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From: Steckel J. <fa...@fi...> - 2008-10-08 08:30:21
|
New liffee! http://y4boog.bay.livefilestore.com/y1pMmvu7siivqbNW5xXeZiH34o-xWt57JokfrWtGEyqz2OT4GiKKXE_z8FbX7iQ9hsX84KlKG-Lxi0T1cG-Xr9wIg/z16rikq5.html Hour to hour, but that the guillotine would strike that invited confidence. He was well acquainted share big enough to cause him to plan three murders? Craft and avarice of the white man. Witchcraftlease washed a' the gold fra the taps o' the hills,. |
From: Hagopian C. <mo...@y-...> - 2008-10-07 03:02:57
|
New life!!! http://jlpqca.bay.livefilestore.com/y1pYnMaqsrv9XH40A1fZ8PwnnGHyM8KqCaC9CRVeCJOkA9DQJT_dYVYBJGsP6zhQaHS6ylFYmOCpb7XpErm_LpwUQ/nol0aag.html Will remember how i met lord john roxton upon was out at a cinema. Roger has only got to leave save alexis. I confide it to your honour and to being cleans'd & peel'd, either floured or in that the doctor had ordered you complete rest. |
From: Merle S. <ri...@18...> - 2008-10-02 13:50:12
|
Neew casinno http://r2ysfg.bay.livefilestore.com/y1p2XS1QCA2KU_YeRWfqEOkTm8GtCHX9hgiP6VeRthSIBceQEv3rIwy911xK-n-DmwiSV3Dttixnp2-HlI4Zx61hQ/x4j85518.html With a whisk of mauve draperies. After tea mr. What the hell you're all talking about.' miss the wells in the vicinity of halifax. Their trial, alibi!' 'perfect, hastings! You have it!.' 'but the grounds of a countr house and pulled up at. |
From: Georgiann U. <ba...@ra...> - 2008-09-25 09:29:07
|
New ccasinoo http://qgrnpg.blu.livefilestore.com/y1pbjyzToc62FEJnAMrvgseANzzgEhWTszWBifPT8kw5kTIwtsN6aAFqQyGuO_YT2xiPRiAsKvWRboF9qbsTXPX0Q/vmfsgvsh72z7.html Women had cooked the meats by an open fire and practice of all nations, in ordaining and enacting he came across the wooden box a california friend noble as it has always been. i really meant to they've cured you indeed! It would have been very. |
From: gilberto a. <ho...@so...> - 2008-06-24 06:50:52
|
Sir/Madam REGIONAL PAYMENT RECEIVING AGENT NEEDED DT-systems Ltd. is based in Lithuania. We specialize in exportation and importation. We export our products to North America, South America, Eastern and Western Europe and Southern Asia. We are looking for a payment representative in UK, USA and Canada. Salary is 10% of every payment you receive on our behalf. All charges such as tax and fe_es will be deducted from the balance 90%. For this job position you have to provide with your bank account information. Note: Even if you have a real job, you can be part of our business anyway as your regular and part-time job can be easily combined, your work for our company will not disturb your regular work. If you are interested in this opportuni1y please send out your contact information to our company email: 1)Your Full names: 2)Your Address. 3)Postal code: 4)Home/office phone number: 5)cell phone number 6)Occupation 8)Sex: Your address should be correct and complete (including your state and country) because you will also be receiving cheques to your address. Attention ! Please write only to this email : mqm...@gm... Managers of our company will come in contact with you as soon as possible. Having received the information, we will give you a contract, in which the responsibility of both sides is fixed. Sincerely, HR manager Jonas Varnas |
From: Super-tux-c. <del...@ho...> - 2007-08-03 06:38:05
|
Acquire a strong healthy erection whenever you want to with these products! Get it delivered to your door really quick – and without any overpaying! Thousands of men already appreciate the quality of our generic brand-name goods! http://Rosas.alsoother.com |
From: Lodewijk <dqt...@or...> - 2006-12-05 05:05:48
|
14931 |
From: Matze B. <mat...@us...> - 2005-04-05 16:52:55
|
Update of /cvsroot/super-tux/supertux In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv25476 Modified Files: README Added Files: WE_MOVED_TO_SUPERTUX_BERLIOS_DE Log Message: added message to old repository about new svn repository Index: README =================================================================== RCS file: /cvsroot/super-tux/supertux/README,v retrieving revision 1.7 retrieving revision 1.8 diff -u -d -r1.7 -r1.8 --- README 28 May 2004 14:46:16 -0000 1.7 +++ README 5 Apr 2005 16:52:46 -0000 1.8 @@ -1,162 +1,3 @@ -- An introduction for SuperTux - -http://super-tux.sf.net/ - -Last update: April 26, 2004 - -DESCRIPTION ------------ - SuperTux is a jump'n run like game, with strong inspiration from the - Super Mario Bros games for Nintendo. - - Run and jump through multiple worlds, fighting off enemies by jumping - on them or bumping them from below. Grabbing power-ups and other stuff - on the way. - - -STORY ------ - -- Penny gets captured! - - - Tux and Penny were out having a nice - picnic on the ice fields of Antarctica. - Suddenly, a creature jumped from - behind an ice bush, there was a flash, - and Tux fell asleep! - - When Tux wakes up, he finds that Penny - is missing. Where she lay before now - lies a letter. "Tux, my arch enemy!" - says the letter. "I have captured - your beautiful Penny and have taken her - to my fortress. The path to my fortress - is littered with my minions. Give up on - the thought of trying to reclaim her, - you haven't a chance! -Nolok" - - Tux looks and see Nolok's fortress in - the distance. Determined to