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From: Bill K. <nb...@so...> - 2004-05-04 23:28:02
|
I think it'd be kind of funny if, when you hit an iceblock or snowball with a fireball, they melt, or at least splash water drops as they fall off the screen. Other enemies, not made of ice/snow can burst into flames as they fall off the screen. It might be neat to add a 'flame' effect to the fireballs we shoot, the evil rotating fireballs in the castle, and to any 'burst into flames' that happen to enemies. e.g., use a few other frames of animation, and increasing alpha transparency, to really make it look neat. So, rather than have a little curly red object fly out of Tux, it could actually look more like fire. (Perhaps simply trailing a few 'copies' of the fireball -- say at 50%, 40%, 30%, 20% and 10% opacity -- would suffice!) Just a thought! :) I like effects. :) (See the dust, water drips, and crashing ice cubes in BoboBot ;^) ) -bill! |
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! |
From: Duong-Khang N. <duo...@fr...> - 2004-05-04 22:58:50
|
Hi there, I've just finished the 26 levels today, wow :) 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... Last but not least, the current graphism is quite impressive ;) 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 ! level 21: Very very confusing secret path. The powerup can go through a secret hole but not Tux, mrbomb can not go through a secret path whereas Tux can etc... ! level 22: a little bit short 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 :) -- Never say if I could turn back the time, life is going on ! |
From: Ricardo C. <ri...@ae...> - 2004-05-04 22:56:30
|
Hey Benjamin, Well, I liked your idea of having the Tux face in the coins... But your coins look like bubbles ;) Maybe you could just improve the current ones... Anyway, I think that the Tux picture should be in a frontal position (there is a Tux image that you can based on - smalltux-gameover-0.png). I also have seen your fonts, and they look good, but what we really need is to add another row of characters, with stuff like @, :, _ (this underscore is important to be used in input fields), and I am sure there are a few others. Ricardo Cruz Em Quarta, 5 de Maio de 2004 00:30, o Benjamin P. Jung escreveu: > Hi.... > > Now that the Distros have been renamed to coins it'd be nice to have > something that looks more like a coin, I thought. My idea was to have > coins with a head of Tux the penguin on them.... I did some experiments > and have put a first attempt on my website: > http://www.phreakzone.com/tmp/index.html > Maybe somethin' like that?? > > > Benjamin > > -- Faith is under the left nipple. -- Martin Luther |
From: Ryan F. <rf...@gm...> - 2004-05-04 22:54:11
|
On Tue, 4 May 2004 23:22:59 +0100, Ricardo Cruz <ri...@ae...> wrote: > Marek, read my lips; that code is still in development! What matters is that > the ordinary scrolling works fine, right? That's actually not Marek, it's MatzeB. And no, ordinary scrolling is broken right now. If you do what he says (in the TODO) the scrolling will jerk (not good). And could we all try to be a little less hostile towards one another? I know there were a lot of disagreements and such about the 0.1.0 release but let's get over it and stop assuming that everyone's out to get someone else. It's no fun here when everybody is pissed off at something. -- Ryan |
From: Ricardo C. <ri...@ae...> - 2004-05-04 22:46:20
|
Em Ter=E7a, 4 de Maio de 2004 21:49, o Ingo Ruhnke escreveu: > Ricardo Cruz <rm...@us...> writes: > > could you replace all powerup boxes with money ones. > > I recomment you do it yourself with the build in editor, after all > that could need some more testing. > Can anyone replace the boxes with powerups by boxes with coins in the intr= o=20 demo? It is just an ordinary level that can be found at levels/misc/menu.stl Thanks. > > This one sucks when scrolling (it has a column of pixels on the > > right that give a bad look). > > Believe me, the column of pixels on the right don't make it look any > worse than it already does =3D:) Yes, you are right :) But those pixels make it to look so not professional. Anyway, I'll make it using the ordinary background. Ricardo Cruz =2D-=20 Never frighten a small man -- he'll kill you. |
From: Ricardo C. <ri...@ae...> - 2004-05-04 22:41:05
|
But there is no level that uses it... Anyway, okay, I'll make it to be only reachable from the debug mode, befor= e=20 it is working without any problem. Ricardo Cruz Em Ter=E7a, 4 de Maio de 2004 21:42, o Ingo Ruhnke escreveu: > Ricardo Cruz <rm...@us...> writes: > > Notice that the back scrolling is still in development, so please > > calm down, and don't add it to the TODO as a bug. > > It *is* a bug, it was already working before now its broken, just want > to make sure that it doesn't get missed once somebody releases a > 0.1.1. =2D-=20 He who is flogged by fate and laughs the louder is a masochist. |
