Re: [Super-tux-devel] GotM For March 2004
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From: Tobias <tob...@gm...> - 2004-02-26 22:20:21
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Am Do, den 26.02.2004 schrieb Ingo Ruhnke um 16:25: > ri...@ae... writes: > > > I have previously mentioned this; I think SuperTux main need is > > levels and currently, using the level editor is not that fun So I > > think we should hold on a bit, since an interface is already in the > > way. > > My windstille editor is already pretty useable (supports multiple > tilemaps, objects, tilebrushes, undo/redo, multiple buffers, minimap, > is scriptable, etc) and I already created a handfull of levels with > it. I'll try to create a release in the next few days, for the moment > people can check it out at (requires ClanLib-0.7 CVS and guile-1.6, > start with ./supertux -e in the src/ directory): > > svn co svn://clanlib.org/Games/Windstille/trunk/ > > > The code is also in no situation for being hacked by other ppl, > > since it is not that flexible. > > It doesn't has to be all that much flexible, as long as it can hold > the feature that are needed for a 0.1 release it shouldn't be a > problem and even the 0.0.5 release already gets close to that. 0.1 > isn't meant as a YoshiIsland killer, just as a little useable and fun > Jump'n Run and that should be doable. > > > Futhermore, it was also decided that prior to the 0.0.6, SuperTux > > will be rewritten in C++. > > Unless I am completly mistaken, there are no plans in the near future > to rewrite it in C++, that was more a plan for the far future (ie. > past 0.1) and more of a slow migration. Rewrite is definitivly the wrong word. A soft migration in cases, where C++ design and features ( string vs char and ptox vs. this) are superior, is the right description. Greetz... Tobias Gläßer |