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From: Kocsis K. <in...@pu...> - 2005-06-19 09:33:17
|
Hi! I have a litlebit problem :) I can"t startid the topler game. I dowload rpm, rmp install, and affter I don't start tha geme. Pleas help me Thx Pulsar |
From: Andreas <and...@we...> - 2005-05-08 19:07:15
|
Am Samstag, 7. Mai 2005 15:46 schrieb Dennis Pauler: > Hello *.*, > > the current issue of SF-Radio.net's computer-game-show "Gameboys" > features a small report about Tower Toppler. The downside is, that the > show is German only. > But those who understand German might want to have a look > nevertheless... ;-) > > More information and a download-link can be found here: > http://www.sf-radio.net/radio/gameboys/archiv/sendung,029,1,370,00.php Cool, ich hab's mir mal angeh=F6rt. Tower toppler war zwar schon Thema in einigen= =20 Zeitschriften (ich habe sogar eine Ausgabe aus Japan zugesendet bekommen)=20 aber im Radio oder Fernsehen war bis jetzt noch nichts von dem ich w=FC=DFt= e. Andreas |
From: Dennis P. <den...@vi...> - 2005-05-07 13:46:56
|
Hello *.*, the current issue of SF-Radio.net's computer-game-show "Gameboys" features a small report about Tower Toppler. The downside is, that the show is German only. But those who understand German might want to have a look nevertheless... ;-) More information and a download-link can be found here: http://www.sf-radio.net/radio/gameboys/archiv/sendung,029,1,370,00.php CU, Dennis |
From: Klaas v. G. <kl...@op...> - 2005-02-06 12:38:12
|
Hi, My name is Klaas van Gend. I have started a new game project 'poekieland' on sourceforge. Because I liked the 'dude' from your game, he is now featured in this game as the main character as well. I don't see poekieland as a Toppler II or so, I just like his 'innocense' look. I hope this is OK for you, if not, please let me know. My game is currently already playable, but nowhere near a first release yet. Yours, Klaas van Gend |
From: Helder C. <hel...@ne...> - 2005-01-26 05:25:07
|
Hello! I'm attaching a full Tower Toppler Portuguese translation. Hope it gets included in the next release! Thank you Helder |
From: Andreas <and...@we...> - 2004-12-20 16:24:02
|
Am Samstag, 18. Dezember 2004 23:45 schrieb jr...@ds...: > - On level one, I go through the door, climb on the raised platform, I push > the down key, the thing goes down and hits the water, and it segfaults, > every time. If I press up when on the platform nothing happens. Thanks, I have corrected this problem (or better formulated I have released the right version now, the old one was the wrong file) > - I'm pretty sure that after I redefined the keys in the main menu and then > loaded up the main game, the keys reverted back to their original settings, > though I could be wrong I guess as I can't be bothered to try to reproduce > the problem. I will check that. > - Perhaps the graphical settings should all default to maximum, not > minimum? At least on Windows where you get hardware acceleration for free. > This is a pretty old computer but still it runs with everything on full > with no issues. I don't know... maybe. But the hardware acceleration is no issue here as all what I need it to put a completely new screen content into the memory of the card. Here accelleration is of no use. Andreas |
From: <jr...@ds...> - 2004-12-18 22:45:28
|
- On level one, I go through the door, climb on the raised platform, I push the down key, the thing goes down and hits the water, and it segfaults, every time. If I press up when on the platform nothing happens. - I'm pretty sure that after I redefined the keys in the main menu and then loaded up the main game, the keys reverted back to their original settings, though I could be wrong I guess as I can't be bothered to try to reproduce the problem. - Perhaps the graphical settings should all default to maximum, not minimum? At least on Windows where you get hardware acceleration for free. This is a pretty old computer but still it runs with everything on full with no issues. James |
From: Andreas <and...@we...> - 2004-09-24 15:31:50
|
Am Freitag, 24. September 2004 16:55 schrieb `xiG: > hi there.. > > i am stuck in level 3 "taps of tricks" at the very beginning ... how does > this level work ... there is this elevator bot you cant really rise up, > because there is some stone (i guess it can be removed anyhow) which makes > you dieing .. please help me i cant remember how i solved this level about > 8 years ago :D The trick is to be patient.... (more below) find the right place to be patient... (more below) final hint below enter the door, go up the elevator, go right, wait there for the horizontal spinner to push you down one layer. |
From: `xiG <xi...@gm...> - 2004-09-24 14:56:09
|
