[Super-tux-devel] Re: Next version plans
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From: matr1x <ma...@sh...> - 2004-05-12 17:57:34
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Since there seems to be a general "what should be and shouldn't be" in=20 SuperTux milestone 2, I thought i'd add my 2 cents I actually only noticed the change in supertux just this week, I'd played a= ll=20 the original Kendrick versions, and they were okay, but they didn't feel li= ke=20 anything more than a proof of concept. I really like the change in=20 direction, and hope I can contribute to it in some fashion. > > over the webpage: http://super-tux.sourceforge.net/milestone2/index.html > > ). > > > > * Vertical scrolling > > > > Already made, there can be a bug here and there, but it is pretty good. > > Now, we only need to make the built-in level editor supporting it... > > Does FlexLay already supports it? > > > > * Auto horizontal scrolling > > > > I believe this is pretty stable by now. > > To enable it, just add the line to the level: > > (hor_autoscroll_speed 0.5) > > Being 0.5 the speed you wish. The velocity is in pixels per the number > > of frames at defines.h. > > > > * Back scrolling > > > > The camera stills needs work. It moves too fast in the beginning what = is > > really annoying and distracting. > > Anyway, you can already make levels supporting it by adding the > > following line: > > (back_scrolling #t) > > #t means true and #f false. > > Note that you also need to be in debug mode (supertux --debug-mode), in > > order to enable it! > > > > * Smart camera > > > > When the camera movement is improved, we can implement it to show more > > stuff ahead Tux when he is running. > > It should also be possible for Tux to be stuff below and upper when > > pressing in the Up and Down keys. This would also mean the use of anoth= er > > key for jumping. > > > > * Butt jump > > > > Ryan already made a simple implementation of this. Currently it destro= ys > > the brick in the bottom after a jump and pressing both the Up and Down > > keys. We still need graphics for it, and also to decide how it will be.= I > > think it should be enabled by keep down pressing after a full jump and = it > > would also create a small earthquake in the ground killing enemies in a > > short distance. Tux would also get stuck for 1.5 second. > > > > * Ice flower > > > > In the end of the first world, Tux got the availability of the ice > > flower...So, we should implement it. > > IMHO, it should be a straight fire and the enemy would froze for 3 > > seconds or so, Tux could then kill them or just run away. > > I think this should not affect ice enemies... I mean, they are already > > frozen :D > > > > The hard work will be the creation of graphics for the enemies... > > > > * 800x600 resolution > > > > I really would like to go for it, but it would mean a lot of artwork. > > We could also just make use of a higher visible area... > > > > * Another world > > > > I would go for an industrial world, as Marek suggested. > > > > * More bad guys > > > > This is mostly artist work. Coding is pretty simple for this kinda of > > stuff, graphics are the worse part. > > > > > > Other nice stuff, not really necessary: > > * Internationalization > > * Info boxes, as those on Yoshi's and SM World. > > > > > > Harder work that should go for another release: > > * sliding, this would be great; > > * swimming; > > * bosses; > > * moving platforms; > > * certainly there are thousands of other cool stuff. > > > > I would like to see a few flamming about this :) > > At least, send a replay to say if you agree or don't. > > > > Ricardo Cruz > > > > > > -- > > It's difficult to see the picture when you are inside the frame. > > > > > > ------------------------------------------------------- > > This SF.Net email is sponsored by Sleepycat Software > > Learn developer strategies Cisco, Motorola, Ericsson & Lucent use to > > deliver higher performing products faster, at low TCO. > > http://www.sleepycat.com/telcomwpreg.php?From=3Dosdnemail3 > > _______________________________________________ > > Super-tux-devel mailing list > > Sup...