github.com/whitelilydragon/ShangMuArchitect/issues

Stable Release Downloads

https://github.com/whitelilydragon/ShangMuArchitect/releases

Latest Launcher Download

https://github.com/whitelilydragon/ShangMuArchitect/releases/download/v1.0.0.3/SMALauncher.-.1003.zip

Alternate Python Launcher (By Leo40Git)

https://github.com/Leo40Git/SMALauncher

Frequently Asked Questions

Where is the source code?

For many reasons, some of which are of an obvious legal nature, the source can't be made public, I'm sorry. I am an open-source advocate myself, and largely use open-source software for much of my creative work, but this project in particular must remain closed source. GitHub is simply a convenient archive for uploaded builds and issue tracking.

Some supporting features for the game are open-source, however! The SMA Launcher's source code is packaged with every new build in the releases page, and I would like to make more components of the game open-ended with time!

Can I report issues related to the fan game's accuracy to Freedom Planet?

We are no longer accepting accuracy-related reports, especially now that Shang Mu Architect is a mix of Freedom Planet 1 and 2's gameplay, with some of its own intentional (and unintentional) improvements to FP's gameplay (Such as making FP1 speedrun tech easier to execute)

Why can't I tag my bug reports?

For some reason, only contributors on a GitHub page can label posts, so don't worry about which bug classes your reports fit into! I or another contributor can label them appropriately for you. Just give us the details of the report, and we'll determine its severity/priority!

Can I make a suggestion for the game?

Yes, you can! Simply make an open issue about your suggestion, and then, I will determine whether or not I might work on it for future updates of the game. If I accept it, the post will be tagged "Feature Suggestion", then the ticket is closed as the suggestion is added to this list:

https://github.com/whitelilydragon/ShangMuArchitect#accepted-suggestions-are-detailed-here

Please check this to avoid duplicate requests, and perhaps feel validated in that you weren't the first to ask for certain features! The latter may likely mean that the suggested feature is already being worked on!

Windows tells me that the "page" is unavailable, or "Your IT Administrator has limited access to some areas of this app", and refuses the launch the fan game

This has been known by our community to trigger because of anti-virus apps, like AVG. You can create an exception for the game's directory from within your anti-virus's control panel, which will allow the fan game to run without these messages appearing.

Windows Smartscreen prevents me from running the game

Click "more" on the prompt, then "run anyway" should appear. This has thus far only happened with installer packages for the game.

The game is taking a while to launch when I click on it?

This is a known bug with Game Maker Studio 1.4's runner for Game Maker games. Some audio devices or audio setups can cause a delay in games booting up in a more timely manner than 3 to 5 seconds; there is nothing I can do about this on my end, I apologize. On PCs with fewer connected audio devices, (and no hybrid audio systems, such as Intel/RealTek active simultaneously) the game should still load near-instantly, at least.

Bug Classes

Contributors! When reporting bugs, please refer to this bugs classification list when tagging your reports:

Class A)
  Game crashes
  Save/map data corrupts 
  Asset data loads with corruption
  Other catastrophic scenarios that prevent the game from executing more code
Class B)
  Game doesn't crash, but softlocks, or the editor becomes unusable during play
Class C)
  Collision issues, such as clipping through floors or walls
  Graphical user interface problems
  Enemies misbehave
Class D)
  This bug may be seen as a minor nuisance, such as sound mastering issues
  A combat move is imbalanced
  Graphical tiles misplaced compared to where they should be
  Any cosmetic or technical detail that is lacking attention  

Community Suggestions

When reporting suggestions for the game, or feature wishlists, tag them as "Feature Suggestion". If I consider the suggestion as part of the game's future updates, they will be copied here, and the opened ticket will be tagged as "Closed", to improve the visibility of critical bugs being reported on the issues page.

