Re: [Super-tux-devel] More comments :^)
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From: Matze B. <ma...@br...> - 2004-04-27 10:54:42
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On Tue, 27 Apr 2004, Bill Kendrick wrote: > > Okay, I was able to play some of the levels that were segfaulting for me > yesterday (seems to have been all of the levels with the cool rock-and-wood > background???) > > When compiling, I had some issues with OpenGL functions not being available > (complaints, even though I told ./configure to disable OpenGL support > completely!) I hacked my way around the issues in the code, though. > (Just commented out some references to OpenGL stuff.) Currently there's a problem with the auto-stuff. If configure.ac has changed and you type make, it is automagically recreating the configure script. However it always misses the opengl macro then. So you have to manually rerun autogen.sh then and everything should work fine again. > > A few notes from tonight: > > * Sometimes when I kick an iceblock, Tux gets stuck in the 'kicking' > pose. He slides around (left and right) on one foot. ;^) > > * I noticed yesterday that when I kill Iceblocks (bonk them from below, > shoot them with a fireball, or hit them with another iceblock), they > just disappeared, rather than fell off the screen like the rest. > Tonight I discovered that sometimes they DO fall off the screen, but > it seems to be a few seconds later. (e.g., they disappear, and then > as I'm walking away, they'll reappear, falling off the screen, behind me) That's mainly because an image for the falling iceblocks is missing. Still a point for the TODO list :) > > * I like that Tux keeps his powers between levels! > > * Yesterday, I suggested that when you beat a level, you advance auto- > matically on the map. I thought someone said they changed it to do that. > It still doesn't seem to for me. :^) FOr me it is like that now. Maybe try updating again. > > * In one level ("Fridge"?), there's a spot where you need to bounce off > a number of helisnowballs to get from one side of a chasm to the other. > It's EXTREMELY difficult! I died many times, and eventually was able > to do it. (Went from big tux carrying an iceblock, to little tux with > no iceblock. OUCH!) I suggest making that bit easier. :^/ > > * I like the new automated moving on the map. However, it's a little > slow. I don't think the animation should be sped up, however... > but I do think you should be able to 'interrupt' your move, > if you decide to go back the other direction. (e.g., if you're > heading from Pt. A to Pt. B, you should be able to push the opposite > direction to head back to Pt. A... right now, you have to wait until > Tux gets all the way to Pt. B before you can control him again!) > > * Some of the level names and content (e.g., they're underground, or have > lots of bridges and water) don't correspond to what you see on the map. > (e.g., "why is this a bridge level, when I'm surrounded by land on the > map!?") I think that for levels where you're underground, the trail on > the map should somehow denote that (e.g., maybe a mountain or forest > there, to explain WHY you're not above ground... and then somehow show > the tunnel 'underneat', alpha blending Tux while he moves around there.) Something for the TODO :) But I'd suggest to wait with this after milestone 1. (As drawing the new graphics means some work I guess) > > I dunno... *shrug* Not TOTALLY important, but it'd be nice to have > consistency. :^) (Besides, you see a big castle on the map when you > go to a castle!) > > * I've noticed some bad-guys 'moon walking' (e.g., facing left, but > moving right) Seems to have to do with when they bump into each other > a lot. that's when they bump into a flame mainly. Are there other cases where this happens? > > * I played the Nolok Castle level, and I have to admit, I was kinda > disappointed that there was no (mini-)boss there. :^) later :) Someone put it in the TODO for milestone2. > > * I like the "Loading..." Thanks! :^) > > * I like that you can kill a guy by touching him with an iceblock > while you carry it. Thanks! :^) > > * I like the cool 'checkered flag' poles at the end of levels, now! > (Or perhaps they were just on levels I didn't get to play til tonight?) no, they're new :) > > and finally... > > > * One final problem I just remembered... At one point I was jumping on > top of an iceblock who was bouncing back and forth very fast. > (There were two blocks of empty space between the walls he was bouncing > back and forth on.) It was cool because I was able to get lots of > multiplier points (e.g., 450.. 475... 500 points for jumping on him!) > However, it was VERY difficult to STOP jumping on him! > > I think there needs to be a 'safety' in this situation. e.g., if you've > bounced on the same iceblock SO many times in a row, he should just > die (fall off the screen), so that you don't get trapped and run out of > time (or get bored!) because you cannot move! :^) Yep good idea. My personal highscore is ~3000000 points because of abusing this bug ;-) > > > Okay, one more... > > * I've seen ice (that you slip on), and fish (that jump out of the water). > Are they not used anywhere in any levels? And what's with so few > 'boxes' to break! That was half the fun in Super Mario Bros!... > destroying the structure of a level to find goodies! ;^) > > > Anyway, thanks guys! It's even cooler today than it was yesterday! > > -bill! > Greetings, Matze |