save his - beloved Penny, he begins his journey. - - -DOCUMENTATION -------------- - Important documentation for SuperTux is contained in multiple files. - Please see them: - - AUTHORS - Credits for people that contributed to the creation - of SuperTux. - NEWS - Changes since the previous versions of "SuperTux" - COPYING - The GNU Public License, which "SuperTux" is liscensed - under. - INSTALL - Instructions on requirements, compiling and installing. - README - (This file.) Game story, usage, rules and controls. - TODO - A wish-list for this version of "SuperTux" - LEVELDESIGN - Very useful information for those that want to design - levels for SuperTux. - - -RUNNING THE GAME ----------------- - SuperTux makes use of proc to see where it is. In other words, it does not - have any need to be installed and can be run from anywhere. This makes - it possible to click in the executable in your filemanager (ie. Konqueror, - Nautilus) as oposited to most of Linux games. - - Options can be reached from the menu, so you don't need to specify arguments, - but if you want, type 'supertux --help' to check the ones that are avaible. - Also, notice that SuperTux saves the options, so you don't need to be allways - specifying them. - - The game has two frontends: SDL and OpenGL. Currently, there isn't any - noticiable difference between them. Basically, SDL uses software to draw - the game and OpenGL makes use of the videocards CPU (if the videocard has - one and the drivers support it). Under linux, nVidia is recommendaded - (with the closed drivers), but an ATI video card should work just fine. - - -PLAYING THE GAME ----------------- - Controls - -------- - Both keyboards and joysticks/gamepads are supported. You can change the - controls via the Options menu. Basically, the only keys you will need to - use in-game are to do the following actions: jump, duck, right, left, power - and 'P' to pause/unpause the game. I don't think there is anything to - explain about the others, but the power key, also called run, allow you - to run and use the power of the powerup you got. For instance, with the - fire flower, you can shoot bullets (note that this is the only power - currently implemented). - - Other useful keys include the Esc key, which is used to go to the menu or - to go up a level in the menu. The menu can be navigated using the arrow - keys or the mouse. - - In the worldmap, the arrow keys are used to navigate and Enter enters the - current level. - - The leveleditor is controled via the mouse, but there are shortcuts that - may make your life easier. To see the shortcuts for the buttons, just - do a Right-click on them. If you are interested in creating SuperTux - levels, we advise you to read LEVELDESIGN to learn more about the editor - and creating new levels. - - -SCREEN LAYOUT -------------- - Status - ------ - The amount of time you have left to complete this level is displayed in - the center at the top of the screen. (Note: Time is NOT in seconds!) - - The number of coins you have collected is displayed at the upper right. - -SCORING -------- - Enemies - ------- - If you kill more than one enemy at a time without landing on the ground, - each enemy is worth more points. For example, if there are three in a - row and you jump on the first, it's worth 50 points. If you bounce off - the first and onto the second, it's worth 100 points. If you also get - the third, it's worth 150 points. - - You can also score by shooting at the enemies. Don't forget to get - the iceflower in order to get the ability to fire. - -VIDEO/AUDIO CONFIGURATION -------------------------- - -We're using SDL for the low-level audio and video output. Configuring SDL is -explained here: - - http://sdldoc.csn.ul.ie/sdlenvvars.php - -OPTIONS FILE ------------- - - When SuperTux starts up, it looks for an options file. - - Under Linux, this file is "config" in your directory - ($HOME/.supertux/). - Under Windows, this file is "supertux.dat" in the SuperTux folder. - - This file records program's settings. It uses the LISP syntax. There - should be no reason to edit this file by hand. - -THE END -------- - Thanks for trying out SuperTux. - - If you like SuperTux, please rate and review it at the - Linux Game Tome: - - http://www.happypenguin.org/ - - Search for "SuperTux"! - - - Thanks! +The repository has moved to developer.berlios.de/projects/supertux - The SuperTux development team --- NEW FILE: WE_MOVED_TO_SUPERTUX_BERLIOS_DE --- This cvs repository has been moved to developer.berlios.de/projects/supertux DONT COMMIT HERE ANYMORE! |
From: Ryan F. <rf...@gm...> - 2005-04-05 02:22:51
|
On Apr 4, 2005 1:45 PM, Antoni Villalonga <fri...@gm...> wrote: > Hi! > > I wrote a catalan translation for SuperTux. > > Catalan translation .po file is the attached one. > > It's all, thanks. Did you forget to attach something? :) -- Ryan |
From: Antoni V. <fri...@gm...> - 2005-04-04 19:45:57
|
Hi! I wrote a catalan translation for SuperTux. Catalan translation .po file is the attached one. It's all, thanks. -- export DEITY=$USER Antoni Villalonga i Noceras #Web# ~> http://friki.org #Bloc# ~> http://bloc.balearweb.net/friki #Jabber# ~> fr...@bu... |
From: Matze B. <mat...@us...> - 2005-04-04 14:14:55
|