From: Ricardo C. <ri...@ae...> - 2004-05-04 22:36:45
|
Well, you should firstly have checkout the last cvs... Anyway, you just need to remove defines.h and do the checkout. In case it still happens (sometimes the sourceforge cvs takes a while to b= e=20 updated for ppl that do not have direct access), just add these lines to=20 defines.h : #define SCREEN_W 640 #define SCREEN_H 480 Please, do it... Let's cross the fingers ;) Ricardo Cruz Em Ter=E7a, 4 de Maio de 2004 20:44, o Keir Lawson escreveu: > On Tue, 2004-05-04 at 12:46 +0100, Ricardo Cruz wrote: > > Hey there, > > > > I ask for those that have OpenGL problems (looking at Keir Lawson) to > > try to do this: replace all 'screen->w' and 'screen->h' by 'SCREEN_W' a= nd > > 'SCREEN_H', respectively (and without the ' ). > > tried that... on make i get: > badguy.cpp: In member function `void BadGuy::action_mriceblock(double)': > badguy.cpp:264: error: `SCREEN_W' undeclared (first use this function) > badguy.cpp:264: error: (Each undeclared identifier is reported only once > for > each function it appears in.) > badguy.cpp: In member function `virtual void BadGuy::action(double)': > badguy.cpp:671: error: `SCREEN_H' undeclared (first use this function) > make[1]: *** [badguy.o] Error 1 > make[1]: Leaving directory `/home/keir/supertux/src' > make: *** [all-recursive] Error 1 > > > Keir Lawson > > > =2D-=20 There's a trick to the Graceful Exit. It begins with the vision to recognize when a job, a life stage, a relationship is over -- and to let go. It means leaving what's over without denying its validity or its past importance in our lives. It involves a sense of future, a belief that every exit line is an entry, that we are moving on, rather than out. The trick of retiring well may be the trick of living well. It's hard to recognize that life isn't a holding action, but a process. It's hard to learn that we don't leave the best parts of ourselves behind, back in the dugout or the office. We own what we learned back there. The experiences and the growth are grafted onto our lives. And when we exit, we can take ourselves along -- quite gracefully. -- Ellen Goodman |
From: Benjamin P. J. <bp...@gm...> - 2004-05-04 22:27:45
|
Hi.... Now that the Distros have been renamed to coins it'd be nice to have something that looks more like a coin, I thought. My idea was to have coins with a head of Tux the penguin on them.... I did some experiments and have put a first attempt on my website: http://www.phreakzone.com/tmp/index.html Maybe somethin' like that?? Benjamin |
From: Tobias <tob...@gm...> - 2004-05-04 22:23:28
|
Hi all, I made another commit related to the leveleditor and I think it's enjoyable to make levels using it again now. Please report me fast as can about problems that occur (althought I most likely know em' :D). Unfortunately the LevelEditor is much more useable in OpenGL mode as soon as you begin to use tilemap-layers, because of its decent alpha support. Maybe someone has a better workaround idea for SDL levelediting than letting non-current layers, that aren't in the background, disappear. (the last sentence couldn't be more complicated :P) Greetz... Tobias Gläßer -- |
From: Tobias <tob...@gm...> - 2004-05-04 21:11:14
|
Am Di, den 04.05.2004 schrieb Christopher A. Webber um 23:10: > I was talking to my little brother last night on the phone, and I told > him that we released Milestone 1. He was quite excited, but I warned > him that the level editor wasn't built in quite yet. He said "Oh.. > well, I'll wait for the next release then." > But this makes me wonder... Tobias, you said you were working on the > level editor... do you have any idea when it will be > production-ready? Just wondering. Try out CVS. It's not production ready there but that's really only for a bunch of bugs that you can fix fast. (I'm at it) Greetz... Tobias Gläßer |
From: Christopher A. W. <cr...@li...> - 2004-05-04 21:06:53
|
I was talking to my little brother last night on the phone, and I told him that we released Milestone 1. He was quite excited, but I warned him that the level editor wasn't built in quite yet. He said "Oh.. well, I'll wait for the next release then." But this makes me wonder... Tobias, you said you were working on the level editor... do you have any idea when it will be production-ready? Just wondering. Christopher Allan Webber | The bottom line |
From: Ingo R. <gr...@gm...> - 2004-05-04 20:49:42
|
