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From: wagner f. <fre...@im...> - 2007-12-08 12:47:45
|
On Sat, Dec 08, 2007 at 10:33:13AM +0100, Peter Gebauer wrote: > Hi! hi, > I agree. Should I tag trunk as 1.1 and release it?=20 yes,=20 > Can we verify a stable=20 > trunk? hum, what do you mean exactly ? Fred --=20 Frederic WAGNER=20=20 Assistant professor ENSIMAG - INPG Laboratoire d'Informatique de Grenoble - MOAIS team http://www-id.imag.fr/Laboratoire/Membres/Wagner_Frederic/perso.html |
From: wagner f. <fre...@im...> - 2007-12-07 10:34:24
|
hi all, do you think we could finally release next version ? there should not be many things left to do no ? Fred --=20 Frederic WAGNER=20=20 Assistant professor ENSIMAG - INPG Laboratoire d'Informatique de Grenoble - MOAIS team http://www-id.imag.fr/Laboratoire/Membres/Wagner_Frederic/perso.html |
From: Claudio <cla...@ya...> - 2007-11-28 19:18:50
|
In response to Fred's mail: >hi all, >i managed to merge the svn branch. great !! >i've repackaged the debian packages and tested it >everything is running fine good! >I only have one small question, there are extra two pompei levels >P09B >P11D >should they be included in release or not ? No, they are present in RC1 under another name and cosmetic changes. Erase them from trunk. ( sorry, I am in a cyber and dont have with me the sneakernet CD to acces the repository ) Cheers, all ! Claudio --------------------------------- Los referentes más importantes en compra/venta de autos se juntaron: Demotores y Yahoo!.Ahora comprar o vender tu auto es más fácil. Visitá http://ar.autos.yahoo.com/ |
From: wagner f. <fre...@im...> - 2007-11-28 19:16:58
|
On Sun, Nov 25, 2007 at 08:09:56AM +0000, wagner frederic wrote: > hi all, >=20 > i managed to merge the svn branch. >=20 > i've repackaged the debian packages and tested it=20 > everything is running fine=20 >=20 > I only have one small question, there are extra two pompei levels=20 >=20 > P09B=20 > P11D ok, i'll answer myself the levels were the same as some other pompei levels. they have been deleted from svn. I think we are now ready for release Fred --=20 Frederic WAGNER=20=20 Assistant professor ENSIMAG - INPG Laboratoire d'Informatique de Grenoble - MOAIS team http://www-id.imag.fr/Laboratoire/Membres/Wagner_Frederic/perso.html |
From: wagner f. <fre...@im...> - 2007-11-25 08:16:02
|
hi all, i managed to merge the svn branch. i've repackaged the debian packages and tested it=20 everything is running fine=20 I only have one small question, there are extra two pompei levels=20 P09B=20 P11D should they be included in release or not ? Fred --=20 Frederic WAGNER=20=20 Assistant professor ENSIMAG - INPG Laboratoire d'Informatique de Grenoble - MOAIS team http://www-id.imag.fr/Laboratoire/Membres/Wagner_Frederic/perso.html |
From: wagner f. <fre...@im...> - 2007-10-28 11:30:03
|
hi all, i've added some code in trunk to display and store best time achieved for each level this closes a wishlist item in debian if think we should do the release now, no ? peter, tell me when you have a .tgz file, so I can inform xavier to update the package in debian Fred ps: it would be nice to have kinds of "par times" for each levels this would allow level developpers to know if some people are finding unexpected solutions --=20 |
From: Peter G. <pe...@us...> - 2007-09-24 15:02:17
|
Hi there Fred! Sure, have all the time you need. I'll be merging 1.1 into the trunk anyway, hopefully there won't be any version collisions. :) /Peter On 2007-09-24 (Mon) 14:01, wagner frederic wrote: > On Sat, Sep 22, 2007 at 05:00:26PM +0200, Peter Gebauer wrote: > > Hi all! > > hi peter ! hi claudio > > > Just checking one final time if you all think it's OK to tag the 1.1 stable > > release. It's about time it happened. :) > > yes, very good > > > I've been busy with a new game release, still lingering in the puzzle genre, > > http://crosswordpuzzle.sf.net/ > > well, seems more classical, but i'll give it a try > > > > > So, back to Magicor. I'll tag and release 1.1 soon, after that a simple > > merge for all the 1.1 bug fixes to end up in trunk. > > I have one bugifx to commit in one level > also I forgot about the branch and made some commits in the main trunk > instead of the 1.1 > > can you let me until tomorrow to fix things ? > > ok, gotta go, lets of work right now > > bye > > Fred > -- > > > ------------------------------------------------------------------------- > This SF.net email is sponsored by: Microsoft > Defy all challenges. Microsoft(R) Visual Studio 2005. > http://clk.atdmt.com/MRT/go/vse0120000070mrt/direct/01/ > _______________________________________________ > Magicor-devel mailing list > Mag...@li... > https://lists.sourceforge.net/lists/listinfo/magicor-devel > |
From: wagner f. <fre...@im...> - 2007-09-24 12:10:16
|