@li... > > https://lists.sourceforge.net/lists/listinfo/super-tux-devel > > --__--__-- > > Message: 2 > From: Tobias =3D?ISO-8859-1?Q?Gl=3DE4=3DDFer?=3D <tob...@gm...> > To: sup...@li... > Date: Wed, 12 May 2004 15:22:17 +0200 > Subject: [Super-tux-devel] SuperTux 0.1.1 packages > Reply-To: sup...@li... > > Hi all, > > it would be great, if Debian, Mandrake, Redhat, SuSe > and Gentoo (sorry if I forgot your favourite) > fan boys, contributed properly packaged > versions of SuperTux 0.1.1 to the project. > > Thanks in advance. > > Greetz... > > Tobias Gl=C3=A4=C3=9Fer > > > > --__--__-- > > Message: 3 > Subject: Re: [Super-tux-devel] Next version plans > From: Keir Lawson <ke...@th...> > To: sup...@li... > Date: Wed, 12 May 2004 15:01:51 +0100 > Reply-To: sup...@li... > > On Wed, 2004-05-12 at 13:36 +0100, Ricardo Cruz wrote: > > Hey there, > > > > I would like to discuss with you guys the plans for a future version. > > Here goes my suggestions (highly influenced by those that Ingo described > > over the webpage: http://super-tux.sourceforge.net/milestone2/index.html > > ). > > > > * Vertical scrolling > > > > Already made, there can be a bug here and there, but it is pretty good. > > Now, we only need to make the built-in level editor supporting it... > > Does FlexLay already supports it? > > > > * Auto horizontal scrolling > > > > I believe this is pretty stable by now. > > To enable it, just add the line to the level: > > (hor_autoscroll_speed 0.5) > > Being 0.5 the speed you wish. The velocity is in pixels per the number > > of frames at defines.h. > > > > * Back scrolling > > > > The camera stills needs work. It moves too fast in the beginning what = is > > really annoying and distracting. > > Anyway, you can already make levels supporting it by adding the > > following line: > > (back_scrolling #t) > > #t means true and #f false. > > Note that you also need to be in debug mode (supertux --debug-mode), in > > order to enable it! > > > > * Smart camera > > > > When the camera movement is improved, we can implement it to show more > > stuff ahead Tux when he is running. > > It should also be possible for Tux to be stuff below and upper when > > pressing in the Up and Down keys. This would also mean the use of anoth= er > > key for jumping. > > > > * Butt jump > > > > Ryan already made a simple implementation of this. Currently it destro= ys > > the brick in the bottom after a jump and pressing both the Up and Down > > keys. We still need graphics for it, and also to decide how it will be.= I > > think it should be enabled by keep down pressing after a full jump and = it > > would also create a small earthquake in the ground killing enemies in a > > short distance. Tux would also get stuck for 1.5 second. > > > > * Ice flower > > > > In the end of the first world, Tux got the availability of the ice > > flower...So, we should implement it. > > IMHO, it should be a straight fire and the enemy would froze for 3 > > seconds or so, Tux could then kill them or just run away. > > I think this should not affect ice enemies... I mean, they are already > > frozen :D > > > > The hard work will be the creation of graphics for the enemies... > > > > * 800x600 resolution > > > > I really would like to go for it, but it would mean a lot of artwork. > > We could also just make use of a higher visible area... > > > > * Another world > > > > I would go for an industrial world, as Marek suggested. > > > > * More bad guys > > > > This is mostly artist work. Coding is pretty simple for this kinda of > > stuff, graphics are the worse part. > > > > > > Other nice stuff, not really necessary: > > * Internationalization > > * Info boxes, as those on Yoshi's and SM World. > > > > > > Harder work that should go for another release: > > * sliding, this would be great; > > * swimming; > > * bosses; > > * moving platforms; > > * certainly there are thousands of other cool stuff. > > > > I would like to see a few flamming about this :) > > At least, send a replay to say if you agree or don't. > > > > Ricardo Cruz > > something to add: > visible checkpoints: so you actually know when youve passed them, also > more of a bug but tux should fall down 1 blocks worth holes unless he is > running, currently he can walk over them easily > > Keir Lawson > > > > --__--__-- > > Message: 4 > From: Ricardo Cruz <ri...