Re: [Super-tux-devel] Quick test
Brought to you by:
wkendrick
From: Bill K. <nb...@so...> - 2004-05-04 23:25:12
|
On Wed, May 05, 2004 at 01:00:08AM +0200, Duong-Khang NGUYEN wrote: > Hi there, > > I've just finished the 26 levels today, wow :) Between Super Tux testing all last week, using my Zaurus for Internet access at my new home in San Jose, and playing my Atari Lynx the other night, my hands are sore! :^) > And here are some thoughts for > the level designers. By the way, I really appreciate that some guys are > strong enough to throw away the old mint box. Moreover, the "distro" term > has gone. It's a good thing too. I tried hard to do this at the beginning > of 0.0.4 without success... Yeah, sorry. :^) I was really clinging to the 'geeky, anti-Redmond' idea, but I think it's MUCH better to just have our own world, with our own ideas, and make it cute! We're on the way. (Hehe, I say 'we' as if I had anything to do with the excellent art you folks have been pumping out!) > Last but not least, the current graphism is quite impressive ;) Mm-hmm!! > level 12: Can you put the "RuN" panel at the beginning please ! The big gaps > at the start are not easy to jump over. I had to restart from the savegame, > sniff ... > > level 17: blocking hole at the middle of the level, see screenshot at > http://duongkhang.free.fr/supertux/level17_hole.jpg > I couldn't get tux out of there ! D'oh! Hey, I know, we should have an invisible coin box in there, so when Tux tries to jump up, he'll hit it, making it appear. Then he can move to the other side, and jump onto it. e.g.: ## ## ## ## ## x## ## ## ## ## ========== So the player will THINK "oh no! I'm stuck! damnit!", but when they jump to try to get out, they'll find a helpful surprise. :^) <snip> > level 22: a little bit short I did notice that some of the early levels were quite large and nice, and then suddenly some of the later ones were extremely small, in comparison! > level 21 to 23: background filled with iceblock it's harmful to the eyes > man! > > Marek Moeckel: you abused the secret paths ! > > level 26: well done :) The fire balls flying around were really suprising :) I wonder why they aren't "chains" of fire, like in the original SMB? Is it simply so that, in some cases, you could stand under them and duck and be safe? e.g., in Super Tux (and I think certain other, later SMB games), we have: *-> ###o## "o" is the invisible center point where the fire ("*") is attached But in SMB, we get: * * * * ===o=== As if it's a flamethrower, spinning around. And speaking of flames, I have a few ideas I'll post in a sec. :) -bill! |