hi there.. i am stuck in level 3 "taps of tricks" at the very beginning ... how = does this level work ... there is this elevator bot you cant really rise = up, because there is some stone (i guess it can be removed anyhow) which = makes you dieing .. please help me i cant remember how i solved this = level about 8 years ago :D thanks xig |
From: Eugen D. <Eug...@pu...> - 2004-08-30 12:09:53
|
Hi, Very addictive game, I played it on ZX Spectrum when I was in the school. Now, I remember these beautiful days... I use 1.0.6 version on a GNU/Linux debian system, powerpc. I have a few points: - Mission 2, level 6 (a red one, "Riddles of reason"): is it really possible? I succeed in finishing the bottom of the tower, and there is only one elevator which can move me up, but it is prevented by a flashing box which cannot be killed! - in options, the bonus is not saved in the configuration file .toppler/.toppler.rc. Here is the excerpt: snoopy:~$ grep bonus .toppler/.toppler.rc nobonus: no snoopy:~$ toppler [I enter game options and switch on nobonus] snoopy:~$ grep bonus .toppler/.toppler.rc nobonus: no - in Options->Graphics->2 layers scoller: - s/scoller/scroller - the text "2 layers scoller" is not horizontally centered Thanks! Eugen |
From: Roger P. <poo...@ro...> - 2004-08-12 01:01:40
|
Nevermind. The key bindings didn't mention that [space] was shoot AND jump. Roger Penn wrote: > I was very excited to find this game ported for linux, but could never > get it to run on my Red Hat machine. I've recently changed to SuSE and I > thought I'd give it a try again. Bingo! Worked great right out of the > box..er..rpm. Only problem is there seems to be a bug half way up the > first tower because there's simply nowhere else to go. There's an > elevator that seems to want going up on, but it won't move. I can't get > any higher than this. Anyone else had this problem? > > -Roger > > > ------------------------------------------------------- > SF.Net email is sponsored by Shop4tech.com-Lowest price on Blank Media > 100pk Sonic DVD-R 4x for only $29 -100pk Sonic DVD+R for only $33 > Save 50% off Retail on Ink & Toner - Free Shipping and Free Gift. > http://www.shop4tech.com/z/Inkjet_Cartridges/9_108_r285 > _______________________________________________ > Toppler-general mailing list > Top...@li... > https://lists.sourceforge.net/lists/listinfo/toppler-general > |
From: Roger P. <poo...@ro...> - 2004-08-11 21:16:12
|
I was very excited to find this game ported for linux, but could never get it to run on my Red Hat machine. I've recently changed to SuSE and I thought I'd give it a try again. Bingo! Worked great right out of the box..er..rpm. Only problem is there seems to be a bug half way up the first tower because there's simply nowhere else to go. There's an elevator that seems to want going up on, but it won't move. I can't get any higher than this. Anyone else had this problem? -Roger |
From: Bernd S. <Ber...@gm...> - 2004-08-11 19:51:13
|
Hi, I'm trying to run topper using libSDL on my Zaurus 760. It works - but the screen is rotated in the wrong direction. I already tried to set the environment variable SDL_QT_INVERT_ROTATION to 1 before starting the game but that makes no difference. Is there another way to change the layout of the screen? I'm using Package: toppler Version: 0.97.1 Depends: libSDL (>=1.2.5), libSDL_mixer-1.2 (>=1.2.5) Status: install prefer installed (bash):root@zaurus:/home/root # ipkg status libSDL loading conf file /etc/ipkg.conf Package: libSDL Version: 1.2.6cvs-1 Depends: qpe-base Status: install prefer installed on Zaurus 760 with SharpRom. regards Bernd |
From: <ben...@id...> - 2004-05-22 12:34:04
|
Dear Open Source developer I am doing a research project on "Fun and Software Development" in which I kindly invite you to participate. You will find the online survey under http://fasd.ethz.ch/qsf/. The questionnaire consists of 53 questions and you will need about 15 minutes to complete it. With the FASD project (Fun and Software Development) we want to define the motivational significance of fun when software developers decide to engage in Open Source projects. What is special about our research project is that a similar survey is planned with software developers in commercial firms. This procedure allows the immediate comparison between the involved individuals and the conditions of production of these two development models. Thus we hope to obtain substantial new insights to the phenomenon of Open Source Development. With many thanks for your participation, Benno Luthiger PS: The results of the survey will be published under http://www.isu.unizh.ch/fuehrung/blprojects/FASD/. We have set up the mailing list fa...@we... for this study. Please see http://fasd.ethz.ch/qsf/mailinglist_en.html for registration to this mailing list. _______________________________________________________________________ Benno Luthiger Swiss Federal Institute of Technology Zurich 8092 Zurich Mail: benno.luthiger(at)id.ethz.ch _______________________________________________________________________ |