@ae...> > To: sup...@li... > Subject: Re: [Super-tux-devel] gettext, patch > Date: Wed, 12 May 2004 15:25:08 +0100 > Reply-To: sup...@li... > > > Hey Fred, > > I18n support would be pretty cool, but I don't think your patch should be > applied right now. First, we need to add support for accent letters or el= se > it would be useless for every European language... > Benjamin, could you work on that? :) > Anyway, I'll keep your patch and it will be used later. > > And could you fix that VERSION thing, thx :) > > Ricardo Cruz > > Em Quarta, 12 de Maio de 2004 14:05, o Frederic Rodrigo escreveu: > > Hi, happy SuperTux developer. > > > > I have done a patch to make ready the source to support gettext. I have > > add all necessary "_()"; only on message for user (not error message for > > developer). > > In order to done this I have done some code modification > > - edit the leveleditor.cpp to done help more easier to translate > > - edit some use of VERSION in order to be translatable > > To have gettext up, anyone can done the gettextize structure. > > > > An other thing, the VERSION macro is not fill. But used in the code: > > for example "supertux --version" don't give the version. > > > > > > Fred. > > --- > > http://f.rodrigo.free.fr/ > > -- > Civilization is fun! Anyway, it keeps me busy!! > > > --__--__-- > > Message: 5 > Date: Wed, 12 May 2004 09:07:23 -0600 > From: Ryan Flegel <rf...@gm...> > To: sup...@li... > Subject: Re: [Super-tux-devel] Next version plans > Reply-To: sup...@li... > > On Wed, 12 May 2004 15:14:48 +0200, Tobias Gl=3DE4=3DDFer <tobi.web@gmx.d= e> > wro=3D > > te: > > The 0.1.x series is for bugfixing only from now on. > > The 0.2.x versions will be started now and are equivalent to the 0.0.x > > series (which means, that new features are a top priority). > > This efforts will result in the 0.3.x series aka 1.0.x. > > I like that idea, but it's too bad we can't have odd-numbered > y-versions to be the experimental tree (like the Linux kernel). For > example, the "1.0" release will actually be "1.1" when it's stable. > Maybe we should jump a few numbers now (ie, skip 0.2.x)? > > --=3D20 > Ryan > > > --__--__-- > > Message: 6 > Date: Wed, 12 May 2004 09:15:12 -0600 > From: Ryan Flegel <rf...@gm...> > To: sup...@li... > Subject: Re: [Super-tux-devel] Next version plans > Reply-To: sup...@li... > > On Wed, 12 May 2004 13:36:17 +0100, Ricardo Cruz <ri...@ae...> wrote: > > * Back scrolling > > > > The camera stills needs work. It moves too fast in the beginning what = is > > really annoying and distracting. > > Anyway, you can already make levels supporting it by adding the > > following line: > > (back_scrolling #t) > > #t means true and #f false. > > Note that you also need to be in debug mode (supertux --debug-mode), in > > order to enable it! > > Actually, I changed that yesterday. The backscroll code is always used > now so all you have to do is add (back_scrolling #t) to your level > file to enable it. --debug-mode is no longer required. > > > * Butt jump > > > > Ryan already made a simple implementation of this. Currently it destro= ys > > the brick in the bottom after a jump and pressing both the Up and Down > > keys. We still need graphics for it, and also to decide how it will be.