magicor-devel Mailing List for Magicor (Page 6)
Status: Beta
Brought to you by:
petgeb
You can subscribe to this list here.
2006 |
Jan
|
Feb
|
Mar
|
Apr
|
May
|
Jun
|
Jul
|
Aug
|
Sep
|
Oct
|
Nov
(37) |
Dec
(13) |
---|---|---|---|---|---|---|---|---|---|---|---|---|
2007 |
Jan
(20) |
Feb
(18) |
Mar
(31) |
Apr
(4) |
May
|
Jun
(3) |
Jul
|
Aug
|
Sep
(4) |
Oct
(1) |
Nov
(3) |
Dec
(2) |
2008 |
Jan
|
Feb
|
Mar
(8) |
Apr
|
May
|
Jun
|
Jul
(5) |
Aug
(4) |
Sep
|
Oct
|
Nov
|
Dec
|
2009 |
Jan
|
Feb
|
Mar
|
Apr
(8) |
May
|
Jun
|
Jul
|
Aug
|
Sep
|
Oct
|
Nov
|
Dec
|
2021 |
Jan
(1) |
Feb
|
Mar
|
Apr
|
May
|
Jun
|
Jul
|
Aug
|
Sep
|
Oct
|
Nov
|
Dec
|
From: wagner f. <fre...@im...> - 2006-11-26 21:44:24
|
On Sun, Nov 26, 2006 at 12:20:37PM +0100, Peter Gebauer wrote: > > Well, hope this is the late we hear about fragment bug. >=20 > Let's hope it is, hehe. When do you suppose we release the stable 1.0? hi, for 1.0 what about adding a special background image for the last levels of each levelset (space, forest, egypt) ? it would add a nice reward for the enduring players. Fred |
From: Claudio <cla...@ya...> - 2006-11-26 12:20:58
|
--- Peter Gebauer <pe...@us...> escribió: > Let's hope it is, hehe. When do you suppose we > release the stable 1.0? > > /Peter Well, its up to bugs and wanted aditional features. As for bugs, I have none in my buglist ( a chap has reported 'crackling sound in windows' but I think that probably is not a Magicor bug, lets see if there are more reports). As for aditional features, thats in your schedule ( graphic, levels ? , anything else ? ) Probably its worth to wait at least 2-3 week for eventual bug reports, and get some more levels from the people. BTW, you can add in the pygame page a call to new levels to be incorporated at vs 1.0 ( if you do state in clear where you want it submited, be it e-mail or magicor forum ) Im working in a new tileset and levels, but dont wait for me to release: I am leaving tommorrow for all the high season working, so it is uncertain when I can deliver anything. If I can get an internet conection, whenever its done I will commit, else I will mail from a cybercafe. cya Claudio __________________________________________________ Correo Yahoo! Espacio para todos tus mensajes, antivirus y antispam ¡gratis! ¡Abrí tu cuenta ya! - http://correo.yahoo.com.ar |
From: Peter G. <pe...@us...> - 2006-11-26 11:20:50
|
> Well, hope this is the late we hear about fragment bug. Let's hope it is, hehe. When do you suppose we release the stable 1.0? /Peter |
From: Peter G. <pe...@us...> - 2006-11-24 18:41:34
|
> I suggest not consider this as a bug for the moment, > ie if someone complains, tell 'dont do that' I get things in order. Level 15 just ended up in the bottom of the egypt list. /P |
From: Claudio <cla...@ya...> - 2006-11-24 13:30:10
|
> question : i don't get why exactly the levels I add > are not in order. > what am I doing wrong ? > In theory first by directory(theme, like space, egypt) and then for whatever string you put in the 'title' field of the 'level properties'. Use a space between 'title' and the actual title. But also: I noted that moving one level from forest to the default (ie not themed) directory the list in the level selection was weird. I suggest not consider this as a bug for the moment, ie if someone complains, tell 'dont do that' cya Claudio __________________________________________________ Correo Yahoo! Espacio para todos tus mensajes, antivirus y antispam ¡gratis! ¡Abrí tu cuenta ya! - http://correo.yahoo.com.ar |
From: wagner f. <fre...@im...> - 2006-11-24 12:07:58
|
On Fri, Nov 24, 2006 at 12:34:11PM +0100, Peter Gebauer wrote: > Excellent. As it is now, I'm just waiting for bug reports to release 1.0= =20 > sometime this year. I expected a flood of bugs to be found once the Windo= ws=20 > port was released, but so far everything is looking good. yeah, no serious bugs. i have one question and one suggestion question : i don't get why exactly the levels I add are not in order. what am I doing wrong ? suggestion : maybe we should rename the easy levels like level-01 =3D> tutorial-01=20 else people might try the first levels and stop, thinking the game is too= =20 easy. > Are you a Debian developer as well? Is there any chance of Magicor becomi= ng=20 > a part of Debian? i'm not a debian developer. however some of my friends are and I could ask them to upload the package into debian. however this does usually take quite some time. and I think the package shouldn't be labeled "rc2" :-) Fred |