From: Andreas <and...@we...> - 2004-04-29 18:24:00
|
> Well, if he needs to resample all the sprites at half the size, I think > the easiest path would be hacking the scr_loadsprites function inside > screen.cc to do resampling at load time (by taking every other pixel in > both directions). This seems far less work that going through all the > data and resampling every sprite by hand, plus there is only one dataset > to maintain. Yep, that would probably be possible. |
From: Stephane M. <ste...@wa...> - 2004-04-29 17:53:23
|
Andreas Röver wrote: >Am Donnerstag, 29. April 2004 12:24 schrieb Hasan Umit Ezerce: > >>Hi, >> >>I am trying to port the toppler 1.0.5 for the zaurus, I already compiled >>and run it on my SL-5600 but I cannot change the graphics properly >>to fit into 320x240 screen. I changed the most constants in decl.h but >> > >This is complicated. You'd need to recreate the graphics for the smaller >screen size. The datafile contains all the graphics. They are one fixed >resolution, so Tower Toppler is pretty fixed to the screen size of 640x480. > Well, if he needs to resample all the sprites at half the size, I think the easiest path would be hacking the scr_loadsprites function inside screen.cc to do resampling at load time (by taking every other pixel in both directions). This seems far less work that going through all the data and resampling every sprite by hand, plus there is only one dataset to maintain. Stephane |
From: Andreas <and...@we...> - 2004-04-29 14:46:29
|
Am Donnerstag, 29. April 2004 12:24 schrieb Hasan Umit Ezerce: > Hi, > > I am trying to port the toppler 1.0.5 for the zaurus, I already compiled > and run it on my SL-5600 but I cannot change the graphics properly > to fit into 320x240 screen. I changed the most constants in decl.h but This is complicated. You'd need to recreate the graphics for the smaller screen size. The datafile contains all the graphics. They are one fixed resolution, so Tower Toppler is pretty fixed to the screen size of 640x480. > still can't get a proper size. And also it complains about the low memory > unless I start with -s option to disable sounds. Do I have to resample > the wave files to reduce the size or what? You could save memory be downsampling the samples, yes. > Thank you > > ps: btw I don't know if there is already a port for version 1.0.5, if so > please let me know. There are no ports that I know of. Andreas |
From: Hasan U. E. <hu...@tr...> - 2004-04-29 11:38:55
|
Hi, I am trying to port the toppler 1.0.5 for the zaurus, I already compiled and run it on my SL-5600 but I cannot change the graphics properly to fit into 320x240 screen. I changed the most constants in decl.h but still can't get a proper size. And also it complains about the low memory unless I start with -s option to disable sounds. Do I have to resample the wave files to reduce the size or what? Thank you ps: btw I don't know if there is already a port for version 1.0.5, if so please let me know. regards -humit |
From: Stephane M. <ste...@wa...> - 2003-08-31 22:01:55
|
Hi, I found a bug in toppler : in scr_loadsprites() and scr_regensprites(), you assume that SDL_CreateRGBSurface will return a 32 bit surface as requested. This is the case if neither SDL_SRCCOLORKEY nor SDL_SRCALPHA are set, but when one of those flags is set, the resulting bpp is video driver-dependent. The attached patch fixes the places where direct pixel access assumes 32 bpp. The problem will show up with SDL video drivers that are able to accelerate colorkey and alpha blits, like the frame buffer drivers, so if you had problems with those, this can be a fix. Stephane |
From: <raf...@bu...> - 2003-08-19 12:57:42
|
Hello, When I start toppler on Z it fails with: libz.so: cannot load shared object file: No such file or directory Can anyone tell where can I find a precompiled libz for Zaurus? Installed packages: toppler_0.97.1_arm.ipk libSDL_1.2.6cvs-1_arm.ipk libSDL-mixer_1.2.5cvs-1_arm.ipk Sharp ROM 3.10 Thanks, Rafal |
From: Beni C. <cb...@te...> - 2003-07-14 12:38:41
|
