Weekly Progress Report #7: Double Bug Day
This week I worked on some quality of life features & fixes.

Ever since I first implemented ragdoll ghosts in the game, there was the possibility for them to be positioned between the spawn point and the camera. This meant that if you timed your reset wrong, you could end up unable to see your character at the beginning of a level. It was funny, but also pretty annoying, so this week I decided to fix it.
While experimenting with possible fixes, I ran into the above situation. In the above image, instead of freezing the ghost's position immediately up resetting the level, I defer the freeze until 2 seconds later. I assumed this would work fine; the ragdoll would be active for an extra 2 seconds after resetting, and that would give it ample time to fall out of the way of the camera. Unfortunately, for some reason this resulted in the ragdoll snapping back to it's "root" position, as defined by the blue wireframe outline you see in the image. I didn't actually find a solution for this, so instead I reverted back to the instant freeze, and if the ghost is between the camera and the spawn point I hide it. A simple, effective, "dumb" solution.
I skipped the Bug of the Week last week, so I present you with my favorite bug so far.

While working on the issue where ragdoll ghosts blocked the camera, I also caused this bug. What is happening here is that instead of freezing the ragdoll a second after resetting the level, the code is freezing the newly spawned character. I love this bug, and have some plans for something like it in the future ;)
Let me know what you'd like to hear about in the comments!
Bug of the Week

Ever since I first implemented ragdoll ghosts in the game, there was the possibility for them to be positioned between the spawn point and the camera. This meant that if you timed your reset wrong, you could end up unable to see your character at the beginning of a level. It was funny, but also pretty annoying, so this week I decided to fix it.
While experimenting with possible fixes, I ran into the above situation. In the above image, instead of freezing the ghost's position immediately up resetting the level, I defer the freeze until 2 seconds later. I assumed this would work fine; the ragdoll would be active for an extra 2 seconds after resetting, and that would give it ample time to fall out of the way of the camera. Unfortunately, for some reason this resulted in the ragdoll snapping back to it's "root" position, as defined by the blue wireframe outline you see in the image. I didn't actually find a solution for this, so instead I reverted back to the instant freeze, and if the ghost is between the camera and the spawn point I hide it. A simple, effective, "dumb" solution.
Bug of the Year(?)
I skipped the Bug of the Week last week, so I present you with my favorite bug so far.

While working on the issue where ragdoll ghosts blocked the camera, I also caused this bug. What is happening here is that instead of freezing the ragdoll a second after resetting the level, the code is freezing the newly spawned character. I love this bug, and have some plans for something like it in the future ;)
Changelog
- Fixed issue where jump charge UI was misplaced.
- Remove reset text that appears backwards in reset tutorial level.
- Gates now make it more clear that they can be opened (they change color and shake).
- Save file deletion now works correctly.
- Adjusted location of save data to be more organized.
- Fade in the jump charge UI when starting a level (fixes single frame misplacement issue).
- Update "Down the Chute" level conveyor placement to be less annoying.
- More moving platform experiments.
- Hide ghosts that would be between the camera and the player on level start.
- Add Option to automatically explode when you don't beat your high score in a level.
- Disable Unity Analytics.
- Fixed variety of issue with the build now that I am on a new computer.
Let me know what you'd like to hear about in the comments!