= I > > think it should be enabled by keep down pressing after a full jump and = it > > would also create a small earthquake in the ground killing enemies in a > > short distance. Tux would also get stuck for 1.5 second. > > Another result of the earthquake could be that the enemies get flipped > upside down for X seconds (btw, this should probably make spikies > vulnerable to jump attack). Tux wouldn't get stuck in this case. > > > * Ice flower > > > > In the end of the first world, Tux got the availability of the ice > > flower...So, we should implement it. > > IMHO, it should be a straight fire and the enemy would froze for 3 > > seconds or so, Tux could then kill them or just run away. > > I think this should not affect ice enemies... I mean, they are already > > frozen :D > > I agree. The frozen enemies should also be kickable like MrIceBlocks. > > > * 800x600 resolution > > > > I really would like to go for it, but it would mean a lot of artwork. > > We could also just make use of a higher visible area... > > Yeah, this would require a lot of work. I think from now one we should > get 256x256 xcf files from graphic artists. This way we can always > resize in the future. > > > * Another world > > > > I would go for an industrial world, as Marek suggested. > > I would personally like to see an tropical forest-type world. It would > be a nice change from all the snow :) > > > Harder work that should go for another release: > > * sliding, this would be great; > > * swimming; > > * bosses; > > * moving platforms; > > * certainly there are thousands of other cool stuff. > > I'd like to see moving platforms and bosses in this release. > > Another thing (maybe for future releases) is sublevels. > > -- > Ryan > > > --__--__-- > > Message: 7 > Date: Wed, 12 May 2004 18:19:52 +0200 > From: "Benjamin P. Jung" <bp...@gm...> > To: sup...@li... > Subject: Re: [Super-tux-devel] gettext, patch > Reply-To: sup...@li... > > Ricardo Cruz wrote: > >Hey Fred, > > > > I18n support would be pretty cool, but I don't think your patch should = be > >applied right now. First, we need to add support for accent letters or > > else it would be useless for every European language... > > Benjamin, could you work on that? :) > > Sure! > I don't think I'm going to extend the "old" ATARI style letters since > that might get very compliated ... we'll see. > My handwriting on the other hand should be easily extensible ... maybe > not today but surely tomorrow or the > day after tomorrow ... :-) Let you know when I can present you with > first results... > I'll be going ahead in usual ASCII order, right? > > btw, > did you check-out my new squished flying snowball graphics?!?! --> > http://www.phreakzone.com/tmp/index.html > I also did a nice flying platform (yessss... I know: past Milestone2 > stuff it is) and two signs that could be useful for > decorating levels. > > > > > Benjamin > > > --__--__-- > > Message: 8 > From: Ricardo Cruz <ri...@ae...> > To: sup...@li... > Subject: Re: [Super-tux-devel] Next version plans > Date: Wed, 12 May 2004 16:12:27 +0100 > Reply-To: sup...@li... > > > Please, don't compare the Linux development with the SuperTux one. > Besides, now without Ingo, our development speed would drop _a lot_! > > Tobias, are you really considering releasing a 1.0, right after the 0.2? > > Ricardo Cruz > > Em Quarta, 12 de Maio de 2004 16:07, o Ryan Flegel escreveu: > > On Wed, 12 May 2004 15:14:48 +0200, Tobias Gl=3DE4=3DDFer <tobi.web@gmx= =2Ede> > > w=3D > > rote: > > > The 0.1.x series is for bugfixing only from now on. > > > The 0.2.x versions will be started now and are equivalent to the 0.0.x > > > series (which means, that new features are a top priority). > > > This efforts will result in the 0.3.x series aka 1.0.x. > > > > I like that idea, but it's too bad we can't have odd-numbered > > y-versions to be the experimental tree (like the Linux kernel). For > > example, the "1.0" release will actually be "1.1" when it's stable. > > Maybe we should jump a few numbers now (ie, skip 0.2.x)? > > =3D2D-=3D20 > Everyone is entitled to my opinion. > > > --__--__-- > > Message: 9 > From: Ricardo Cruz <ri...@ae...> > To: sup...@li... > Subject: Re: [Super-tux-devel] Next version plans > Date: Wed, 12 May 2004 16:09:18 +0100 > Reply-To: sup...@li... > > Em Quarta, 12 de Maio de 2004 16:15, o Ryan Flegel escreveu: > > On Wed, 12 May 2004 13:36:17 +0100, Ricardo Cruz <ri...@ae...