Ricardo Cruz <rm...@us...> writes: > could you replace all powerup boxes with money ones. I recomment you do it yourself with the build in editor, after all that could need some more testing. > And why was the background changed? It wasn't, in the former code only tux and the tilemap were draw, the background was handled by the title.cpp code itself and non-scrolling. With your changes the World class does the background drawing and uses the background in the level file, thus other background and scrolling. > This one sucks when scrolling (it has a column of pixels on the > right that give a bad look). Believe me, the column of pixels on the right don't make it look any worse than it already does =:) -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Ingo R. <gr...@gm...> - 2004-05-04 20:43:35
|
Ricardo Cruz <rm...@us...> writes: > Notice that the back scrolling is still in development, so please > calm down, and don't add it to the TODO as a bug. It *is* a bug, it was already working before now its broken, just want to make sure that it doesn't get missed once somebody releases a 0.1.1. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Ryan F. <rf...@gm...> - 2004-05-04 19:55:16
|
On Tue, 4 May 2004 19:33:45 +0100, Ricardo Cruz <ri...@ae...> wrote: > I have started implemented a smooth camera move, but it isn't working well. I > think it is some frame ratio bad calculation. Do you want to have a look at > it? I would *like* to but unfortunately I'm busy today writing a report for university :/ Sorry I sent that last mail to you and not the list. Sometimes Gmail wants to send mail back to you instead of the mailing list. I think it must be a missing Reply-To header, but I thought SF automatically adds that. Oh well.. I'll just have to watch out next time. |
From: Keir L. <ke...@th...> - 2004-05-04 19:45:28
|
On Tue, 2004-05-04 at 12:46 +0100, Ricardo Cruz wrote: > Hey there, > > I ask for those that have OpenGL problems (looking at Keir Lawson) to try to > do this: replace all 'screen->w' and 'screen->h' by 'SCREEN_W' and > 'SCREEN_H', respectively (and without the ' ). tried that... on make i get: badguy.cpp: In member function `void BadGuy::action_mriceblock(double)': badguy.cpp:264: error: `SCREEN_W' undeclared (first use this function) badguy.cpp:264: error: (Each undeclared identifier is reported only once for each function it appears in.) badguy.cpp: In member function `virtual void BadGuy::action(double)': badguy.cpp:671: error: `SCREEN_H' undeclared (first use this function) make[1]: *** [badguy.o] Error 1 make[1]: Leaving directory `/home/keir/supertux/src' make: *** [all-recursive] Error 1 Keir Lawson |
From: Ryan F. <rf...@gm...> - 2004-05-04 18:41:31
|
Just a note.. [Re]moving icon.png breaks the makefile in the root supertux dir. -- Ryan |
From: Helge I. <he...@st...> - 2004-05-04 17:54:50
|
A few small suggestions... Enemies should turn upside down when they die, just like in SMB. When Tux duck, his ability to jump should be more limited. Helge Ingvoldstad ------------------------------------------------------------ Få din egen @start.no-adresse gratis på http://www.start.no/ |
From: Ingo R. <gr...@gm...> - 2004-05-04 17:26:11
|
Ricardo Cruz <rm...@us...> writes: > +[M] When aborting a level, lives and score should remain the same as they > + were before. Solution: make more dependency between the game engine and worldmap > + or just backup those variables before starting a level. From worldmap.cpp: case GameSession::LEVEL_ABORT: // Reseting the player_status might be a worthy // consideration, but I don't think we need it // 'cause only the bad players will use it to // 'cheat' a few items and that isn't necesarry a // bad thing (ie. better they continue that way, // then stop playing the game all together since it // is to hard) break; Beside that Yoshis Island for example doesn't reset the stats (collected coins) when aborting a level. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Ricardo C. <ri...@ae...> - 2004-05-04 16:06:28
|
That's a good point, but then it should not be in the data dir, but in the= =20 root package one. Ricardo Em Ter=E7a, 4 de Maio de 2004 15:51, o Ingo Ruhnke escreveu: > Ricardo Cruz <rm...@us...> writes: > > Removed Files: > > icon.png > > Log Message: > > Moved this image to the old shared dir, in order to prevent it from > > being included in the next version. > > Why to want this image to be gone? Its perfectly useable if you want > to create a Link/Shortcut to SuperTux on the desktop for example and > since it is both larger and provides a real alpha channel it should be > better suited for that than the scaled down and reduced xpm version. =2D-=20 falsie salesman, n: Fuller bust man. |