On Sat, Sep 22, 2007 at 05:00:26PM +0200, Peter Gebauer wrote: > Hi all! hi peter ! hi claudio > Just checking one final time if you all think it's OK to tag the 1.1 stab= le > release. It's about time it happened. :) yes, very good > I've been busy with a new game release, still lingering in the puzzle gen= re, > http://crosswordpuzzle.sf.net/ well, seems more classical, but i'll give it a try=20 >=20 > So, back to Magicor. I'll tag and release 1.1 soon, after that a simple= =20 > merge for all the 1.1 bug fixes to end up in trunk. I have one bugifx to commit in one level also I forgot about the branch and made some commits in the main trunk instead of the 1.1=20 can you let me until tomorrow to fix things ? ok, gotta go, lets of work right now=20 bye Fred --=20 |
From: Claudio <cla...@ya...> - 2007-09-23 17:18:46
|
>Just checking one final time if you all think it's OK to tag the 1.1 stable release. Yes, release. Cheers to all claudio Los referentes más importantes en compra/ venta de autos se juntaron: Demotores y Yahoo! Ahora comprar o vender tu auto es más fácil. Vistá ar.autos.yahoo.com/ |
From: Peter G. <pe...@us...> - 2007-09-22 15:00:36
|
Hi all! Just checking one final time if you all think it's OK to tag the 1.1 stable release. It's about time it happened. :) I've been busy with a new game release, still lingering in the puzzle genre, http://crosswordpuzzle.sf.net/ So, back to Magicor. I'll tag and release 1.1 soon, after that a simple merge for all the 1.1 bug fixes to end up in trunk. /Peter |
From: Claudio <cla...@ya...> - 2007-06-22 14:50:44
|
comitted fix for rekick bug, both to 1.1-rc1 (r217) and trunk (r218). made visible pompei in 1.1-rc1 (r219). I see there are new music themes, nice. see you all. claudio __________________________________________________ Preguntá. Respondé. Descubrí. Todo lo que querías saber, y lo que ni imaginabas, está en Yahoo! Respuestas (Beta). ¡Probalo ya! http://www.yahoo.com.ar/respuestas |
From: Peter G. <pe...@us...> - 2007-06-22 08:55:15
|
Yes, it was the naming of the levels why I temporarily removed them from the level list. All levels and themes starting with _ are now ignored when building the level list. Please include them, but they must have proper naming. Ofcourse, you may have better fanatasy than me and name them something else than "Pompei 001", etc. :) Anyway, as soon as the rekick bug patch (your other email) is implemented, I will make sure that what I wanted (a smooth and working kick->move sequence) works on the levels where it should. Then I guess we wait a few weeks, then 1.1 release. Maybe I'll even go wild and add even more music. Hehe. /Peter On 2007-06-13 (Wed) 11:27, Claudio wrote: > Bug report: > I ilustrate on egypt03, but this bug is not level > related. > Look at the atached snapsphots: create an ice block, > kick and inmediatelly pursue it. The ice is wrongly > rekicked at the moment of slide1.jpg , and the block > ends as in slide2.jpg, wich is bad. > This happens in tag 1.1-rc1 and trunk r214. I checked > on trunk r208 and this does not happen. > > Sugestion: > Hiding the pompei directory by renaming to _pompei > doenst look so good, because even in developer mode > you cant load ok the levels (the dir rename screws the > resource resolution code). May I sugest to delete > entirely if unwanted ? > > Wondering: > I renamed all pompei levels ( files and internal > names). Was for the naming that you left out all the > pompei levels ? All they are fully functional ( if the > level directory is called pompei !!). Let me know is > there is another problem. > > see you all > claudio > > > __________________________________________________ > Preguntá. Respondé. Descubrí. > Todo lo que querías saber, y lo que ni imaginabas, > está en Yahoo! Respuestas (Beta). > ¡Probalo ya! > http://www.yahoo.com.ar/respuestas > ------------------------------------------------------------------------- > This SF.net email is sponsored by DB2 Express > Download DB2 Express C - the FREE version of DB2 express and take > control of your XML. No limits. Just data. Click to get it now. > http://sourceforge.net/powerbar/db2/ > _______________________________________________ > Magicor-devel mailing list > Mag...@li... > https://lists.sourceforge.net/lists/listinfo/magicor-devel |
From: Claudio <cla...@ya...> - 2007-06-13 14:27:43
|
Bug report: I ilustrate on egypt03, but this bug is not level related. Look at the atached snapsphots: create an ice block, kick and inmediatelly pursue it. The ice is wrongly rekicked at the moment of slide1.jpg , and the block ends as in slide2.jpg, wich is bad. This happens in tag 1.1-rc1 and trunk r214. I checked on trunk r208 and this does not happen. Sugestion: Hiding the pompei directory by renaming to _pompei doenst look so good, because even in developer mode you cant load ok the levels (the dir rename screws the resource resolution code). May I sugest to delete entirely if unwanted ? Wondering: I renamed all pompei levels ( files and internal names). Was for the naming that you left out all the pompei levels ? All they are fully functional ( if the level directory is called pompei !!). Let me know is there is another problem. see you all claudio __________________________________________________ Preguntá. Respondé. Descubrí. Todo lo que querías saber, y lo que ni imaginabas, está en Yahoo! Respuestas (Beta). ¡Probalo ya! http://www.yahoo.com.ar/respuestas |
