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From: Ricardo C. <ri...@ae...> - 2004-04-30 11:05:40
|
Ups, I meant the ordinary boxes, not the ones with goodies. Ricardo Em Sexta, 30 de Abril de 2004 00:34, o Ingo Ruhnke escreveu: > Ricardo Cruz <ri...@ae...> writes: > > Forgot to mention, it would also be cool to replace the full boxes, > > since they don't really fit with the current look. > > Thats kind why I like them, makes them look special, what they are > after all. If somebody comes up with a good idea on how to replace > them I might create a tile for it, but I am a bit out of ideas. -- A journalist, thrilled over his dinner, asked the chef for the recipe. Retorted the chef, "Sorry, we have the same policy as you journalists, we never reveal our sauce." |
From: Marek <wa...@gm...> - 2004-04-30 08:20:35
|
Ryan Flegel wrote: >>In the invincible mode, don't bump/squish enemies, just kill them! >> >> > >I don't necessarily disagree with this, I'm just making sure this >won't cause any problems. If there's any cases where Tux must bounce >of enemies to make it over large gaps near a star this could cause a >problem :) > > > I tried to design the levels so that there is no star before such gaps. If I didn't make a mistake, it shouldn't lead to problems. Marek |
From: Ryan F. <rf...@gm...> - 2004-04-30 07:14:36
|
Hey, I fixed up the jump code to make it a little friendlier. There was a few people complaining after the auto-jump part was removed (I didn't like the new way either) so I made it better (IMO). Give it a try. -- Ryan |
From: Ryan F. <rf...@gm...> - 2004-04-30 06:10:55
|
> I just pulled from CVS and played a few levels (like, "Into the Stars") > and noticed that when a 'live' Iceblock bumps into a 'stunned' Iceblock, > the stunned one starts getting pushed, and slides around! Oops, my bad. It's fixed now. I was multiplying floats and it messed up (ie, 0.0 * -1 != 0) so they started moving :) Thanks for the cvs access by the way. I'll make it a point not to break anything next time :) -- Ryan |
From: Bill K. <nb...@so...> - 2004-04-30 02:49:35
|
I just pulled from CVS and played a few levels (like, "Into the Stars") and noticed that when a 'live' Iceblock bumps into a 'stunned' Iceblock, the stunned one starts getting pushed, and slides around! e.g., if we have: # [ [ "#" = wall; "[" = iceblocks walking to the left ================= If I jump on the leftmost one: # ![ "!" = stunned iceblock ================= The one that's still alive will start pushing the stunned one! # ![ ================= Eventually, they'll bump into the wall, and now the stunned one will go the other direction, following the live on! # !] ================= ... and of course, he'll wake back up and start walking, which is normal: # ]] ================= What happened!? :) -bill! |
From: Bill K. <nb...@so...> - 2004-04-29 23:37:23
|
On Fri, Apr 30, 2004 at 01:34:01AM +0200, Ingo Ruhnke wrote: > Ricardo Cruz <ri...@ae...> writes: > > > Forgot to mention, it would also be cool to replace the full boxes, since > > they don't really fit with the current look. > > Thats kind why I like them, makes them look special, what they are > after all. If somebody comes up with a good idea on how to replace > them I might create a tile for it, but I am a bit out of ideas. We're talking about the wooden crates I drew for the original ST? If so, I agree they look a little out of place. I think they'd look cooler if they were more 'hand-drawn' looking, like the rest of the art. If you have time, could you just sketch a little wooden crate and color it? I'm sure whatever you whip up in 30 seconds would look better than what >I< initially whipped up in 30 seconds, 4 years ago. ;) Thx! -bill! |
From: Ingo R. <gr...@gm...> - 2004-04-29 23:34:08
|
Ricardo Cruz <ri...@ae...> writes: > Forgot to mention, it would also be cool to replace the full boxes, since > they don't really fit with the current look. Thats kind why I like them, makes them look special, what they are after all. If somebody comes up with a good idea on how to replace them I might create a tile for it, but I am a bit out of ideas. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Ingo R. <gr...@gm...> - 2004-04-29 23:31:41
|
Ricardo Cruz <rm...@us...> writes: > Log Message: > Fixed a bug that could cause memory segfaults or bad behaviour. > > -char str[1024]; > +static char str[1024]; > if(input_flickering) > sprintf(str,"%s-",input); > else How about using proper std::string in the first place instead of doing char* vodoo? -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Ingo R. <gr...@gm...> - 2004-04-29 23:31:02