Accepted suggestions are detailed here

  • Undo/Redo buttons on the editor HUD -LillyDragon
  • Ability to rotate tiles in 90° increments -Deckard and Treylina
  • Allow Lilac's uppercut to work on walls and ceilings in the way that it does in Freedom Planet 2 -Deckard
  • Make the d-pad snap the cursor to the editor's sidebar -Nacho
  • Difficulty tags in stage descriptions -benjistring
  • Allow players to stick shields/item inside grass tiles, so that Milla can dig them up later -benjistring

shangmuarchitect's People

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shangmuarchitect's Issues

[1-17-6-7-28+][Major] Shield Immunities

Enemy attacks get nullified through the corresponding shield powerup in FP (Suggestions are in brackets):

Spikeball - Metal
Spikewall - Metal
Metalpup - None (Should be Metal)
Blade Orbiter - None (Should be Metal)
Shock Puppet - Metal
Turretus - None (Fire or Earth)
Star Flounder -None (Water?)
Shark Torpedo - Earth
DNA-Cannon - None (Wood?)
Firespitter - Fire
BuoyBuoy - Water
Ghetto Blaster - Fire
Bullfrag - Water

[1.17.6.7.10] [Miscellaneous] Milla's Issues in SMA

-Phantomcubes can be summoned while using the shield
+can turn into Super shield burst
-attempting to fire a (Super) Shield burst early causes Milla to freeze in place (Pressing the special Button fixes this)
+pressing the jump button while frozen buffers a small hop afterwards
+jumping and attempting to (Super) Shield burst early causes Milla to "Buttslide"/freeze (be stuck in the same position but be able to move left and right) (Pressing the special Button Fixes this)
+you may throw Phantomcubes in this state
+Slopes make you slide around like a pendulum/metronome
-Summoning of cubes has no delay
-Direction of (Super) Shield Bursts can be changed mid-attack
-Phantomcubes (when thrown) get stopped by ladders
+Hangbars do the same
-When summoning a Phantomcube, going up or down a latter still plays the animation (a cube will not be summoned however)
+jumping into Hangbars does the same
-Milla does not properly latch onto a ladder from below (floats in place for a second and may not climb up)
-Phantomcube doesn't damage enemies properly
+Trajectory of the cube is weird compared to the real game (throws further when standing still, rather than shorter and vise versa)
-Jumping off a latter when it's in a ceiling makes Milla warp to a different spot (can cause Milla to slip into walls, therefore crushing Milla)
-Millas Hitbox changes while summoning a cube, causing problems with possibly slipping through walls (crushing)
-Getting crushed makes Milla swap through various animations instead of the death animation (similar to the previous bug when shield bursting)
-Supershieldbursting causes Milla to be pushed through various tiles
-Picking up a gas canister does not remove the visible sprite
-Phantomcube does not reflect projectiles (inconsistent in FP, but would be appreciated)
-Running into tiles at pull speed on the ceiling causes (Milla) clipping into it. (On further inspection, it is more likely that having a slopetile next to a regular tile causes clipping issues)

[1-17-6-7-23][Major] Walk on water in specific circumstances

image

In this situation, there are solids barely submerged under the water. Lilac can run on them easily, but you can also see, game considers her underwater. When she gets off the solids into the "pit" she doesn't lose here Y height and doesn't sink, making her effectively walking on water. She also sticks to running animation when hitting a wall, suggesting she is in a state of swimming.

[1-17-6-7-27][Major] Spikes and enemies kill you even when you have a (half) healthpetal remaining

Repoened because the change has not been fixed.

https://youtu.be/i8M9EhHIeFU?t=28
https://youtu.be/i8M9EhHIeFU?t=119

The above examples showcase an issue, where you die from touching Spike-like objects with half a petal remaining, which causes you to die.
Everything that damages you and would kill you (if you have half a health petal, or a full health petal if hit by a bomb flower) will kill the player.

[1.17.6.7.13] [Minor] Milla's (Super) Shield Burst hitboxes can still be changed midair and hit things

[1.17.6.7.14][Normal] "Ghost" sounds of enemies

Bounce Backup 1.zip

In the provided level, you can sometimes hear enemies when they are not near. This might be connected to the recent fixes on the audio. At the start of the level, you cannot hear enemies, which is correct. After going through the level a bit and eliminating all enemies you can still hear some being nearby when they aren't.

Maybe enemy objects are not removed properly and they still generate sound after smashing them up?

Needs more investigation.

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