> wrote: > > > * Butt jump > > > > > > Ryan already made a simple implementation of this. Currently it > > > destroys the brick in the bottom after a jump and pressing both the Up > > > and Down keys. We still need graphics for it, and also to decide how = it > > > will be. I think it should be enabled by keep down pressing after a > > > full jump and it would also create a small earthquake in the ground > > > killing enemies in a short distance. Tux would also get stuck for 1.5 > > > second. > > > > Another result of the earthquake could be that the enemies get flipped > > upside down for X seconds (btw, this should probably make spikies > > vulnerable to jump attack). Tux wouldn't get stuck in this case. > > That's a good idea, but I think I would prefer the behavior i described: > enemies in a short range would be killed and Tux would get stuck with the > ass in the ground for a couple of seconds (there has to be a cons, right?= ). > > > > * Ice flower > > > > > > In the end of the first world, Tux got the availability of the ice > > > flower...So, we should implement it. > > > IMHO, it should be a straight fire and the enemy would froze for 3 > > > seconds or so, Tux could then kill them or just run away. > > > I think this should not affect ice enemies... I mean, they are alrea= dy > > > frozen :D > > > > I agree. The frozen enemies should also be kickable like MrIceBlocks. > > That could be hard to implement. I suggest to make them just immune to i= t. > > > > * 800x600 resolution > > > > > > I really would like to go for it, but it would mean a lot of artwork. > > > We could also just make use of a higher visible area... > > > > Yeah, this would require a lot of work. I think from now one we should > > get 256x256 xcf files from graphic artists. This way we can always > > resize in the future. > > That's just too much to ask... > > Tobias, do you agree with this transition? > If yes, what would be better: resizing images (we would have to resize > without interpolation and then polish them) or just enlarge the visible > area? > > > > * Another world > > > > > > I would go for an industrial world, as Marek suggested. > > > > I would personally like to see an tropical forest-type world. It would > > be a nice change from all the snow :) > > Maybe for a 3rd world... i vote for an industrial one. > > > > Harder work that should go for another release: > > > * sliding, this would be great; > > > * swimming; > > > * bosses; > > > * moving platforms; > > > * certainly there are thousands of other cool stuff. > > > > I'd like to see moving platforms and bosses in this release. > > I don't see how we will be able to make it. i mean that would require so= me > sort of scripting. > > > Another thing (maybe for future releases) is sublevels. > > Oh, i forgot that. Maybe we could implement that in time for the next > release. > > Ricardo Cruz > > -- > Women sometimes forgive a man who forces the opportunity, but never a man > who misses one. > -- Charles De Talleyrand-Perigord > > > --__--__-- > > Message: 10 > Date: Wed, 12 May 2004 09:57:35 -0600 > From: Ryan Flegel <rf...@gm...> > To: sup...@li... > Subject: Re: [Super-tux-devel] gettext, patch > Reply-To: sup...@li... > > On Wed, 12 May 2004 18:19:52 +0200, Benjamin P. Jung <bp...@gm...> wro= te: > > I don't think I'm going to extend the "old" ATARI style letters since > > that might get very compliated ... we'll see. > > Yeah.. that might get really complicated. Maybe you could make a > legible small handwritten font? :P I dunno.. > > > My handwriting on the other hand should be easily extensible ... maybe > > not today but surely tomorrow or the > > day after tomorrow ... :-) Let you know when I can present you with > > first results... > > I'll be going ahead in usual ASCII order, right? > > Well, the accented chars are higher up in ASCII, but yeah. you might > want to leave blank a few lines of uncessary chars.. or just remove > those lines altogether. > > > btw, > > did you check-out my new squished flying snowball graphics?!?! --> > > Sure did. Committed it to CVS. > > > I also did a nice flying platform (yessss... I know: past Milestone2 > > stuff it is) and two signs that could be useful for > > decorating levels. > > I'd like to see the platforms in milestone2 myself.. we'll see. |