[Super-tux-devel] First Island Level Order (and Problems with Flexlay) - Take Two
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From: Marek <wa...@gm...> - 2004-04-16 14:33:20
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(I mailed this message before but I'm not sure if it was sent correctly; sorry if you get it twice.) Hi everyone! I thought about the design and level order of the first island, here is my proposal: -Revenge in Redmond levels -Entrance to the Cave -Ingo's Cave levels -Path in the Clouds -Miniboss: No more Mr Ice Guy -Escape, Shattered Bridge, Into the Castle -Boss: Ingo's Castle level I think every island should have a miniboss and a final boss, what do you think? Anyway, in total, that's 16 levels and two bosses which should be enough for milestone 1. (If not, the Snow and Sky levels fit in there, too, but maybe you should save some of the good levels for the second island :-)) For this setting, the world map should include a rather large cave, a small ice fortress, a bridge and a castle on an overall icy surface. If you agree, I'll start polishing up the levels mentioned above. That is, as soon as I can compile flexlay again, which returns the following errors: tile_selector.cxx: In member function `void TileSelector::draw()': tile_selector.cxx:111: error: 'class CL_Display' has no member named ' push_modelview' tile_selector.cxx:112: error: 'class CL_Display' has no member named ' add_translate' tile_selector.cxx:150: error: 'class CL_Display' has no member named ' pop_modelview' Has anyone got an idea what's wrong? Marek |