From: Ingo R. <gr...@gm...> - 2004-05-04 14:51:47
|
Ricardo Cruz <rm...@us...> writes: > Removed Files: > icon.png > Log Message: > Moved this image to the old shared dir, in order to prevent it from > being included in the next version. Why to want this image to be gone? Its perfectly useable if you want to create a Link/Shortcut to SuperTux on the desktop for example and since it is both larger and provides a real alpha channel it should be better suited for that than the scaled down and reduced xpm version. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Ricardo C. <ri...@ae...> - 2004-05-04 14:21:14
|
Forgot to mention swimming, this is a must too! Ricardo Em Ter=E7a, 4 de Maio de 2004 01:13, o Ricardo Cruz escreveu: > > To sum up, your ideas sound all right, but I think these should get > priority, since they can make the game experience to improve a lot more: > - vertical scrolling and also allow levels to force horizontal scrolling, > like in SM3; > - butt jumps (we still have to talk about how should they be triggered and > if they should be a power...); > - moving platforms, flying bad guys and stuff; > - sliding - I think this is definitively a must, since it would make > SuperTux to be really an unique game. Anyway, it can be a little hard to > implement. > > Ricardo Cruz =2D-=20 The world is coming to an end! Repent and return those library books! |
From: Ingo R. <gr...@gm...> - 2004-05-04 12:51:17
|
Ricardo Cruz <ri...@ae...> writes: > Of course it does, if you do the maths, that means 384, bigger than > half of the screen! > > The number has to be below 320. The value MUST be larger than 320 to provide a useable game, everything else will just cause the player to constantly ran into enemies since he simply has not enough time to see them. > Anyway, I don't see why you only have problems with that now... You never > complaint before, I just need to touch the code and you enter in your > bitching mode. The scrolling worked very fine with that value before, since backscrolling and the one-way scrolling where completly independend, you merged them or whatever and broke it. As I said before, backscrolling in its current form WILL NOT WORK, its ok for debugging purpose but not for gameplay purpose. In gameplay the player needs to see more than half the screen in its walking direction, especially when running, with the current backscrolling however he will look in the exact oposite direction, which is completly useless. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Ricardo C. <ri...@ae...> - 2004-05-04 11:58:15
|
Hey there, I ask for those that have OpenGL problems (looking at Keir Lawson) to try to do this: replace all 'screen->w' and 'screen->h' by 'SCREEN_W' and 'SCREEN_H', respectively (and without the ' ). I'm not sure if there is a command line to do this, but you can detect the files that use those, by running: grep 'screen->w' * And then, just make use of a text editor to replace them. Maybe Kate allows you to do replacements in multiple files... Just one thing, you could also try to print the screen->w and screen->h values in the st_video_setup_gl() on setup.cpp . For those that are wondering "Why the hell does that replacement will fix the OpenGL problem?". Here goes the answer: When asking for SDL to setup the video mode, the SDL returns a SDL_Surface structure that contains a few info about the screen and even allows pixel manipulation (in SDL mode). But in case, you ask SDL for an OpenGL video mode, there are a lot of variables that are not reliable and that can include the display's width and height. Cheers, Ricardo Cruz -- Don't I know you? |
From: Ricardo C. <ri...@ae...> - 2004-05-04 11:46:25
|
i didn't really understand what you said in the final of your sentence. Anyway, about your "fix", you just tuned the SPACE_X value and reformatted= =20 the code. I never said it was broken, I just said that wasn't a fix, becaus= e=20 there was nothing broken, in the first place. Ricardo Cruz =20 Em Ter=E7a, 4 de Maio de 2004 11:01, o Matze Braun escreveu: > On Tue, 4 May 2004, Ricardo Cruz wrote: > > It is just a matter of tuning the SPACE_X definition in world.cpp file. > > Feel free to purpose any values. > > Anyway, checkout the last version. > > Just because the fix is very easy doesn't mean it isn't broken. It was > workin before and after your commit it didn't anymore. A good default > value is part of the solution or would you really like to start supertux > with "--scroll_x=3D120 --fix-blup-bug --workaround-musiccrashes"? > > Greetings, > Matze > =2D-=20 Now hatred is by far the longest pleasure; Men love in haste, but they detest at leisure. -- George Gordon, Lord Byron, "Don Juan" |