From: Peter G. <pe...@us...> - 2007-04-25 12:21:13
|
Hi all! I've been quite busy, so not much action on the 1.1 rc1 yet. I spent some hours trying to come up with some new tunes, but I'll do what Claudio suggested and try to get some real musician to make really good OGG's for the game. This is important, in-game music brings a lot of the feel to the game, so it's worth waiting for. I will continue to fix the graphics, especially tiles and backgrounds. I don't like mixing photograph realistic images with the cartoonish animations, so I'll try to bring the graphics to a more cartoon-like state. Again, this is very time consuming since I'm not really a 2D graphic artist. Unfortunately, getting 2D artists is quite difficult, so we'll just have to stick with the crap I produce for now. This is all part of my plan to get some quality assurance into the game devel cycle. As such, I will remove all levels that are unfinished, broken or just doesn't look good enough. Some of the levels are -excellent-, I will keep those and discard the rest for the release. I'd rather have only a handful of really good levels than a whole bunch of mediocre ones. On another note, I'm now starting a new game project which is based on PyGame and PyOpenGL. I'm currently writing the sprite library to handle animations, collisions, etc, it will consume more of the time that I already don't have. :) So, if I seem lazy/slow it's because I am, hehe. Just wanted you to know that I am still alive. :) /Peter |
From: Claudio <cla...@ya...> - 2007-04-17 10:21:25
|
Hi all !!! peter wrote --> As such I have only one request to all of you: please rename/remove levels so that they are ordered by theme and difficulty. Remove those that are buggy entirely. These changes are made in tags/1.1-rc1! <-- peter wrote I changed the order of two pompei levels (commited to both tags/1.1-rc1 and trunk). For me order in pompei is ok now, but you can change if you want. peter wrote--> Meanwhile, I will try to come up with music for the new themes. Any requests for mood/style? [snip] I noticed two problems:[...]and some of the music is anoying as hell. :) [snip] I'll try to remedy the music problem <--peter wrote I dont think the music is wrong, only that we are short on tracks: at present we have 60 levels, and 6 short tracks. The music does well in the balance of being enought interesting and not being so much ear catching that push your atention out of the screen. Actually your perception can be biased because as a developer you have played a zillion times that six tracks. If you have made more ear catching, at this moment your 'boring problem' it would be 'irritating problem'. To be more specific, I think the tracks: playing egypt blippy : are right on the spot strange : is very near, only that sometimes when playing I think it misses tempo. But hearing without playing I cant mark a time when this happen ?? ). In the doubt, its Ok. forest : the begin is a little too 'square', but not a bad track soft trance : yes, is less interesting than the others, but it plays only at the menu. No need to hurry changes. tittle : not used anywhere. This yes I dislike: to me sounds too retro, much like an Amiga or late Commodore 64 game soundtrack. In conclusion, I think that adding more tracks in the mod/style of the first 4 track I mentioned will solve your 'boring' problem. If you feel pressed for time, maybe you can request music contributions in the ctg comunity ( http://www.ctgmusic.com/ ). In the forums I have seen two game devs request, people was responsive. And some of the music there its near at what we need, by example http://www.ctgmusic.com/artist.php?id=3654 ( look at 'Trip on the funny frog' track; btw the author, JDruid, was in a pyweek contest, frog_princess entry ). peter wrote--> The number one issue I would like to resolve with trunk is the movement of the penguin, it's a bit jerky and it's difficult to control exactly how many blocks to move. For instance, if you kick a block and try to move in under another falling block in the same move you fail sometimes. <-- peter wrote Yes, the penguin seems a little irresponsive, even with keyboard. I think this follows from the fact that the logic plays more as a 'turn based' game that an 'plataform' game: input events are routed to the goXXX methods of player, who rejects the event if player is moving. So the commands have effect only if at end of animation. To made penguin more responsive probably we must simply store the comand as