The game is cool and very addictive. One thing I didn't like were the bonus levels. Why do I have to take long boring swims between interesting tower climbing sessions :-? I know it gives me points, I play for fun not for points. Having the source, I "fixed" this ;-). Then I made it configurable by a menu entry (option modeled on `nosound`). I think some other people might like this. Patch (against 1.0.2) follows. -- Beni Cherniavsky <cb...@tx...> diff -ru orig/configuration.cc ./configuration.cc --- orig/configuration.cc 2003-03-08 11:01:00.000000000 +0200 +++ ./configuration.cc 2003-07-13 22:26:27.000000000 +0300 @@ -103,6 +103,7 @@ i_editor_towername[0] = 0; i_debug_level = 0; i_game_speed = DEFAULT_GAME_SPEED; + i_nobonus = false; first_data = 0; need_save = (local == 0); @@ -127,6 +128,7 @@ CNF_CHAR( "password", &i_curr_password, PASSWORD_LEN ); CNF_INT( "start_lives", &i_start_lives ); CNF_INT( "game_speed", &i_game_speed); + CNF_BOOL( "nobonus", &i_nobonus); if (glob) { parse(glob); diff -ru orig/configuration.h ./configuration.h --- orig/configuration.h 2003-03-08 11:01:00.000000000 +0200 +++ ./configuration.h 2003-07-13 22:25:07.000000000 +0300 @@ -94,6 +94,9 @@ int game_speed() const { return i_game_speed; } void game_speed(int spd) { need_save = true; i_game_speed = spd; } + int nobonus() const { return i_nobonus; } + void nobonus(bool on) { need_save = true; i_nobonus = on; } + private: FILE *f; @@ -135,6 +138,7 @@ char i_curr_password[PASSWORD_LEN+1]; int i_debug_level; int i_game_speed; + int i_nobonus; bool need_save; diff -ru orig/menu.cc ./menu.cc --- orig/menu.cc 2003-03-02 22:04:00.000000000 +0200 +++ ./menu.cc 2003-07-13 22:34:20.000000000 +0300 @@ -282,6 +282,16 @@ else return "Sounds \x04"; } +static char * +men_options_bonus(_menusystem *ms) +{ + if (ms) { + config.nobonus(!config.nobonus()); + } + if (config.nobonus()) return "Bonus \x03"; + else return "Bonus \x04"; +} + static void reload_font_graphics(void) { fontsprites.freedata(); @@ -444,6 +454,7 @@ ms = add_menu_option(ms, NULL, run_redefine_menu); ms = add_menu_option(ms, NULL, men_options_graphic); ms = add_menu_option(ms, NULL, men_options_sounds); + ms = add_menu_option(ms, NULL, men_options_bonus); ms = add_menu_option(ms, NULL, NULL); ms = add_menu_option(ms, "Back", NULL); @@ -712,8 +723,9 @@ // load next tower, because its colors will be needed for bonus game gam_loadtower(tower); - if (!bns_game()) - gameresult = GAME_ABORTED; + if (!config.nobonus()) + if (!bns_game()) + gameresult = GAME_ABORTED; } } else { snd_wateroff(); Only in .: orig Only in .: PATCH diff -ru orig/README ./README --- orig/README 2003-06-09 10:50:51.000000000 +0300 +++ ./README 2003-07-13 22:43:32.000000000 +0300 @@ -123,6 +123,12 @@ the front and the backround layer of the underwater scroller in the bonus level. +Bonuses: + +This toggle allows you to suppress bonus levels. Some people don't enjoy +hunting fish as much as climbing towers, this allows them to only play the +fun part ;-). + Speed Indicator --------------- |
From: Andreas <and...@we...> - 2003-06-15 07:05:04
|
Am Samstag, 14. Juni 2003 03:02 schrieb Stephane Marchesin: > Hi, > > I found a little bug in toppler that makes it crash when electric fence > is used. > > A patch is attached. Checked in, thanks Andreas |
From: Stephane M. <ste...@wa...> - 2003-06-14 01:01:22
|
Hi, I found a little bug in toppler that makes it crash when electric fence is used. A patch is attached. Stephane |
From: Jurgen De B. <ann...@pa...> - 2003-06-03 22:25:34
|
Andreas Röver wrote: >Am Tuesday 03 June 2003 16:00 schrieb Jurgen De Backer: > > >>Hi, >> >>I download version 1.0.1 today : compared to 0.96, all graphics seem to >>be replaced by hi-resolution graphics, >>except for the game character itself. Do you plan to redesign this green >>fellow as well ? >> >> > >I'm not really good at painting. All the graphics are generated somehow. So I >can not paint the green dude myself. > >I've used the advmame scaler used in scummvm or many other game emulators to >generate a new set of pictures. These look relatively good but are far from >perfect. I want to make a new release soon. So you can have a look. > >But if you want you are very welcome to make a new set of pictures. I can send >you a png containing the current set. > >Andreas > >Btw. Anybody out there having patches to commit bevore I release. > >I've removed the bug that crashed the game in silent mode when the torpedo >sound was cut of. > > > > > > Well, if you send me the character's pictures, I'll give it a try. greetings Jurgen |
From: Andreas <and...@we...> - 2003-06-03 14:57:25
|
Am Tuesday 03 June 2003 16:00 schrieb Jurgen De Backer: > Hi, > > I download version 1.0.1 today : compared to 0.96, all graphics seem to > be replaced by hi-resolution graphics, > except for the game character itself. Do you plan to redesign this green > fellow as well ? I'm not really good at painting. All the graphics are generated somehow. So I can not paint the green dude myself. I've used the advmame scaler used in scummvm or many other game emulators to generate a new set of pictures. These look relatively good but are far from perfect. I want to make a new release soon. So you can have a look. But if you want you are very welcome to make a new set of pictures. I can send you a png containing the current set. Andreas Btw. Anybody out there having patches to commit bevore I release. I've removed the bug that crashed the game in silent mode when the torpedo sound was cut of. |