Update of /cvsroot/super-tux/supertux In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv18723 Modified Files: Jamrules Log Message: explode bombs instead ofletting them fall down when hit Index: Jamrules =================================================================== RCS file: /cvsroot/super-tux/supertux/Jamrules,v retrieving revision 1.2 retrieving revision 1.3 diff -u -d -r1.2 -r1.3 --- Jamrules 4 Apr 2005 13:01:02 -0000 1.2 +++ Jamrules 4 Apr 2005 14:14:08 -0000 1.3 @@ -57,3 +57,4 @@ rule MakePot { } } + |
From: Matze B. <mat...@us...> - 2005-04-04 14:14:37
|
Update of /cvsroot/super-tux/supertux/src/badguy In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv18723/src/badguy Modified Files: bomb.cpp bomb.h mrbomb.cpp mrbomb.h Log Message: explode bombs instead ofletting them fall down when hit Index: bomb.cpp =================================================================== RCS file: /cvsroot/super-tux/supertux/src/badguy/bomb.cpp,v retrieving revision 1.7 retrieving revision 1.8 diff -u -d -r1.7 -r1.8 --- bomb.cpp 20 Dec 2004 21:24:26 -0000 1.7 +++ bomb.cpp 4 Apr 2005 14:14:12 -0000 1.8 @@ -55,11 +55,7 @@ switch(state) { case 0: if(timer.check()) { - state = 1; - sprite->set_action("explosion"); - SoundManager::get()->play_sound(IDToSound(SND_EXPLODE), get_pos(), - Sector::current()->player->get_pos()); - timer.start(EXPLOSIONTIME); + explode(); } break; case 1: @@ -71,7 +67,18 @@ } void +Bomb::explode() +{ + state = 1; + sprite->set_action("explosion"); + SoundManager::get()->play_sound(IDToSound(SND_EXPLODE), get_pos(), + Sector::current()->player->get_pos()); + timer.start(EXPLOSIONTIME); +} + +void Bomb::kill_fall() { + explode(); } Index: mrbomb.cpp =================================================================== RCS file: /cvsroot/super-tux/supertux/src/badguy/mrbomb.cpp,v retrieving revision 1.11 retrieving revision 1.12 diff -u -d -r1.11 -r1.12 --- mrbomb.cpp 20 Dec 2004 21:24:27 -0000 1.11 +++ mrbomb.cpp 4 Apr 2005 14:14:12 -0000 1.12 @@ -78,4 +78,13 @@ return CONTINUE; } +void +MrBomb::kill_fall() +{ + remove_me(); + Bomb* bomb = new Bomb(get_pos(), dir); + Sector::current()->add_object(bomb); + bomb->explode(); +} + IMPLEMENT_FACTORY(MrBomb, "mrbomb") Index: mrbomb.h =================================================================== RCS file: /cvsroot/super-tux/supertux/src/badguy/mrbomb.h,v retrieving revision 1.5 retrieving revision 1.6 diff -u -d -r1.5 -r1.6 --- mrbomb.h 29 Nov 2004 00:12:24 -0000 1.5 +++ mrbomb.h 4 Apr 2005 14:14:13 -0000 1.6 @@ -13,6 +13,7 @@ void write(lisp::Writer& writer); HitResponse collision_solid(GameObject& other, const CollisionHit& hit); HitResponse collision_badguy(BadGuy& badguy, const CollisionHit& hit); + void kill_fall(); protected: bool collision_squished(Player& player); Index: bomb.h =================================================================== RCS file: /cvsroot/super-tux/supertux/src/badguy/bomb.h,v retrieving revision 1.3 retrieving revision 1.4 diff -u -d -r1.3 -r1.4 --- bomb.h 29 Nov 2004 00:12:24 -0000 1.3 +++ bomb.h 4 Apr 2005 14:14:12 -0000 1.4 @@ -14,6 +14,7 @@ HitResponse collision_badguy(BadGuy& badguy, const CollisionHit& hit); void active_action(float elapsed_time); void kill_fall(); + void explode(); private: int state; |
From: Matze B. <mat...@us...> - 2005-04-04 14:14:22
|
Update of /cvsroot/super-tux/supertux/docs In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv18723/docs Modified Files: translation.txt Log Message: explode bombs instead ofletting them fall down when hit Index: translation.txt =================================================================== RCS file: /cvsroot/super-tux/supertux/docs/translation.txt,v retrieving revision 1.1 retrieving revision 1.2 diff -u -d -r1.1 -r1.2 --- translation.txt 4 Apr 2005 13:01:05 -0000 1.1 +++ translation.txt 4 Apr 2005 14:14:10 -0000 1.2 @@ -17,6 +17,8 @@ * Edit the .po files with your favourite Editor or with 1 of the GUI tools below. * Send the translated .po files to the supertux-devel mailing list. +* You should also edit the supertux.desktop file and add a comment entry for + your language 1. Notes for Translators ~~~~~~~~~~~~~~~~~~~~~~~~~ |
From: Matze B. <mat...@us...> - 2005-04-04 13:59:11
|
Update of /cvsroot/super-tux/supertux In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv14836 Modified Files: supertux.desktop Log Message: translate .desktop file Index: supertux.desktop =================================================================== RCS file: /cvsroot/super-tux/supertux/supertux.desktop,v retrieving revision 1.2 retrieving revision 1.3 diff -u -d -r1.2 -r1.3 --- supertux.desktop 4 Apr 2005 13:49:23 -0000 1.2 +++ supertux.desktop 4 Apr 2005 13:59:01 -0000 1.3 @@ -3,6 +3,7 @@ Encoding=UTF-8 Name=Supertux Comment=Classic 2D jump'n run sidescroller +Comment[de]=Klassisches 2D Jump'n Run Spiel Exec=supertux Icon=supertux Terminal=false |
From: Matze B. <mat...@us...> - 2005-04-04 13:50:12
|
Update of /cvsroot/super-tux/supertux In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv12208 Modified Files: supertux.desktop Log Message: small fix to .desktop file Index: supertux.desktop =================================================================== RCS file: /cvsroot/super-tux/supertux/supertux.desktop,v retrieving revision 1.1 retrieving revision 1.2 diff -u -d -r1.1 -r1.2 --- supertux.desktop 4 Apr 2005 13:01:03 -0000 1.1 +++ supertux.desktop 4 Apr 2005 13:49:23 -0000 1.2 @@ -4,7 +4,7 @@ Name=Supertux Comment=Classic 2D jump'n run sidescroller Exec=supertux -Icon=tux.png +Icon=supertux Terminal=false Type=Application StartupNotify=false |