a member of player, then lets physics handle the request. The problem can be with animation stuff: If you are in the middle of walk-right and you want to go left what to do ?. In standart arcade code you reverses the animation and the physics, when the first frame is reached you switch to walk-left. The problem here is that the current code dont allow to run backward the animation. We can add a .animDirection ( with values -1, 1 ) to animation , dont allow ImageFrames in the midle of an animation that can be reversed, skiping the ImageFrame when in backward, and maybe have a member .afterBackward, wich tells to what anim switch after termination of reverse animation. Other changes are needed in physics, decoupling the .moving from the delta x It seems doable, but... all this code changes will overlap with changes that I proposed in the branch_fp. And there will not be 'small changes in trunk'. Maybe you can look at branch_fp and make your mind about if the proposed changes (branch_fp) can go or not to trunk ?. So that new changes be implemented only one time. Feel free to ask whatever. Well, now I will be online daily, so yell when you want I build the windows installer. cya claudio --------------------------------- Preguntá. Respondé. Descubrí. Todo lo que querías saber, y lo que ni imaginabas, está en Yahoo! Respuestas (Beta). Probalo ya! |
From: Peter G. <pe...@us...> - 2007-04-14 08:50:38
|
Hi all! I've finally tagged the 1.1 RC 1 (tags/1.1-rc1). Now, if there are some issues in the code base you may now change trunk as you wish for any potential 1.2 versions. Bug-fixing should be done in tags/1.1-rc1 from now on, they will be merged into trunk (if still valid) later on. I prefer to make very little changes to trunk while 1.1 is being tested and released. The number one issue I would like to resolve with trunk is the movement of the penguin, it's a bit jerky and it's difficult to control exactly how many blocks to move. For instance, if you kick a block and try to move in under another falling block in the same move you fail sometimes. Anyway, I think we should just make a fairly stable 1.1 and usable game. As such I have only one request to all of you: please rename/remove levels so that they are ordered by theme and difficulty. Remove those that are buggy entirely. These changes are made in tags/1.1-rc1! Meanwhile, I will try to come up with music for the new themes. Any requests for mood/style? By the way, some friends spent some hours playing the game yesterday, they LOVED IT! Especially one guy was -really- good (better than me anyway) and a huge Solomon's Key 2 fan. I noticed two problems: controlling the penguin with a joystick is difficult and some of the music is anoying as hell. :) I'll try to remedy the music problem, but I remember having problems making the controls smooth yet firm. Any ideas would be great. Try playing with a joypad and you'll know what I mean about being jerky and difficult to get exact control. /Peter |
From: Claudio <cla...@ya...> - 2007-04-10 22:30:47
|
Seasons is closed. I expect that by Friday I and the computer are back to home. Dont know if the same day I can be online: after five months out I dont known if telco line will be operative. But anyway, it will be soon. Before moving I commited my last code as a new branch (just in case HD goes crazy) ; look at https://magicor.svn.sourceforge.net/svnroot/magicor/branch_fp/README_BRANCH for a description; it is code for the post release time. Very short of time, sorting and packing. cya claudio --------------------------------- Preguntá. Respondé. Descubrí. Todo lo que querías saber, y lo que ni imaginabas, está en Yahoo! Respuestas (Beta). Probalo ya! |
From: Peter G. <pe...@us...> - 2007-03-28 19:49:54
|
> pd: peter, if you want them stored in compressed form tell me what compresion formats are good to linux: .zip , .bzip, ... gzip or bzip2 is the most common on GNU anyway, don't know how well they work on Windows. Regular zip works on GNU. I think bzip2 has the best compression of them all, though, but it's a bit slow. /Peter |
From: Peter G. <pe...@us...> - 2007-03-28 19:48:11
|
> is it possible to raise the level of the snowtop as to hide again the > spikes ? Hm, I didn't think of that. :) By the way, perhaps we should add some "danger" sign decorations for snow-04? And possibly some other levels with spikes in'em. Also, how about making ice enemies, like the ice hanging from the roof, when the player walks under it drops? :) /Peter |
From: Claudio <cla...@ya...> - 2007-03-26 22:25:03
|