From: Peter G. <pe...@us...> - 2006-11-24 11:35:41
|
Excellent. As it is now, I'm just waiting for bug reports to release 1.0 sometime this year. I expected a flood of bugs to be found once the Windows port was released, but so far everything is looking good. Are you a Debian developer as well? Is there any chance of Magicor becoming a part of Debian? On 2006-11-23 (Thu) 23:20, wagner frederic wrote: > hi there, > > i've uploaded a new level (egypt-15). > > could you, if you have time, test it and tell me how you finish it ? > > it should be quite hard, but I never know, sometimes I miss easy solutions. > > Fred > ps: the debian packages are underway, i've still got some problems with > the leveleditor. > > > ------------------------------------------------------------------------- > Take Surveys. Earn Cash. Influence the Future of IT > Join SourceForge.net's Techsay panel and you'll get the chance to share your > opinions on IT & business topics through brief surveys - and earn cash > http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV > _______________________________________________ > Magicor-devel mailing list > Mag...@li... > https://lists.sourceforge.net/lists/listinfo/magicor-devel > |
From: wagner f. <fre...@im...> - 2006-11-23 22:21:16
|
hi there, i've uploaded a new level (egypt-15). could you, if you have time, test it and tell me how you finish it ? it should be quite hard, but I never know, sometimes I miss easy solutions. Fred ps: the debian packages are underway, i've still got some problems with=20 the leveleditor. |
From: Peter G. <pe...@us...> - 2006-11-22 11:28:09
|
> Other: if you have a little time, chek the trackers at > sourceforge, theres a unix guy in troubles with > instalation. and maybe in the 'news' of magicor at > sourceforge you can anounce RC2 ? I already submitted news on SF and PyGame. I'm waiting for happypenguin to start working again so I can update there as well. The problem in the bug tracker most likely not a bug at all, but we'll see what it's about once I get more information. /Peter |
From: Claudio <cla...@ya...> - 2006-11-21 12:25:53
|
--- Peter Gebauer <pe...@us...> escribió: > I moved the broken pieces to the lights group > instead of the world group. > > Lights are drawn atop everything else, it doesn't > matter that the ice pieces > aren't really lighting, just so many groups already. > It's a hack, but it > will keep the ice from "capturing" any falling ice > pieces in it's zoom. > > /Peter > Hey, nice: no extra work, no image corruption. Other: if you have a little time, chek the trackers at sourceforge, theres a unix guy in troubles with instalation. and maybe in the 'news' of magicor at sourceforge you can anounce RC2 ? cu Claudio __________________________________________________ Correo Yahoo! Espacio para todos tus mensajes, antivirus y antispam ¡gratis! ¡Abrí tu cuenta ya! - http://correo.yahoo.com.ar |
From: Peter G. <pe...@us...> - 2006-11-21 11:56:04
|
I moved the broken pieces to the lights group instead of the world group. Lights are drawn atop everything else, it doesn't matter that the ice pieces aren't really lighting, just so many groups already. It's a hack, but it will keep the ice from "capturing" any falling ice pieces in it's zoom. /Peter |
From: Peter G. <pe...@us...> - 2006-11-21 11:48:48
|