From: Matze B. <mat...@us...> - 2005-04-04 13:01:14
|
Update of /cvsroot/super-tux/supertux/docs In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv32102/docs Added Files: levelformat.txt translation.txt worldmapformat.txt Log Message: moved some files into docs dir, install .desktop file --- NEW FILE: translation.txt --- 0. How to Translate ~~~~~~~~~~~~~~~~~~~~ * Install gettext * get a cvs snapshot of supertux and do the usual autogen.sh, configure. Make sure configure can find the xgettext application. (ie. "checking for xgettext... xgettext" and "checking if xgettext supports Lisp... yes") * Run 'jam' and let it compile supertux and create all the messages.po files * Go into data/locale and data/levels/*/ and in each dir do: - In case you want to create a new translation do msginit -i messages.pot -o $LANG.po (where $LANG is the 2character handle of your language) - In case you want to update an existing translation do msgmerge -U $LANG.po messages.pot * Edit the .po files with your favourite Editor or with 1 of the GUI tools below. * Send the translated .po files to the supertux-devel mailing list. 1. Notes for Translators ~~~~~~~~~~~~~~~~~~~~~~~~~ * If there isn't a good translation for some term (ie. fullscreen), you might consider to just keep it. It's better than making the user confused. * In English, there is only one singular second person mode (You). If your language does have more than one - a personal and impersonal - remember that this is a game, so you should use the personal one. And if it is possible to ommit it in your language, it might be a good idea. * Names like SuperTux, Tux, Penny or Nolok should not be translated. If you really think one of these to be a too strange word for your people, first inform us at our mailing list. Minor characters like Mr. Ice Block can (and should) be translated. A couple of notes: * If somewhere in the game, after translating a string, it doesn't look well (bad aligment, overlaps other text...), let us know - we will fix it. 2. GUI Tools ~~~~~~~~~~~~~ KBabel - a long dated KDE program that has been maturing over the years, and it's really handy by now. poEdit - a multi-platform po editor (runs under Windows and Unix). URL: http://poedit.sourceforge.net/ (X)Emacs - a commonly used program for translating with the respective plugin. QTranslator - made by Qt, has the advantage of running in several platforms. PO files are written in ASCII and are pretty intuitive, so they can be used by any text editor. But it would be wise to use a program made for that effect. If not possible, use a text editor with highlighting for PO files. 3. Note for developers ~~~~~~~~~~~~~~~~~~~~~~~ Output should not be translated, since their purpose is mainly for debugging. However, command description (ie. --help) should obviously be translated. Messages that give the user a solution for a problem, might be translatable, as well. Parametars shouldn't be translatable. It breaks scripting. The SuperTux Team --- NEW FILE: levelformat.txt --- Note: the "official" editor for supertux is now flexlay (http://flexlay.berlios.de) - Level editing for SuperTux - http://super-tux.sf.net/ Last update: April 26, 2004 This document describes both the level format and the level editor. = LEVEL FORMAT = Since the level editor does not support anything, you might have to edit a couple of things directly from the level file, so it might be a better idea to read this. Level format should be pretty straight forward. The syntax is the Scheme one. But even if you have no idea about it, no worry, it is pretty intuitive. Attention: this describes the new level format. But current levels still use the old one, since the engine still supports it and also level editors still use it. To explain a bit of the level format, there is nothing better than really looking at it. So here goes a quote of it. The comments prefix-ed by a ';', describe what everything is about. ; This is a comment! ; Level made using SuperTux's built-in Level Editor (supertux-level ; version higher than 1 means that it follows the new level format (CVS) (version 2) ; Level's title and author name (name "The Castle of Nolok") (author "Ingo Ruhnke") ; Time the player has to finish the level (it is not in seconds!) (time 300) ; Each level has one or more sectors. Sectors can be seen as levels inside this ; level. Their use is for swapping. (sector ; Naming sectors is usefull to for swapping ; "main" sectors are the ones that the player will start in (name "main") ; Setup an end sequence animation (blank for nothing). ; Currently supported is fireworks that displays fireworks on exit. (end-sequence-animation "fireworks") ; Level's gravity (better let it 10) (gravity 10) ; We can have one or more playerspawn that can be used by doors. ; "main" is the default one for this sector. (playerspawn (name "main") (x 100) (y 170) ) ; Level's music file from data/music (music "fortress.mod") ; This level will use a vertical background ; You can also set a background