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View Code? Open in Web Editor NEWDownloads, issue tracker, and localization files for the Freedom Planet fan game, Shang Mu Architect
Home Page: https://shangmuarchitect.neocities.org/
Downloads, issue tracker, and localization files for the Freedom Planet fan game, Shang Mu Architect
Home Page: https://shangmuarchitect.neocities.org/
Probably the tiniest nitpick ever, but I believe it's a little loud compared to the original game-
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.
Title.description
https://cdn.discordapp.com/attachments/739994967186997329/753662656594051073/DOUBLEDEATH.mp4
Bottom Text
https://cdn.discordapp.com/attachments/739994967186997329/748280898654437477/OWEI_MAI_MU_SHINDERU.mp4
https://cdn.discordapp.com/attachments/739994967186997329/748281296500818061/OWEI_MAI_MU_SHINDERU_2.mp4
https://cdn.discordapp.com/attachments/739994967186997329/748282519476240526/OWEI_MAI_MU_SHINDERU_3_and_controller.mp4
The animation is still buggy and it causes tiles as well as enemies to still be hit from the remaining particles.
EDIT: After few instances of straight reproduction. I cannot reproduce it again. I will update this task when I will have more data.
Sample level causing issues is provided.
After beating the level and entering it again. Two things can happen:
Placing a Floor-over-Floor tile on top of / near a ladder causes random warping, zipping, clipping and otherwise odd behaviour.
https://cdn.discordapp.com/attachments/739994967186997329/753726025397174432/Floor_over_Floor_tiles_are_weird.mp4
Having the ability to turn tiles in 90° intervals would open up a ton more customizability
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
If the player obtains invincibility from an invincibility flower and restarts the level, the invincibility timer is not set to 0 and instead continues.
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.
https://cdn.discordapp.com/attachments/739994967186997329/756286505470656572/Uppercut_too_stronk.mp4
If you uppercut underwater into spikes above you, you zip through them.
This problem seems to only occur once on each new version of a new build. Setting up the controls in the options menu changes the resolution to what is the next highest option available, after confirming the controls and pretting "Okay".
-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)
Supershieldbursting causes Milla to be pushed through various tiles
https://cdn.discordapp.com/attachments/744727129123455006/747551533213679656/Just_Milla_things.mp4
-Phantomcube doesn't damage enemies properly
https://cdn.discordapp.com/attachments/744727129123455006/747551435197251584/Cube_bad.mp4
Hard to reproduce sadly, but happened to me once. I will fill in more info if I manage to get it again.
The Player Character should have a smaller hitbox whilst crouching / ducking.
On this GIF, you can see that 2nd time, character seemingly touched two bouncepads at the same time, which caused the bounce in the different direction. This is continuation of #3 it seems
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.
Shoutouts to Treya for the original clip!
https://clips.twitch.tv/FaithfulPhilanthropicHyenaBCouch
You can walk on the DNA-Cannon's beam (if you have protection).
https://cdn.discordapp.com/attachments/739994967186997329/755901759251152946/Solid_DNA_HNGGHHH.mp4
Weird behaviour regarding Slope tiles
The Blade Orbiter as shown in the video should be able to hit you with it's blade right after it draws them. Standing in between the swords should also be possible (unless it's too complicated).
A lot of fangames haven't done this, not sure why. D:
Cubes have completely opposite behaviour from FP (They get thrown further in SMA on a standstill and shorter when running)
Behaviour in FP: https://cdn.discordapp.com/attachments/739994967186997329/752276785118576730/FP_Qyoobs.mp4
Behaviour in SMA: https://cdn.discordapp.com/attachments/739994967186997329/752276745293660200/SMA_Qyooobs.mp4
Credit goes to Treya for clipping this!
https://clips.twitch.tv/SeductiveSmoggyDugongTooSpicy
When you pick up a shield (underwater or otherwise) and try to go up a ladder, it causes the shield to vanish without effect and it makes a horrible noise.
https://cdn.discordapp.com/attachments/739994967186997329/756655971119661108/Dumb_button_input.mp4
https://cdn.discordapp.com/attachments/739994967186997329/756656420929273906/level_3_speedrun.mp4
If you happen to press the "back" button during the screen transition of entering a stage and then either beating said stage or quitting, you get sent to the Main menu.
Having an Earth shield, but failing to collect crystals causes them to fly off and cause an Error or Crash
https://cdn.discordapp.com/attachments/739994967186997329/753753054830002256/CrystalYEET.mp4
On my stage, if you happen to get into the corner shown in the video, you take constant damage, until you die or manage to escape.
https://cdn.discordapp.com/attachments/739994967186997329/753753852783755324/What_the_heck_wall.mp4
https://cdn.discordapp.com/attachments/739994967186997329/753756527193620551/Millas_Funhouse.map
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.
If somebody made chances in the level and they try to OPEN another one, game doesn't warn that progress/changes made in the level will go to waste.
Utilizing Flutter or a Supershieldburst to gain height can get you stuck or crushed into latter when it's in a ceiling (also makes Milla warp to a different spot)
https://cdn.discordapp.com/attachments/744727129123455006/747551523810050178/Ladders_make_Milla_die.mp4
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