There's another solution. When a PhysicsSprite instance stops falling the s.eventStop is called. We could update the zoom there by setting self.zoomSurface =3D None. The = next=20 time the BlocksGroup tries draws the sprite that block will update. I will fix it. /Peter On 2006-11-20 (Mon) 19:19, Claudio wrote: > Only to be extra secure I downloaded and tested the > RC2 in windows, works as advertised. > Heeeeey, great!!! >=20 >=20 > While testing, I have found a litle glitch, were ice > doenst draw ok. > I commited level-05.lvl (rev109) where most of the > time you can get that error ( from the spawn point do > break the ice, the falled ice mostly will drawn with a > fragment in it. Retry the level if all look ok. In a > ten try run usually there are 3 or 4 fails). > The problems semms to appear when: > .a fragment and a falling block overlaps at the > moment the falling block stops falling > Looking at the code, I see that after stoping the ice > is not doing updateZoom, so if at that moment it was a > fragment behind the ice... > A cheapo fix is dont stop the update, in fact for > testing I changed Ice.updateZoom so that Ice.getZoom > is called inconditionally and the defect disapear. > But I dont like so much this solution: when there are > too much ice in the level the extra work can slow the > rendering. > Better would be that the fragment never was behind the > ice. The basics its clear to me:=20 > 1. add new AnimationGroup() in the __init__ of > PlayState , say self.particles=3DAnimationGroup() > 2. fragments IcePiece will be added at the particles > group=20 > 3. In the run method of Playstate put the update and > draw of this group after the updates and draw of the > blocks group ( that way getZoom never find draws of a > fragment ) >=20 > My problem is in the constructor of IcePiece : how to > get there the particles group ? > Want to look at this ? >=20 > cu > Claudio >=20 >=20 > __________________________________________________ > Correo Yahoo! > Espacio para todos tus mensajes, antivirus y antispam =A1gratis!=20 > =A1Abr=ED tu cuenta ya! - http://correo.yahoo.com.ar >=20 > -----------------------------------------------------------------------= -- > Take Surveys. Earn Cash. Influence the Future of IT > Join SourceForge.net's Techsay panel and you'll get the chance to share= your > opinions on IT & business topics through brief surveys - and earn cash > http://www.techsay.com/default.php?page=3Djoin.php&p=3Dsourceforge&CID=3D= DEVDEV > _______________________________________________ > Magicor-devel mailing list > Mag...@li... > https://lists.sourceforge.net/lists/listinfo/magicor-devel >=20 |
From: Claudio <cla...@ya...> - 2006-11-20 22:19:30
|
Only to be extra secure I downloaded and tested the RC2 in windows, works as advertised. Heeeeey, great!!! While testing, I have found a litle glitch, were ice doenst draw ok. I commited level-05.lvl (rev109) where most of the time you can get that error ( from the spawn point do break the ice, the falled ice mostly will drawn with a fragment in it. Retry the level if all look ok. In a ten try run usually there are 3 or 4 fails). The problems semms to appear when: .a fragment and a falling block overlaps at the moment the falling block stops falling Looking at the code, I see that after stoping the ice is not doing updateZoom, so if at that moment it was a fragment behind the ice... A cheapo fix is dont stop the update, in fact for testing I changed Ice.updateZoom so that Ice.getZoom is called inconditionally and the defect disapear. But I dont like so much this solution: when there are too much ice in the level the extra work can slow the rendering. Better would be that the fragment never was behind the ice. The basics its clear to me: 1. add new AnimationGroup() in the __init__ of PlayState , say self.particles=AnimationGroup() 2. fragments IcePiece will be added at the particles group 3. In the run method of Playstate put the update and draw of this group after the updates and draw of the blocks group ( that way getZoom never find draws of a fragment ) My problem is in the constructor of IcePiece : how to get there the particles group ? Want to look at this ? cu Claudio __________________________________________________ Correo Yahoo! Espacio para todos tus mensajes, antivirus y antispam ¡gratis! ¡Abrí tu cuenta ya! - http://correo.yahoo.com.ar |
From: Claudio <cla...@ya...> - 2006-11-19 15:39:06
|