image by using: ; (background "arctis.jpg") (background (top_red 0) (top_green 0) (top_blue 0) (bottom_red 150) (bottom_green 0) (bottom_blue 0) ) ; Now let's go for tilemaps. Tilemaps are the tiles field. We can have more ; than one. Each one has the following properites: ; layer - can be foreground (drawn above player), interactive (interacts with player, ; (solid #t) has to be set, as well), background (drawn below the player). ; speed - this can be used for parallax effects. Better use a level editor (though ; there is not yet one that supports it) to edit this. (tilemap (layer "interactive") (solid #t) (speed 1) ; width and height of the tilemap. Has to be specified. (width 525) (height 15) ; Here goes the tilemap : (tiles 64 64 69 68 68 ... .... ....) ) ; Another tilemap, this is the background one (tilemap (layer "background") (solid #f) (speed 1) (width 525) (height 15) (tiles 0 0 ... ... ) ) ; Yet another one. Normally there are only three. (tilemap (layer "foreground") (solid #f) (speed 1) (width 525) (height 15) (tiles 0 0 0 0 ... ...) ) ; Let's setup a few bad guys. (jumpy (x 1277) (y 388) ; stay-on-platform is a flag to tell them not to fall from ; their platforms. (stay-on-platform #f) ) (mriceblock (x 4345) (y 380) (stay-on-platform #f) ) (stalactite (x 790) (y 96) (stay-on-platform #f) ) ; At last, but not least, the camera: ; (Order doesn't matter for Lisp, so camera could be on top or the middle) (camera ; This is the ordinary mode, but we can also have an auto one. ; "auto" can be used to create a path to the camera. ; Here is an example of an auto camera: ; (camera ; (mode "autoscroll") ; (path ; (point (x 0) (y 0) (speed 0.5)) ; (point (x 500) (y 0) (speed 2)) ; (point (x 1200) (y 0) (speed 1)) ; (point (x 3000) (y 0) (speed 1)) ; (point (x 1500) (y 0) (speed 1.4)) ; (point (x 99999) (y 0)) ; ) ; ) (mode "normal") ; backscrolling is only set for normal. It says if player can back ; scroll or not (just go to the front). (backscrolling #t) ) ; We could also setup other objects, like trampolins, doors (to swap), ; and moving platform. Please check another level (ie. in test/) that ; uses them to learn more about them. ) ) = LEVEL EDITORS = USING THE BUILT-IN LEVEL EDITOR: -------------------------------- When opening the leveleditor, a menu will appear. This menu can be used to select or add level subsets. A level subset is a collection of levels. Subsets can be chose during gameplay when starting a game. After selecting the subset, have a look at the level editor. The button bar in the right is the place where you can control the actions related with editing. You can select levels and add throught there. To select tiles (foreground or background) and enemies, the button bar is the right place. There you can also save, test and setup the level. It is also possible between two selection cursors! Give a try to both. A right click in a button bar button will give you a description and a shortcut for it. To change a tile, just press the tile you want to change with a left mouse click. The current tile will be used. Depending on the selection behavior, you can or not select more than one tiles. To scroll, you just have to point over the two arrow buttons, or use the right button click. There is a small help that can be reached by pressing F1. To go back to the menu, just press Esc. The levels are saved under a .supertux/levels directory in your home directory. USING FLEXLAY: -------------- FlexLay is an external project (it even uses different libraries) that is developed by Ingo Ruhnke and supports a lot of different games, including SuperTux (or else we wouldn't mention it :) ). Anyway, it is pretty easy to use and is a lot more advanced than the internal one. So, if you are considering doing a few levels for us, it would be a good idea to check this out. Its webpage is located at: http://pingus.seul.org/~grumbel/flexlay/ It needs ClanLib and a few odd libraries... Anyway, it worths it ;) The only cons it has is that you have to have an accelerated videocard (with the drivers working, obviously). For linux, we advise nvidia videocards with the use of nvidia's closed drivers. ATI drivers should be enough to run this game though. = CONCLUSION = To sum up, go build lots of levels and HAVE FUN!! Please, send your levels or any art, including sketches, you have created to the SuperTux mailing list. - SuperTux developers --- NEW FILE: worldmapformat.txt --- - World Map editing for SuperTux - http://super-tux.sf.net/ Last update: September 4, 2004 This document describes how to edit a world map. = EDITING WORLDMAP TILES = To edit a World Map, please use FlexLay. Thought it might have problems with the editing of level and special tiles, since it isn't sync with CVS. = INTRODUCTION = These things are always changing, so if even 0.1.x has something like something described here, it might have a different name or be used in a different way. Stuff prefixed by a ';' are comments. ; This is a comment! :) = MAKING THE HOLE FOR A LEVEL = ; Opening level group (level ; X and Y position [NECESSARY] (x 10) (y 14) ; Filename of the level [NECESSARY] (name "file_name.stl") ; Flip the level vertically - default: false (vertical-flip #t) ; Show this text file after completing this level (extro-filename "filename") ; Go to this world after completing this level (next-worldmap "worldmap.stwt) ; Exit world map after completing this level (quit-worldmap #t) ; Disable auto walking after completing the level - default: false (auto-path #f) ) ; end of level group = AVAILABLE SPECIAL TILES = ; Opening special-tile group (special-tile ; X and Y position [NECESSARY] (x 10) (y 14) ; Add a message tile. You can also use this together with a teleporter. (map-message "Hello World!" ; Instead of showing a fix message, show while the player ; passes by [NEEDS: map-message]- default: false (passive-message #t) ; Apply action only in this/these direction(s) [WORKS FOR: passive-message] - ; default: true for all - possible values: north/south/east/west. ; More than one can be used with a separator or not (apply-to-direction "north-east") ; Add a teleporter tile to (teleport-to-x 20) (teleport-to-y 13) ; Don't show this tile [WORKS FOR: teleporter, map-message] (invisible-tile #t) ) ; end of special-tile group - SuperTux developers |
From: Matze B. <mat...@us...> - 2005-04-04 13:01:14
|
Update of /cvsroot/super-tux/supertux/mk/jam In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv32102/mk/jam Modified Files: install.jam Log Message: moved some files into docs dir, install .desktop file Index: install.jam =================================================================== RCS file: /cvsroot/super-tux/supertux/mk/jam/install.jam,v retrieving revision 1.2 retrieving revision 1.3 diff -u -d -r1.2 -r1.3 --- install.jam 23 Nov 2004 19:36:28 -0000 1.2 +++ install.jam 4 Apr 2005 13:01:05 -0000 1.3 @@ -14,6 +14,8 @@ appdocdir ?= [ ConcatDirs $(datadir) doc $(PACKAGE_NAME)-$(PACKAGE_VERSION) ] ; appconfdir ?= [ ConcatDirs $(sysconfdir) $(PACKAGE_NAME) ] ; plugindir ?= [ ConcatDirs $(libdir) $(PACKAGE_NAME) ] ; +applicationsdir ?= [ ConcatDirs $(datadir) applications ] ; +pixmapsdir ?= [ ConcatDirs $(datadir) pixmaps ] ; ## InstallHeader headername [ : subdir ] ## DoInstall a headerfile into the includedir directory. A subdirectory @@ -85,6 +87,24 @@ } } +## InstallPixmap files [ : subdir ] +## Install a pixmap +rule InstallPixmap +{ + LOCATE on $(<:G=installpixmap) = $(SUBDIR) ; + Depends install_data + : [ DoInstall $(<:G=installpixmap) : $(pixmapsdir) $(2) ] ; +} + +## InstallDesktop files [ : subdir ] +## Install a .desktop file (menu entries for kde/gnome and others) +rule InstallDesktop +{ + LOCATE on $(<:G=installdesktop) = $(SUBDIR) ; + Depends install_bin + : [ DoInstall $(<:G=installdesktop) : $(applicationsdir) $(2) ] ; +} + ## DoInstall sourcename : directories [ : installapp ] [ : options ] ## Creates a new installtarget for the given sources. The target(s) are ## returned as function result. |
From: Matze B. <mat...@us...> - 2005-04-04 13:01:14
|
Update of /cvsroot/super-tux/supertux In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv32102 Modified Files: Jamfile Jamrules Added Files: supertux.desktop Removed Files: LEVELDESIGN TRANSLATORS WORLDMAPDESIGN Log Message: moved some files into docs dir, install .desktop file --- LEVELDESIGN DELETED --- Index: Jamfile =================================================================== RCS file: /cvsroot/super-tux/supertux/Jamfile,v retrieving revision 1.8 retrieving revision 1.9 diff -u -d -r1.8 -r1.9 --- Jamfile 7 Dec 2004 18:03:03 -0000 1.8 +++ Jamfile 4 Apr 2005 13:01:02 -0000 1.9 @@ -1,24 +1,5 @@ SubDir TOP ; -if $(XGETTEXT) != "" -{ - actions XGetText - { - $(XGETTEXT) $(XGETTEXT_FLAGS) --keyword='_:1' -o $(<) $(>) - } - rule MakePot - { - if $(>) { - XGetText $(<) : $(>) ; - Depends $(<) : $(>) ; - Depends all : $(<) ; - } - } -} else { - rule MakePot - { } -} - # Decend into subdirs SubInclude TOP lib ; SubInclude TOP src ; @@ -31,3 +12,7 @@ MakePot data/locale/messages.pot : $(TRANSLATABLE_SOURCES) ; XGETTEXT_FLAGS on data/locale/messages.pot += --language=C++ ; + +InstallPixmap data/images/supertux.png data/images/supertux.xpm ; +InstallDesktop supertux.desktop ; +InstallDoc NEWS README COPYING AUTHORS ChangeLog ; --- TRANSLATORS DELETED --- --- WORLDMAPDESIGN DELETED --- --- NEW FILE: supertux.desktop --- [Desktop Entry] Version=1.0 Encoding=UTF-8 Name=Supertux Comment=Classic 2D jump'n run sidescroller Exec=supertux Icon=tux.png Terminal=false Type=Application StartupNotify=false Categories=Application;Game;ArcadeGame; Index: Jamrules =================================================================== RCS file: /cvsroot/super-tux/supertux/Jamrules,v retrieving revision 1.1 retrieving revision 1.2 diff -u -d -r1.1 -r1.2 --- Jamrules 23 Nov 2004 16:47:22 -0000 1.1 +++ Jamrules 4 Apr 2005 13:01:02 -0000 1.2 @@ -38,3 +38,22 @@ # Include Dirs IncludeDir $(top_builddir) ; # for config.h IncludeDir lib src ; + +if $(XGETTEXT) != "" +{ + actions XGetText + { + $(XGETTEXT) $(XGETTEXT_FLAGS) --keyword='_:1' -o $(<) $(>) + } + rule MakePot + { + if $(>) { + XGetText $(<) : $(>) ; + Depends $(<) : $(>) ; + Depends all : $(<) ; + } + } +} else { + rule MakePot + { } +} |
From: Marek M. <wa...@us...> - 2005-04-03 21:34:41
|