Added _art directory at the repository root the svn URL: https://magicor.svn.sourceforge.net/svnroot/magicor/_art Added claudio originals at r190: lava, trapola, seekers Meant to store the 'original' version of some of the images used by the game, be it vector art, high res bitmap. Motivation: modification posibilities of low res art, like 32x32, is very limited. Stored not in trunk to not inflate the source package nor initial checkouts Esentially for tiles and sprite images. Developers not doing animations dont need to have or update this directory. This dir must not be included in source packages, due to size. cya claudio pd: peter, if you want them stored in compressed form tell me what compresion formats are good to linux: .zip , .bzip, ... --------------------------------- Preguntá. Respondé. Descubrí. Todo lo que querías saber, y lo que ni imaginabas, está en Yahoo! Respuestas (Beta). Probalo ya! |
From: wagner f. <fre...@im...> - 2007-03-26 19:43:07
|
On Mon, Mar 26, 2007 at 07:36:17PM +0200, Peter Gebauer wrote: > OK, I've posted some news on the site. > I took the liberty of modifying Fred's graphics on snow, I'll be going=20 > through the other things later on, trying to add more depth to everything. >=20 > Also, we need to organize the level names a bit. We should also consider= =20 > organizing the levels after difficulty. >=20 > Check the site out for the news. Fred: if you think the new graphics suck= ,=20 > say so and I'll revert it immediately without any problems! It's up to yo= u. hey they are really cool, especially the snowman really nice the only problem is that I liked to have the spikes hidden under the snowtop=20 now for example level snow-04 becomes way too easy is it possible to raise the level of the snowtop as to hide again the spikes ? if not i'll replace snow-04 by another level anyway that's excellent work=20 Fred |
From: Peter G. <pe...@us...> - 2007-03-26 17:36:31
|
OK, I've posted some news on the site. I took the liberty of modifying Fred's graphics on snow, I'll be going through the other things later on, trying to add more depth to everything. Also, we need to organize the level names a bit. We should also consider organizing the levels after difficulty. Check the site out for the news. Fred: if you think the new graphics suck, say so and I'll revert it immediately without any problems! It's up to you. /Peter |
From: Peter G. <pe...@us...> - 2007-03-26 15:35:28
|
> I dont plan changes, but have clean version of trapola - seekers in > .svg vector format, which can be more easy to manipulate. Also Lava, but > this is a more convoluted work. If you like, I can mail to you (is text) > or create a _art dirctory and commit. I think a new _art directory would do fine if you don't want it under _test. /Peter |
From: Claudio <cla...@ya...> - 2007-03-25 16:29:05
|
peter wrote --> Next week I'll be spending some time refining the graphics further. Any graphics you wish to submit to the 1.1 should be submitted before Mars 31st. After that I will tag the 1.1 and commence making the graphics fancy as hell. Heck, I'll even try to make a new logo. :) There will be more/better animation frames and more shading/antialiasing. I want to alter the game to have a more "pro" looking atmosphere and I think that can be done easily by just spending a few hours on the graphics, making sure everything looks really cool. <-- peter wrote I dont plan changes, but have clean version of trapola - seekers in .svg vector format, which can be more easy to manipulate. Also Lava, but this is a more convoluted work. If you like, I can mail to you (is text) or create a _art dirctory and commit. see you claudio --------------------------------- Preguntá. Respondé. Descubrí. Todo lo que querías saber, y lo que ni imaginabas, está en Yahoo! Respuestas (Beta). Probalo ya! |
From: Claudio <cla...@ya...> - 2007-03-25 16:14:37
|
Fred wrote--> but if we allow different kinds of trapolas (with states) i see lots of new level possibilities opening because the player should have to be careful about his choices of whether or not cross the trapola i think it wouldn't take too long to implement new kind of trapolas. also you could keep your levels unchanged claudio by putting in the map "half-broken" trapolas instead of trapolas but then again it's just an idea, it's ok for me if you don't agree with that or if we do that later <-- Fred wrote Ok, Ok. It is worth to experiment. Code changes will be trivial. Art can be sketchy to experiment, and when final behavoir is chosen do a better art. What many touches to activation ? More than two will produce trivial levels or very contorted, and visual recognition of what stage will be harder. Another change can be: trapola can be moved. Esentially, if a trapola is between ices, and you cut ices ... ; so you can get a trapola out of the way, but must be carefull about how it lands. As new code features are frozen till release, I sugest to begin work after release. Think if there are something more to change/add to trapola, and after release we will elaborate a complete description of changes. see you claudio --------------------------------- Preguntá. Respondé. Descubrí. Todo lo que querías saber, y lo que ni imaginabas, está en Yahoo! Respuestas (Beta). Probalo ya! |