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Home Page: http://www.surewash.com/handymd
License: MIT License
MSc. IET - Group Project
Home Page: http://www.surewash.com/handymd
License: MIT License
I added DialogueInstance.Pressed() a few commit ago to detect whether the player is clicking left button or pressing space bar or enter key. But it's not working now.
Currently there's no collision detection when pushing mirrors
When I swipe the screen trying to move the character, sometimes there comes a NullReferenceException from class PlayerController, method OnGesturePan saying movement is null. I added some code in the beginning of the method to prevent this bug temporarily.
I suppose it's better if the user goes back to the level selector instead of the main menu when menu button is pressed inside the level (either from pause menu or level over menu).
Should the resolution of Door (Sample).png be 100_100?
Currently it's 101_101 while other sprites are 100*100.
No matter how dirty the hand is during a level, the score is always 0 when the level is completed.
Explosions don't get paused. It's easy to fix, but I decided to stop working for today.
Also, if you quit to menu while explosions are playing, they stay forever.
I made it so the stars are displayed gradually to the user (adds a huge feeling of achievement). It'd be cool if we had a sound with that, getting progressively higher or something (for three stars we should get a very pleasant sound effect).
trolleys should not move at all when they are next to each other (when pushed in the parallel direction).
To reproduce, go to a level where there are two fountains next to the player, like in Level 19 (say, one on top, and one on his right).
The player restarts washing as intended, but the animation (and washing sound) stops playing.
The current group manager is not very optimized, particularly when using GroupDelegators.
Similar to #35, except it happens when moving from a sink to a patient before the washing is finished.This can be easily reproduced in level 7.
The laser beam is not rendering properly in b528efa. First, the laser beam shouldn't follow the object it collides with; it must be straight like it used to. Secondly, if you collide before it hits a mirror, then it stops rendering (but is still functioning). The previous one seemed to be working ok, what was the problem with it exactly?
Pausing while washing hands is buggy - animation gets interrupted instead of paused.
After a level is completed, the whole scene disappears suddenly. Users may feel lost sometimes.
A possible improvement is to show the score GUI in a window which doesn't hide the whole scene, and with animations like fading-in or falling-down.
See title.
Because we can.
Two different lasers pointing at a single mirror don't continue on their expected path
Check level 11 to see what I mean.
New level manager (with YAML) does not work on Android - my device. I suppose it is caused by loading resources failure, i.e. it doesn't seem to find the YAML file for the levels.
Twitter/Facebook integration sharing image should be changed accordingly (with the game logo) before the release.
Should the initial page always be the first page whenever you go to the level selector?
It is the last accessed (visited) page during runtime right now. Also, one other alternative is to actually save the last visited page and always start from that one whenever you open the game.
there are few bugs in collision detection for the laser emission - it only collides properly with the player. it does not work when i intend to change the positions of either the emitter or mirrors.
The lasers look very odd when reflecting left->down or right->down and vice versa. They also look strange when hitting certain objects from different directions (such as horizontal gates)
Just realized that Start function for the entities - in my case in Fountain class - called twice during the instantiation, which does not make much sense. I am not that sure whether it is a normal thing or not. Any idea why it might happen and/or how it can be fixed?
This will be fixed when sliding towards the level selector will be implemented.
There is a minor bug which stop all the looped sfx for good when the game is paused.
For heart beating sound and maybe even explosions and stuff like that.
The player can now get squashed by gates. It needs a sound effect - something similar to the laser sound will do. This is really not a big thing, as it's very limited by level design (and can be avoided altogether). Currently, you can only do this in level 11 (and it's not an obvious thing to do unless you know how).
This happens especially in the web version:
http://handymd-game.appspot.com
In the event that the game is reset (e.g no levels are finished), it hangs up during the intro, although I noticed that it takes less time.
This only happens once.
Does anyone know what's causing this? My guess is that maybe the server is trying to read an external file that wasn't loaded before (due to the fact that those files are not referenced directly), so that needs to be downloaded. This is only a guess though.
If we find what it is, it's easy to fix. Unity provides functionality that will let a task run synchronously a little time after each update, giving the illusion of parallel execution.
Explosion objects are permanent, even after the explosion disappears and even after the level changes.
I instantiate an animation prefab every time a game object explodes. The question is how to remove the animation after it finishes playing. I tried
but none works.
Any ideas?
I still think it's better if the "lasers" in our game are slower, maybe moving in the similar speed as blaster bolts in star wars. This gives player enough time to know the direction of "lasers".
Regarding why they are not as fast as light, I found an explanation here: http://goo.gl/0oe4Rf
Which makes the sfx unreal.
When the player pushes a block that can't move, then change direction towards a pushable that CAN move, the hand gets dirty but the pushable is not pushed.
Before:
http://snag.gy/YCBCN.jpg
After (check hand indicator)
http://snag.gy/khmCN.jpg
I think the hand cleanliness should only change once when the player is pushing the same block from the same side, unless he changes object or moves from his current position. If this is too hard to implement, making the hand be affected only once unless you let go of pushing the object might also be a viable option.
This is not really a bug, it's just a suggestion. I don't think it's important or anything. It might even be better if we keep it this way. What do you think?
When the player pushes a trolley, he should not keep moving. He should stay still for a short duration (probably an entire movement cycle), unless you change direction or re-initiate movement by releasing & sliding finger.
probably happened after 08d9747 and later.
The hand cleanliness is not decreased by the same value. Sometimes it gets decreased at least twice when pushing a trolley. Maybe disable it in a similar manner as with the lever?
The current slide gesture is not that obvious for some users.
There is a conflict in MainScene.
i couldn't make that work basically. i downloaded the sdk and export the web build. when i execute the .bat file it complains about "The system cannot find the path specified.".
Am i missing something?
With the addition of the cool funky sun effects, it looks awesome when we're transitioning from the main menu to the first page and then back. However, when we transition from the main menu to the second page, this effect is obscured, because page 1 is already drawn. Is there a way to not draw the previous page when transitioning?
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