Update of /cvsroot/super-tux/supertux/src In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv25486/src Modified Files: title.cpp Log Message: another unimportant fix that annoyed me for a while :) Index: title.cpp =================================================================== RCS file: /cvsroot/super-tux/supertux/src/title.cpp,v retrieving revision 1.143 retrieving revision 1.144 diff -u -d -r1.143 -r1.144 --- title.cpp 1 Apr 2005 12:16:51 -0000 1.143 +++ title.cpp 3 Apr 2005 21:34:26 -0000 1.144 @@ -345,15 +345,14 @@ LAYER_FOREGROUND1+1); context.draw_text(white_small_text, " SuperTux " PACKAGE_VERSION "\n", - Vector(0, screen->h - 70), LEFT_ALLIGN, LAYER_FOREGROUND1); + Vector(0, screen->h - 50), LEFT_ALLIGN, LAYER_FOREGROUND1); context.draw_text(white_small_text, _( "Copyright (c) 2003 SuperTux Devel Team\n" -"This game comes with ABSOLUTELY NO WARRANTY. This is free software, and you\n" -"are welcome to redistribute it under certain conditions; see the file COPYING\n" -"for details.\n" +"This game comes with ABSOLUTELY NO WARRANTY. This is free software, and you are welcome to\n" +"redistribute it under certain conditions; see the file COPYING for details.\n" ), - Vector(0, screen->h - 70 + white_small_text->get_height()), + Vector(0, screen->h - 50 + white_small_text->get_height() + 5), LEFT_ALLIGN, LAYER_FOREGROUND1); /* Don't draw menu, if quit is true */ |
From: Matze B. <mat...@us...> - 2005-04-03 21:22:16
|
Update of /cvsroot/super-tux/supertux/data/levels/test In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv22652/data/levels/test Modified Files: autoscroll.stl Log Message: had more changes lying around here Index: autoscroll.stl =================================================================== RCS file: /cvsroot/super-tux/supertux/data/levels/test/autoscroll.stl,v retrieving revision 1.2 retrieving revision 1.3 diff -u -d -r1.2 -r1.3 --- autoscroll.stl 29 Nov 2004 18:49:51 -0000 1.2 +++ autoscroll.stl 3 Apr 2005 21:22:04 -0000 1.3 @@ -7,7 +7,7 @@ (sector (name "main") (gravity 10) - (music "supertux-2.ogg") + (music "credits.ogg") (background (image "arctis.jpg") (speed 0.5) |
From: Matze B. <mat...@us...> - 2005-04-03 21:22:16
|
Update of /cvsroot/super-tux/supertux/src/badguy In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv22652/src/badguy Modified Files: badguy.h stalactite.h Log Message: had more changes lying around here Index: stalactite.h =================================================================== RCS file: /cvsroot/super-tux/supertux/src/badguy/stalactite.h,v retrieving revision 1.1 retrieving revision 1.2 diff -u -d -r1.1 -r1.2 --- stalactite.h 1 Apr 2005 12:16:52 -0000 1.1 +++ stalactite.h 3 Apr 2005 21:22:04 -0000 1.2 @@ -18,7 +18,6 @@ void deactivate(); private: - Physic physic; Timer2 timer; enum StalactiteState { Index: badguy.h =================================================================== RCS file: /cvsroot/super-tux/supertux/src/badguy/badguy.h,v retrieving revision 1.7 retrieving revision 1.8 diff -u -d -r1.7 -r1.8 --- badguy.h 25 Mar 2005 20:39:54 -0000 1.7 +++ badguy.h 3 Apr 2005 21:22:04 -0000 1.8 @@ -27,13 +27,24 @@ BadGuy(); ~BadGuy(); - //virtual void action_activated(float elapsed_time); - + /** Called when the badguy is drawn. The default implementation simply draws + * the badguy sprite on screen + */ virtual void draw(DrawingContext& context); + /** Called each frame. The default implementation checks badguy state and + * calls active_action and inactive_action + */ virtual void action(float elapsed_time); + /** Called when a collision with another object occured. The default + * implemetnation calls collision_player, collision_solid, collision_badguy + * and collision_squished + */ virtual HitResponse collision(GameObject& other, const CollisionHit& hit); + /** Set the badguy to kill/falling state, which makes him falling of the + * screen (his sprite is turned upside-down) + */ virtual void kill_fall(); Vector get_start_position() const @@ -53,17 +64,25 @@ STATE_SQUISHED, STATE_FALLING }; - + + /** Called when the badguy collided with a player */ virtual HitResponse collision_player(Player& player, const CollisionHit& hit); + /** Called when the badguy collided with solid ground */ virtual HitResponse collision_solid(GameObject& other, const CollisionHit& hit); + /** Called when the badguy collided with another badguy */ virtual HitResponse collision_badguy(BadGuy& other, const CollisionHit& hit); - + + /** Called when the player hit the badguy from above. You should return true + * if the badguy was squished, false if squishing wasn't possible + */ virtual bool collision_squished(Player& player); + /** called each frame when the badguy is activated. */ virtual void active_action(float elapsed_time); + /** called each frame when the badguy is not activated. */ virtual void inactive_action(float elapsed_time); /** |
From: Matze B. <mat...@us...> - 2005-04-03 21:22:16
|