>> Other, minor: >> Do you mind if I edit the sample level-03? It look a >> little silly to use the tube when you have a direct >> kick. >Yeah, the logo worked fine on my Debian so we count >that as "works on GNU/Linux". >No, please do edit any level you feel has "issues". I >recently updated Frederics levels to animate things > faster, just because it looks so much better. All right. My schedulle is: .Right now, clean up coments around logo issue & edit two levels; commit .go to eat .back to comp, available to test any change you do. Really want that RC2 works ok win-linux. cu Claudio __________________________________________________ Correo Yahoo! Espacio para todos tus mensajes, antivirus y antispam ¡gratis! ¡Abrí tu cuenta ya! - http://correo.yahoo.com.ar |
From: Claudio <cla...@ya...> - 2006-11-19 15:08:10
|
>> Other, minor: >> Do you mind if I edit the sample level-03? It look a >> little silly to use the tube when you have a direct >> kick. >Yeah, the logo worked fine on my Debian so we count >that as "works on GNU/Linux". >No, please do edit any level you feel has "issues". I >recently updated Frederics levels to animate things > faster, just because it looks so much better. All right. My schedulle is: .Right now, clean up coments around logo issue & edit two levels; commit .go to eat .back to comp, available to test any change you do. Really want that RC2 works ok win-linux. cu Claudio __________________________________________________ Correo Yahoo! Espacio para todos tus mensajes, antivirus y antispam ¡gratis! ¡Abrí tu cuenta ya! - http://correo.yahoo.com.ar |
From: Peter G. <pe...@us...> - 2006-11-19 11:59:36
|
> Other, minor: > Do you mind if I edit the sample level-03 ? It look a > little silly to use the tube when you have a direct > kick. Yeah, the logo worked fine on my Debian so we count that as "works on GNU/Linux". No, please do edit any level you feel has "issues". I recently updated Frederics levels to animate things faster, just because it looks so much better. Yes, it's a puzzle game, but it's suposed to be a puzzle game _well done_! :) I'm quite pleased with the level of quality we have been able to maintain. So, the RC2 is a bit late. Haven't heard much from Frederic in a while, he said he would look into the level sorting issue, I propose the following: I will change the level select state to sort the default levels at the top and then sort them by the directory name in which they were found. As a final resort they will be sorted by title. The result should be OK, even if you name your theme level "000" it will be lumped in with the rest of the "egypt" level (or whatever theme you are using). I know, we're not suposed to change functionality now that we're frozen and on release candidate stage, but it's most important, but not very difficult to accomplish. I will go for it right now. Hehe. I will tag the RC2 tonight at 20:00 CET (19:00 UTC), any changes you make should be put in there before that time. If you fail to make the changes on time you have to remember to apply your bugfixes to both magicor/tags/1.0-rc2 and magicor/trunk. It's a bit of a hack to use the tag as a branch like that, but SVN doesn't pose any restrictions on us, so technically it's not cheating. ;) /Peter |
From: Claudio <cla...@ya...> - 2006-11-18 18:21:30
|
>I've gotten two e-mails regarding my "Graphics designer wanted" >job post. [snip] >Any suggestions before I start asking the designers for favors? I want to sugest modifications to the Level select screen and play screen. They will afect the work of artists, so I put them here: Level Select Screen: 1. The level image superposing the level list dont look so much ok, the dinamic change of the image is a litlle incomfortable. I suggest no superposing area, nor dinamic resize of level image. With this change probably not all of the level will be seen; if we resize to fit there are maps that will look empty. For this I suggest the level image to be a 'photo' 1-1 scale of an interesting point of the map. We can set a new line pretypoint x y in the .lvl to know the interesting point. 