Re: [Super-tux-devel] Forest World Map < submission
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From: Ricardo C. <ri...@ae...> - 2005-03-09 15:44:13
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Hi there, Personally, I would try to avoid the mistake done in the Ice World that is= to=20 put similar levels together. I believe there has been an agreement to=20 distribute things better like in Super Mario, so that the game didn't turn= =20 boring so quickly. Cheers, Ricardo Em Ter=E7a, 8 de Mar=E7o de 2005 16:04, o Marek escreveu: > The current plans for the forest world are the following: First, the > forest is light and friendly (grumbel's forest test level catches the > atmosphere very well, IMHO). At some point, the forest should turn into > a ghost forest; this could be done either by splitting the world into > two independent parts representing light and dark forest, or, if it's > worth the effort, to create a ghostforest equivalent for each forest > tile, so the whole world could be turned into a ghost forest by simply > triggering a certain event (similar to beating the secret Star Road > special levels in SMW, which changed the appearance of most enemies). > I agree that you should reuse the water tiles (and maybe other tiles, > too, that you consider fitting). That way, it might be easier to keep > the graphics consistent. Of course you can do it the other way round as > well: If you have a better water tileset, make sure that it fits into > the ice tileset so it can be used for both worlds. > Additionally, you should try to keep the sizes of roads, buildings, > trees etc consistent. (I assume you did pay attention to that, but I > can't tell from the screenshots if you did, that's why I mentioned it.) > > When you draw background images, remember that most levels will scroll > in all directions, so we'll probably need tilable background images. I'm > not sure how this will be done, though; a good way might be to split > background images into three parts: A sky and ground part with fixed > height (horizontally tilable) and a middle part consisting of normal > tiles. That way we could have, for example, rows of trees with tree tops > at the top and roots at the bottom of the level, independent from the > level's height and width. > > Marek > > P.S. There haven't been any CVS updates for quite a while now; I'm > really busy at the moment, but I will continue working on Supertux in > late march. How about you other guys? I think we'll especially need > Matze's help on the code side, since he seems to be the only one who > fully understands it at the moment. :-) > > Jonas B=E4hr wrote: > >Am Dienstag, 8. M=E4rz 2005 14:14 schrieb Iv=E1n S=E1nchez Ortega: > >>Hhhmm. Looks too dark. The color scheme should be clearer, in order to > >> fit the ice world's colors. Maybe you should reuse the water and tree > >> tiles in your map: that would make world maps consistent. > > > >In fact I like the dark setting... What about that: The first levels are > > light (like the ice-world) and the other half is a forest only lit by t= he > > moon... > > > >Jonas > > ------------------------------------------------------- > SF email is sponsored by - The IT Product Guide > Read honest & candid reviews on hundreds of IT Products from real users. > Discover which products truly live up to the hype. Start reading now. > http://ads.osdn.com/?ad_id=3D6595&alloc_id=3D14396&op=3Dclick > _______________________________________________ > Super-tux-devel mailing list > Sup...@li... > https://lists.sourceforge.net/lists/listinfo/super-tux-devel =2D-=20 Matter will be damaged in direct proportion to its value. |