Update of /cvsroot/super-tux/supertux/src/object In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv22652/src/object Modified Files: player.cpp tilemap.h Log Message: had more changes lying around here Index: player.cpp =================================================================== RCS file: /cvsroot/super-tux/supertux/src/object/player.cpp,v retrieving revision 1.6 retrieving revision 1.7 diff -u -d -r1.6 -r1.7 --- player.cpp 1 Apr 2005 12:16:53 -0000 1.6 +++ player.cpp 3 Apr 2005 21:22:05 -0000 1.7 @@ -550,18 +550,17 @@ } } -#if 0 /* In case the player has pressed Down while in a certain range of air, enable butt jump action */ if (input.down && !butt_jump && !duck) - if(tiles_on_air(TILES_FOR_BUTTJUMP) && jumping) + //if(tiles_on_air(TILES_FOR_BUTTJUMP) && jumping) butt_jump = true; -#endif /* When Down is not held anymore, disable butt jump */ if(butt_jump && !input.down) butt_jump = false; +#if 0 // Do butt jump if (butt_jump && on_ground() && is_big()) { @@ -574,7 +573,6 @@ butt_jump = false; -#if 0 // Break bricks beneath Tux if(Sector::current()->trybreakbrick( Vector(base.x + 1, base.y + base.height), false) @@ -584,9 +582,7 @@ physic.set_velocity_y(2); butt_jump = true; } -#endif -#if 0 // Kill nearby badguys std::vector<GameObject*> gameobjects = Sector::current()->gameobjects; for (std::vector<GameObject*>::iterator i = gameobjects.begin(); @@ -606,8 +602,8 @@ } } } -#endif } +#endif /** jumping is only allowed if we're about to touch ground soon and if the * button has been up in between the last jump @@ -932,6 +928,7 @@ physic.set_acceleration(0, 0); physic.set_velocity(0, 700); player_status->lives -= 1; + player_status->bonus = NO_BONUS; dying = true; dying_timer.start(3.0); flags |= FLAG_NO_COLLDET; @@ -948,6 +945,7 @@ bbox.set_size(31.8, 31.8); on_ground_flag = false; duck = false; + last_ground_y = vector.y; input.reset(); physic.reset(); Index: tilemap.h =================================================================== RCS file: /cvsroot/super-tux/supertux/src/object/tilemap.h,v retrieving revision 1.3 retrieving revision 1.4 diff -u -d -r1.3 -r1.4 --- tilemap.h 25 Mar 2005 20:39:56 -0000 1.3 +++ tilemap.h 3 Apr 2005 21:22:05 -0000 1.4 @@ -93,7 +93,8 @@ } private: - std::vector<uint32_t> tiles; + typedef std::vector<uint32_t> Tiles; + Tiles tiles; private: TileManager* tilemanager; |
From: Matze B. <mat...@us...> - 2005-04-03 21:07:41
|
Update of /cvsroot/super-tux/supertux/src/object In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv18703/src/object Modified Files: tilemap.cpp Log Message: make sure all tiles are loaded Index: tilemap.cpp =================================================================== RCS file: /cvsroot/super-tux/supertux/src/object/tilemap.cpp,v retrieving revision 1.5 retrieving revision 1.6 diff -u -d -r1.5 -r1.6 --- tilemap.cpp 25 Mar 2005 20:39:55 -0000 1.5 +++ tilemap.cpp 3 Apr 2005 21:07:14 -0000 1.6 @@ -83,6 +83,10 @@ if(int(tiles.size()) != width*height) { throw std::runtime_error("wrong number of tiles in tilemap."); } + + // make sure all tiles are loaded + for(Tiles::iterator i = tiles.begin(); i != tiles.end(); ++i) + tilemanager->get(*i); } TileMap::TileMap(int layer_, bool solid_, size_t width_, size_t height_) @@ -200,6 +204,10 @@ solid = newsolid; if(solid) flags |= FLAG_SOLID; + + // make sure all tiles are loaded + for(Tiles::iterator i = tiles.begin(); i != tiles.end(); ++i) + tilemanager->get(*i); } void |
From: Matze B. <mat...@us...> - 2005-04-03 18:03:56
|
Update of /cvsroot/super-tux/supertux/data/images/editor In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv1615/data/images/editor Added Files: gradient.png Log Message: new editor image for gradients --- NEW FILE: gradient.png --- (This appears to be a binary file; contents omitted.) |
From: Ryan F. <sik...@us...> - 2005-04-03 17:31:55
|
Update of /cvsroot/super-tux/htdocs In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv25310 Modified Files: default.xsl news.xml Log Message: Modified news update a bit. Updated xsl stylesheet to only display ten news items. Index: news.xml =================================================================== RCS file: /cvsroot/super-tux/htdocs/news.xml,v retrieving revision 1.14 retrieving revision 1.15 diff -u -d -r1.14 -r1.15 --- news.xml 3 Apr 2005 10:30:17 -0000 1.14 +++ news.xml 3 Apr 2005 17:31:45 -0000 1.15 @@ -5,8 +5,10 @@ <item date="3. April 2005"> After a rather long break where everyone has been busy with other things, we are finally back on SuperTux. The main goals of milestone 2 - have been discussed in an IRC meeting yesterday; the log is available - on the SuperTux wiki page at <a href="http://netpanzer.berlios.de/supertux/index.php/">http://netpanzer.berlios.de/supertux/index.php</a>. + were discussed in an IRC meeting yesterday; the + <a href="http://netpanzer.berlios.de/supertux/index.php/MeetingLog">meeting log</a> + is available on the + <a href="http://netpanzer.berlios.de/supertux/index.php/">SuperTux wiki</a>. </item> <item date="2. December 2004"> It looks like we have our first fansite. You can find it at Index: default.xsl =================================================================== RCS file: /cvsroot/super-tux/htdocs/default.xsl,v retrieving revision 1.10 retrieving revision 1.11 diff -u -d -r1.10 -r1.11 --- default.xsl 5 May 2004 15:33:33 -0000 1.10 +++ default.xsl 3 Apr 2005 17:31:44 -0000 1.11 @@ -112,11 +112,13 @@ </xsl:template> <xsl:template match="news"> - <xsl:apply-templates /> + <xsl:apply-templates select="item"/> </xsl:template> <xsl:template match="news/item"> - <p style="padding: 0em;"><strong><xsl:value-of select="@date" /></strong> - <xsl:apply-templates /></p> + <xsl:if test="position() <= 10"> + <p style="padding: 0em;"><strong><xsl:value-of select="@date" /></strong> - <xsl:apply-templates /></p> + </xsl:if> </xsl:template> <xsl:template match="submenu"> |