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License: GNU General Public License v3.0
Automatically exported from code.google.com/p/pandorapanic
License: GNU General Public License v3.0
The difficulty levels in Pang seem to be based on 3, being 1=easy,
2=medium, 3=hard, but it starts over after that, so level 4 is actually
easier than 3.
A system with level <10=easy, 10-20=medium and >20=hard would be better
also in context of the other games.
Original issue reported on code.google.com by [email protected]
on 15 Oct 2009 at 10:00
What steps will reproduce the problem?
1. playing pong on PP!
2. keep ball in the top field
3. maybe the bottom field as well?
What is the expected output? What do you see instead?
Supposed to bounce of top wall, rode the top wall instead, spamming the
collision noise.
What version of the product are you using? On what operating system?
Ubuntu, current release of PP!
Please provide any additional information below.
I thought for sure when the comp hit the ball it would stay riding the top,
but it did bounce off after that.
Original issue reported on code.google.com by [email protected]
on 3 Feb 2010 at 12:00
What steps will reproduce the problem?
1. tap a lot on the keyboard before the word gets shown
sometimes it will make the sad face animation on a infinite loop
What version of the product are you using? On what operating system?
Rev (29?)
Please provide any additional information below.
might be solved solving the key buffer issue
Original issue reported on code.google.com by [email protected]
on 8 Sep 2009 at 1:08
What steps will reproduce the problem?
Boxed text is rendered, it looks wrong with the alpha blended box.
It just needs updating to use QUICK or NICE rendering.
I'm putting this here more as a reminder...
Original issue reported on code.google.com by [email protected]
on 23 Mar 2010 at 11:57
What steps will reproduce the problem?
1. writing the word with mayus on will be a loss
What version of the product are you using? On what operating system?
last REV. (29?)
Please provide any additional information below.
the game should make a tolower to fix this issue that will make the game more
useable.
Original issue reported on code.google.com by [email protected]
on 8 Sep 2009 at 12:26
What steps will reproduce the problem?
Play a game in PandoraPanic!(and Pandordered probably) mode and
try to get the Reflex game twice in a sitting.
What is the expected output? What do you see instead?
It is expected the count for number of correct arrows would be reset at
each sitting.
Instead I was able to get the Reflex Man achievement after only pressing 2
arrows! :P
Original issue reported on code.google.com by [email protected]
on 16 Dec 2009 at 1:04
What steps will reproduce the problem?
If you select and deselect the Arena game in SelectionBox you will see mem
use increase by 10MB each time.
How to fix:
The game uses a lot of pointers. It is needed to check that pointers are
being deleted properly. Valgrind will be useful(linux only)
Original issue reported on code.google.com by [email protected]
on 11 Sep 2009 at 12:33
It is possible to get the icon stuck bouncing on the spot and therefore no
conclusion to the game is reached. It is a difficult bug to recreate it seems.
Possible suggested solutions include:
checking/limiting the number of bounces
using random momentum
Original issue reported on code.google.com by [email protected]
on 5 Aug 2009 at 3:13
SnatchABeer generates around 1MiB memleak when viewed on selection box.
Can't really find out why... It's not using pointers, only plain objects
which should get deleted automatically.
Original issue reported on code.google.com by [email protected]
on 17 Oct 2009 at 12:47
The black outlines of the girl/boy are drawn transparent.
This issue seems to be related to the graphics used as no other
transparency issue could be spotted. Maybe the alpha layer is causing this.
Win Vista x86, r156, Penjin r117
Original issue reported on code.google.com by [email protected]
on 6 Feb 2010 at 5:38
What steps will reproduce the problem?
1. hitting the keyboard right before a game produces instant loss in the
minigames based on right key order like spelling and push the button
What version of the product are you using? On what operating system?
last REV. (29?)
Please provide any additional information below.
this should be solved posibly
by flushing the buffer at game start
or a key reading delay between the game start
Original issue reported on code.google.com by [email protected]
on 8 Sep 2009 at 12:24
What is the expected output? What do you see instead?
The recent update to Pang made it really hard to only shoot one spear due
to the small update between key updates one has to press the button very
briefly to only shoot one.
Proposed Solution:
Remove the HELD functionality on the A or UP key (in this game), so that
holding the button still only shoots one spear and in order to shoot two
one has to press the key twice.
Original issue reported on code.google.com by [email protected]
on 6 Feb 2010 at 6:11
What steps will reproduce the problem?
Compiling and running on x64bit Linux (unconfirmed if x64 Windows or x86
Linux have the same problem)
What is the expected output? What do you see instead?
The game should not inf loop. It gets stuck.
I have put a temporary workaround in order to make sure it will still
compile and play on all systems, but I do suspect this is a bit length
problem. I am however unsure how to properly fix it.
Original issue reported on code.google.com by [email protected]
on 5 Nov 2009 at 1:05
In-game pause needs to be added to Pang, but due to the complex nature of
the code I advise that the author has a look at this.
Original issue reported on code.google.com by [email protected]
on 15 Oct 2009 at 9:56
Sometimes, when viewing the minigame "One Button Bandit" in the Selection
Box and try to raise the level it will crash. for me, most of the time it's
around level 20 but sometimes it just doesn't crash at all.
Original issue reported on code.google.com by [email protected]
on 5 Aug 2009 at 6:02
What is the expected output? What do you see instead?
Pausing in Pang does not actually pause the game, it still runs in the
background, the upadte is simply not drawn.
The Penjin framework is not used and therefore pause does not affect the
game update procedure.
Proposed solution:
Adoption of the used SDL wrapper functions to the Penjin framework (as it
basically has all needed features).
Original issue reported on code.google.com by [email protected]
on 6 Dec 2009 at 4:49
What steps will reproduce the problem?
1. Stopping a reel a bit after the sweet spot (still very close)
2. Coincidence?
3. Independent to difficulty
What is the expected output? What do you see instead?
The reel continues to spin and stops at the next correct symbol, but the
spinning is very slow (usually takes >1 second to for a one symbol-spin, so
at least 5-10 seconds until the reel comes to a stop)
If it is not the last reel the game sometimes is won without the reel
having stopped (at the correct symbol)
Original issue reported on code.google.com by [email protected]
on 6 Sep 2009 at 6:51
Requesting a mute button to disable all sounds and music (obviously).
This could be added as a button to the StateMain - not the menu, just
pressing (for example) X while in the menu will toggle sound on/off. (With
a nice little icon in the bottom right corner - I have one already done...)
Adding this functionality to the minigames could be tricky as any key might
be used at some point, therefore just adding it to the main menu will have
to suffice.
Original issue reported on code.google.com by [email protected]
on 6 Feb 2010 at 5:31
What is the expected output? What do you see instead?
The shoot sound and the explosion sound do not play properly. Instead one
just hears a short noise (possibly start of either sound).
Original issue reported on code.google.com by [email protected]
on 6 Dec 2009 at 4:56
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