[Super-tux-commit] supertux TODO,1.74,1.75
Brought to you by:
wkendrick
From: Matze B. <mat...@us...> - 2004-11-18 23:32:57
|
Update of /cvsroot/super-tux/supertux In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv15807 Modified Files: TODO Log Message: moved my personal scons todo to the global one, so that someone else can work on it (I'll concentrate on collision detection rewrite first) Index: TODO =================================================================== RCS file: /cvsroot/super-tux/supertux/TODO,v retrieving revision 1.74 retrieving revision 1.75 diff -u -d -r1.74 -r1.75 --- TODO 18 Aug 2004 10:44:15 -0000 1.74 +++ TODO 18 Nov 2004 23:32:45 -0000 1.75 @@ -17,22 +17,35 @@ ?: bug or feature? - needs discussion +--Scons-- + * [H] Add an install target + * [H] Generate the config.h file + * [M] improve opengl check to work on win32 and eventually more strange + systems again + * [H] Make sure compilation on win32 and cross-compilation works + * [M] compile some test executables to test for SDL, SDL_mixer and SDL_image. + Also test for version of SDL_mixer and SDL_image + * [M] Create a distclean target + * [M] Create a dist target + * [M] Add instructions to the README + * [L] If all of the [H] and [M] issues are fixed, remove autoconf/automake + * [L] Take a look if it is possible to make it a bit more quiet. + +--Miscelaneous-- [?] Default keyboard setup should change. Up will be needed for other features like going through doors and looking up, etc. - Ricardo: IMO, there should be the following keys for the following actions: - Up arrow - Look up + Up arrow - Look up / activate Down arrow - Look down / duck Left arrow - Left move Right arrow - Right move Ctrl - Run / Power - Alt - Jump - Not sure if Open doors action would be attributed to Up or Ctrl... + Space - Jump [H] Worldmap should have a flag to allow to go to another map after finishing a level from that one. - It might be cool to have a (place group in the worldmap file that would allow - such stuff as: levels, messages, wrapping and worldmap changing (or even - combinations). + It might be cool to have a (place group in the worldmap file that would + allow such stuff as: levels, messages, wrapping and worldmap changing + (or even combinations). [H] Change resolution to 800x600 - Levels need to be updated to resolution - half of the levels have been already updated @@ -54,13 +67,10 @@ - New forest tileset - Badguy sprites - Tux's buttjump animation -[H] Backgrounds should be square tiles instead of just tiling one image - - Useful for vertical scrolling when we only want a sky background on the - top of the level - - Support for this is already available using a paralax tilemap layer [H] Background code have the following bugs: - Gradient in software rendering doesn't currently work (at least here). - Images tiling code sucks resulting in glitches and unecessary drawings. + Matze: can you give more details? The code looks perfectly fine to me [M] There are some weird graphical glitches when Tux bumps more than one block at the same time @@ -72,8 +82,10 @@ [M] You shouldn't be able to stand on invisible blocks, before you bumped them the roof [M] Implement Unisolid type for tiles (where collisions from below are ignored). -[M] Menu doesn't jump titles, and doesn't seem to like having menu entries created - after initialization. + - done +[M] Menu doesn't jump titles, and doesn't seem to like having menu entries + created after initialization. + Matze: what does "menu doesn't jump titles" mean? [L] Allow any object to be inside of a [?] box, ie. trampoline or badguy - Not sure if this would be gameplay wise. @@ -85,8 +97,6 @@ instead of fall, pause mode doesn't seem to have this problem, only menu) [L] catch exceptions thrown by lispreader -[L] we only have a global counter for multiple coin blocks. This should be handled - per block. - Why is this a bad thing? It avoids unnecessary cpu and memory use. Beyond Milestone2 ----------------- |