2. The list per se will be pretified in the future when (I supose) levels will have real names, like 'Chain Reaction' or 'Run for your life', but maybe we can tell how many characters are needed, so that the artist known how big the rect reserved for the list must be. 3. We can put at top of screen the magicor logo, and near botom the text scroller used in the play screen ( scrolling the credits, by example ) With this (or only 1 and 2) as base design I think the artist can deliver interesting things ( or come with better solutions) Play Screen: I must say that the text scroller bothers me. I end up moving the game window down so that the text scroller goes off screen. Its an atention thing, you try to concentrate at the level and the movement grab your eyes ( like html pages with BLINK tags). Can we make non scroller ? Or at least add an option to disable scrolling ? A logo in the top of screen will be nice. ( >>_static_!!!<<) The rest, at artist discretion. What not to touch: I very like the ~shadow effect when ESCaping from a play level. Perhaps only a little less shadowing in the unselected items. Well, thas for visuals sugestions. Comments ? Claudio __________________________________________________ Correo Yahoo! Espacio para todos tus mensajes, antivirus y antispam ¡gratis! ¡Abrí tu cuenta ya! - http://correo.yahoo.com.ar |
From: Claudio <cla...@ya...> - 2006-11-18 14:20:42
|
Rev 99: Adjusted the logo to show the composite movement in windows. I think that what you see in unix is now what I see in windows. Please, test if it work as desired for you, then I will do cleanup of commented outs, etc. Other, minor: Do you mind if I edit the sample level-03 ? It look a little silly to use the tube when you have a direct kick. cu Claudio __________________________________________________ Correo Yahoo! Espacio para todos tus mensajes, antivirus y antispam ¡gratis! ¡Abrí tu cuenta ya! - http://correo.yahoo.com.ar |
From: Claudio <cla...@ya...> - 2006-11-18 13:50:49
|
>> Ok, I go to commit the editor changes now, later >> adjustements on documentation. Please check the >> makefile, Peter. >I have modified the Makefile and fixed several issues >regarding the configuration and location. Please >verify that everything still works >for you. a fastcheck run ok: edited one level played 3 levels, including the edited one All ok. Now I think to look into the logo issue, so more testing will be done. You have any timeline Peter ? I can work till 17hs local, then must pack and go for 2-3 day work. I am at GMT-3. No svn acces on the road. cu Claudio __________________________________________________ Correo Yahoo! Espacio para todos tus mensajes, antivirus y antispam ¡gratis! ¡Abrí tu cuenta ya! - http://correo.yahoo.com.ar |
From: Peter G. <pe...@us...> - 2006-11-18 11:23:01
|
I've gotten two e-mails regarding my "Graphics designer wanted" job post. The graphics are OK, but not great. Even though I do like to draw a bit, you can clearly see that I was sloppy on many things, like enemies and logos. Only the penguin was fun to draw. This is what I feel needs to change: - nicer logotype, perhaps with some sort of monogram "M" in magicor that we can also use for window/desktop icon and for the website. - smaller font for the select level state. - a more "magicor"-feel to the menu fonts. - nice artwork around the game area - improve enemies - improve decorations - improve penguin player? Any suggestions before I start asking the designers for favors? If we get a few musicians to join we will have a complete game development team. :) /Peter |
From: Claudio <cla...@ya...> - 2006-11-17 15:05:20
|
I have moved one level up magicor-LevelEditor.py, and edited that file. I have not touched the makefile. Do you adjust for the change Peter? Later I will commit documentation changes. cya Claudio __________________________________________________ Correo Yahoo! Espacio para todos tus mensajes, antivirus y antispam ¡gratis! ¡Abrí tu cuenta ya! - http://correo.yahoo.com.ar |
From: Claudio <cla...@ya...> - 2006-11-17 14:38:24
|
>I'm planning on releasing the RC2 tomorrow. YEEAH!! >The RC2 will also include the new "tutorial"-levels, >I've put some arrows in them to guide newbies on > their first steps to becoming logic puzzle >wizards. They look good, and dont need extra programming. Cute. >I've decided to go with Frederics suggestion and > include the themes in the default packages. So there > will be two packages: magicor-source-1.0-rc2.tar.gz > and magicor-data-1.0-rc2.tar.gz. Yes, good to upgrade. Ok, I go to commit the editor changes now, later adjustements on documentation. Please check the makefile, Peter. cya Claudio __________________________________________________ Correo Yahoo! Espacio para todos tus mensajes, antivirus y antispam ¡gratis! ¡Abrí tu cuenta ya! - http://correo.yahoo.com.ar |
