[Super-tux-devel] RE: Super-tux-devel digest, Vol 1 #102 - 11 msgs
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wkendrick
From: <cos...@ho...> - 2004-03-20 17:22:25
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> > I forgot to say that I found two problems in the levels 2 and 3 of the >cvs: > > > > Level 2: maybe isn't really a problem but just the way the designer >wanted > > it to be, and well the thing is that if you enter the level as >supertux(big > > tux), hit the first block that will contain the coffee cup you can't get >it > > coz you are way too big to enter to the tiny place it is. If you are >normal > > tux there is no problem, but you can actually get the coffee if you hit >the > > box when you are supertux then get hit by an enemy and as normal tux you > > can enter and get the cafeine to have a mini cafeinated tux. The thing >is > > that you can't get the coffee if you don't get hit. > > > You can get it if you duck yourself (jump and press down). I didn't knew that but ducked moving Tux's animation should be changed then. >Holla Eduardo! ;) > >Em S=E1bado, 20 de Mar=E7o de 2004 02:08, o Eduardo Hern=C3=A1ndez >escreveu: > > Well it seems like you have a defined path of what you want to do, >however > > I don't think I would want to rewrite supertux in C++ if there is a >decent > > piece of game in the 0.1, so I'm not quitte sure I will feel like >helping > > there... > > > > In case you haven't noticed, we are already compiling it under g++, so it >= >is=20 >already ported ;) Nah, I hadn't noticed mainly becoz I don't check the compile process for any program unless there's something to fix ;) > > And actually it was version 0.0.5 that atracted me united to the lack of > > games in linux ;) > > > > Currently, there are thousands of linux games (gametome has a database of >= >an=20 >hundred games!), but not more than a hand of platform ones. Well yes, most of the games in linux are slow, puzzle, incomplete or just plain boring for my taste. That's what I'm talking about. > > I sent an email to the supertux website also, tought I dont know if the > > ones who manage the website are supertux developers too. If so I would >ha= >ve > > written it here. > > > The email on the page is the one of the mailing list, isn't it? Actually what I actually meant is that I filed somekind of form they have in the site. > > About the supertux design, I know there are supposed to be like 15 >levels > > for 0.1 but what are those levels are supposed to be like? I mean should > > all levels be ice? change gradually to rock, then ice then fire or > > something bizarre as that? > > > For the milestone1, we were hoping to have two tileset available: a >regular >ice and an ice cave one. You didn't got me. More clearly I meant. Level 1-3 is prolly going to be iced based. But should level 4 be a cave level? Mostly I was asking about if there is a general idea of which levels to make and in which order to make em. Knowing that helps for designers coz level 15 shouldn't be as easy as level 5. > > Same to tux control, should he skid on ice? and such. This is mainly for > > level designers, if I knew who they are I would have told to them >directly > > > Nothing like that is expected for the milestone1. Okay, maybe I'm just thinking too far ahead :p _________________________________________________________________ MSN Amor: busca tu ½ naranja http://latam.msn.com/amor/ |