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Open Source LF2 Implementation

Home Page: https://project-f.github.io/

License: GNU General Public License v3.0

JavaScript 56.55% CSS 0.83% HTML 41.60% Shell 0.03% Python 0.99%

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f.lf's Issues

Rudolf Leap Attack Bug

Another issue about Leap Attack of Rudolf, the jumping position of the current version is too high when comparing with the released LF2. Here is the current one.

False_LeapAttack

Here is the LF2 version, you can see the height of Rudolf is not that high.

True_LeapAttack

Rudolf : Clone causes game crash

Rudolf clone currently errors with
$.trans.next_frame_D() is undefined

Replicate by:

  1. Selecting Rudolf
  2. ATK + DEF + JUMP + UP (Clone)
  3. Check developer console

Rudolf Clone behavior should be:

  1. Spawn 2 weaker version of Rudolf, with basic AI
  2. AI should be slightly weaker than main rudolf in health but not damage (I think?)

Rudolf "5 Ninja Star" skill bug: enemy stuck in air after getting hurt

After Rudolf performs "5 Ninja Star", John get hit and fall down, and he stuck in air until Rudolf hit him again.
falling_bug1

Procedure to reproduce:

  1. Choose Rudolf, opponent can be anyone
  2. Rudolf stand in front of opponent, the distance can take the gif as reference
    (Seems only standing right in front of opponent (only the middle "Ninja Star") will produce such error)
  3. Rudolf D>A

Henry Flute Implement

F.LF Henry's Flute Skill:
Flute

Official LF2 Henry's Flute Skill
Flute_correct

Procedure:

  1. Henry: D^J
  2. Suppose opponent will send to the air and hold for some time
  3. Now nothing happen

Firen cant change running direction

when trying to manipulate Firen's running path in his "Blaze" attack up or down, creates fire entities traveling the direction you choose but Firen just runs in a straight line.

expected behavior: Firen moves up or down

actual behavior: Firen runs in a completely straight line

Rudolf : Hide doesn't make Rudolf invisible

Rudolf's Hide does not make Rudolf invisible.
This move should make Rudolf invisible to everyone.

Replicate by:

  1. Selecting Rudolf
  2. ATK + DEF + JUMP + DOWN (HIDE). Smoke Animation
  3. Rudolf still visible

License

There seems to be no license information included in the repository or I cannot find it. What is the license of the code and the artwork? I understand the code is a clean room remake effort, but it could still have different licenses like GPL, MIT, BSD,.. or others. Is the artwork taken from LF2 (with permission)?

Rudulf clone AI

F.LF has an pluggable AI system, where AI scripts are included in content pack along with data files.
We'd want to develop a dumb AI for Rudulf clones that:

  1. knows how to use projectile and D>J melee
  2. would keep a far enough distance from enemy
  3. would attempt to esacpe as soon as being attacked

Ref: https://github.com/Project-F/LF2_19/blob/master/AI
CHALLANGAR was written by Zort from LF Empire
CRUSHER was written by YinYin from LF Empire
both are very advanced I basically don't understand how they work!

Frozen energy blast freezes fire

fire ball fire ball
where is my fireball
steps to reproduce: Freeze throws an ice ball at firen, firen throws a fire ball back, fire ball freezes

expected behavior- the balls cancel out and make an explosion (which interacts with other things nearby)

actual behavior- the fire ball becomes an ice ball, like any other thing the ice ball would encounter

UI: Kill counter not calculated correctly

In a 1v1 fight, the end game kill counter is not populated
Both characters show kills of 0. When the winner should have a kill count of 1.

in a fight with 4 people. only 3 kills are counter. As if the 1st one is not counted.

Reproduce:

  • Chrome Incognito Browser
    -Pick any character vs any other character.
    -At the end of the game, the kill counter is not populated, and both characters are 0

-With 4 players, only 3 kills are recorded.

UI : Character select bug stop progression

A bug in the character selection UI prevents progression onto the match.

Replicate by:

  1. Find the ATK button for 2 players. (so you can replicate this yourself)
    In my case, attack for player 1 is "S" and player 2 is "J"
  2. Navigate to the character selection screen.
  3. Player one Select once (leaving both Fighter and Team flashing)
  4. Player two select once (leaving both fighter and Team flashing)
  5. Player one select all the way through to fully commit their choice, and keep hitting the attack button maybe 3 or 4 times more to be sure(1 additional time is all you need though)
  6. Player 2 finalize their choice.
  7. Both players finalized their choices, however the level selection screen does not occur

character_ui_bug

Use a more accurate timer than setInterval

I don't know anything about F.LF's code, I'm just creating this ticket after some reading.

  1. F.LF is performing bad in Firefox since version 55 (mid 2017!), at least on Windows machines:
    https://bugzilla.mozilla.org/show_bug.cgi?id=1683560

  2. It seems that 1 is a thing because "the game relies on setTimeout setInterval for precise frame scheduling. This is not a good idea in general, because by default, the timer resolution on Windows is really bad". Source:
    https://bugzilla.mozilla.org/show_bug.cgi?id=1683560#c5

  3. If Chromium (Blink) based browsers handles this well, Firefox must fix this, of course. But the point made in 2 may still be valid for optimization. Maybe you can get something from here:
    https://stackoverflow.com/questions/196027/is-there-a-more-accurate-way-to-create-a-javascript-timer-than-settimeout

firing direction not working

when using a directional attack, like Energy Blast by John, to the other direction, it fires it wrongly in the direction the character faces. in the original, if you are running to the right, you can run, press defence to roll, then complete an attack to the direction you were coming from, here it responds with firing it in the direction the character was facing, the other way from where the attack was supposed to go.

steps to reproduce - start with John (or Woody or almost anybody), run to the right, press defence , left , attack.

expected behavior- firing an energy blast to the left as soon as the attack key is pressed.

real result- the blast goes to the right.

Coding style

The current coding style of the codebase is aged and not very readable.
Run a code formatter for nicer style.

Rudolf Ninja Star Bug

Here is the current version of Multiple Ninja Star of Rudolf. As you can see there is only 1 Shuriken (ninja star) coming out from Rudolf (actually it should be 5 Shuriken placing in the same position).

False_NinjaStar

The correct one from the Little Fighter v2.0 is also attached.

True_NinjaStar

standing after death

2016-03-26
在被冰凍後死亡會復活
if frozen, after death, will go to standing again

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