From: Peter G. <pe...@us...> - 2006-11-17 12:50:23
|
Hi! I'm planning on releasing the RC2 tomorrow. The major issue resolved in the RC2 is the Windows compability. Thanks to Claudio we now have both the game and the editor verified as working on Windows. (yay!) The RC2 will also include the new "tutorial"-levels, I've put some arrows in them to guide newbies on their first steps to becoming logic puzzle wizards. The RC2 will have one source tarball and one big data tarball with EVERYTHING under data/ in it. I've decided to go with Frederics suggestion and include the themes in the default packages. So there will be two packages: magicor-source-1.0-rc2.tar.gz and magicor-data-1.0-rc2.tar.gz. Any comments on this? The reason I split the source up from the data is so that people don't have to download 20Mb of unchanged data just to get the latest, bugfixed game. /Peter |
From: Peter G. <pe...@us...> - 2006-11-16 15:49:16
|
> Not in the repository, It will require adjust of > makefile for unix people, and I think I created enough > chaos the last time with this file. Better coordinate > with Peter so that him do the makefile. If it can wait until 1.1 it'd be great. We should try to focus on getting= =20 the first stable version out for all them angry Windows users who want to= =20 play Magicor. :) > Strange thing: aspect ratio into the editor seems to > be wrong ( a little squashed ); is not a problem > really. There's no aspect ratio. You resize the window, it will fit the level int= o=20 it regardless. > add 10MB to the package, going for a grand total of > 22MB , zipped. OK. I don't know how things work in Windows, but on GNU and BSD it is ver= y=20 bad to include dependencies since our OS handles it using packages or por= ts=20 and all of their dependencies are automatically downloaded and installed. I run Debian and once Frederic has created packages for Magicor all Debia= n=20 users are one "apt-get install magicor" away from playing the game. I've seen that Fedora devel will include magicor as well, so they are jus= t=20 one fierce RPM battle away from playing the game. ;) Perhaps we can provide one "only Magicor" EXE file and one "all included"= =20 EXE in the future? Oh, let's not dwell too much on this before the stable= =20 1.0, hehe. /Peter >=20 > cya > Claudio >=20 > __________________________________________________ > Correo Yahoo! > Espacio para todos tus mensajes, antivirus y antispam =A1gratis!=20 > =A1Abr=ED tu cuenta ya! - http://correo.yahoo.com.ar >=20 > -----------------------------------------------------------------------= -- > Take Surveys. Earn Cash. Influence the Future of IT > Join SourceForge.net's Techsay panel and you'll get the chance to share= your > opinions on IT & business topics through brief surveys - and earn cash > http://www.techsay.com/default.php?page=3Djoin.php&p=3Dsourceforge&CID=3D= DEVDEV > _______________________________________________ > Magicor-devel mailing list > Mag...@li... > https://lists.sourceforge.net/lists/listinfo/magicor-devel >=20 |
From: Peter G. <pe...@us...> - 2006-11-16 15:42:26
|
> standarized to: > capital 1st letter > lowercase other letters > one space after word > two digit number, padded with zero if necesary > > If nobody complains, can we settle for this standart ? That is the most reasonable standard. One problem with alpha-sort is this: I want the default levels to be first, always. My thoughts: The level instance need a theme attribute. Default levels (found directly under data/levels or ~/.magicor/levels) will get level.theme = None. Others wlil get level.theme = whatever directory they were found in. Example: levels found in data/levels/egypt will get level.theme = "egypt" We sort primarely by the theme attribute. Secondarely we sort by difficulty. Frederic is weeding out which level should be what difficulty. Third we sort by title name. How's that? |