|
Ricardo Cruz <ri...@ae...> writes: > It isn't working... Maybe it got lost. > Em Quinta, 29 de Abril de 2004 01:15, o Ingo Ruhnke escreveu: >> Update of /cvsroot/super-tux/supertux/src >> Log Message: >> <MatzeB> -you can duck again while jumping No, it was removed on purpose. You can jump while ducked, but you can't duck while you are jumping, that key-combination is basically reserved for the butt-jump. and would really make any sense in game play otherwise anyway. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Ryan F. <rf...@gm...> - 2004-04-29 23:27:34
|
> In the invincible mode, don't bump/squish enemies, just kill them! I don't necessarily disagree with this, I'm just making sure this won't cause any problems. If there's any cases where Tux must bounce of enemies to make it over large gaps near a star this could cause a problem :) -- Ryan |
From: Ricardo C. <ri...@ae...> - 2004-04-29 23:25:29
|
Forgot to mention, it would also be cool to replace the full boxes, since they don't really fit with the current look. Ricardo Em Quinta, 29 de Abril de 2004 16:06, o Ricardo Cruz escreveu: > Hey, > > We still need a falling Mr. Ice Block! > Futhermore, can someone do a new flame and leveleditor's cursor? > > Ricardo -- Deadwood, n.: Anyone in your company who is more senior than you are. |
From: Ricardo C. <ri...@ae...> - 2004-04-29 22:28:55
|
It isn't working... Maybe it got lost. Ricardo Em Quinta, 29 de Abril de 2004 01:15, o Ingo Ruhnke escreveu: > Update of /cvsroot/super-tux/supertux/src > Log Message: > <MatzeB> -you can duck again while jumping -- You may have heard that a dean is to faculty as a hydrant is to a dog. -- Alfred Kahn |
From: Ricardo C. <ri...@ae...> - 2004-04-29 22:13:10
|
Contacted Bob and now we have a "SuperTux" entry in the Linux Game Tome ;) The screenshot will be updated on the next version. Ricardo Em Quarta, 28 de Abril de 2004 19:20, o Bill Kendrick escreveu: > On Wed, Apr 28, 2004 at 12:57:13PM +0100, Ricardo Cruz wrote: > > It would be really great if you did that. There were ppl already that > > thought that SuperTux was the one at supertux.sf.net ... > > Besides, the entry at TheLinuxGamesTome should also be changed from > > 'Super Tux' to 'SuperTux', since ppl when try to search for 'SuperTux' > > don't find it. > > Sigh. :^) But the game's /name/ is "Super Tux"! ;^) > > We should convince Bob Z. to allow 'aliases' for games, to deal with typos. > > (I did something similar with the membership page for my Linux User Group's > website. If you enter "John" it'll also show "Jonathan", just in case you > never learned their full name when you met them at a meeting. Also, some > people don't know "Daphne" spells her name like that. Or "Dmitriy" has > that 2nd 'i' in his name. ;^) ) > > Honestly, it could just be a 'keyword' for the project. > (e.g., "supertux, mario, nintendo, platform, jump, run" could be keywords > for "Super Tux") > > > -bill! > > -- Soap and education are not as sudden as a massacre, but they are more deadly in the long run. -- Mark Twain |
From: Ricardo C. <ri...@ae...> - 2004-04-29 18:16:25
|
Em Quinta, 29 de Abril de 2004 18:47, o Ryan Flegel escreveu: > > Hey, > > > > are you talking about my friend Charles Goodwin <ch...@ve...>? > > You are! ;) > > Actually, yes. Yes, I am :) > > Maybe you should contact him? You might have a little more persuasion > over him than somebody he doesn't even know :) Besides you're the project admin. Ricardo -- Lack of capability is usually disguised by lack of interest. |
From: Ryan F. <rf...@gm...> - 2004-04-29 17:48:02
|
> Hey, > > are you talking about my friend Charles Goodwin <ch...@ve...>? > You are! ;) Actually, yes. Yes, I am :) Maybe you should contact him? You might have a little more persuasion over him than somebody he doesn't even know :) -- Ryan |
From: Tobias <tob...@gm...> - 2004-04-29 17:31:16
|
Hey, are you talking about my friend Charles Goodwin <ch...@ve...>? You are! ;) Greetz... Tobias Gläßer Am Do, den 29.04.2004 schrieb Ricardo Cruz um 19:18: > Maybe the best solution is to contact sourceforge responsible. I tried to > find an email, but I wasn't able to. > > Ricardo > > Em Quinta, 29 de Abril de 2004 17:33, o sik0fewl escreveu: > > >Has anyone contacted the person with the other SuperTux? Sounds like he > > >might have some good ideas from looking at supertux.sf.net. > > > > I sent him an email at his @users.sf.net email address (the one listed on > > supertux.sf.net). Still no reply. If I don't get a reply in a few days I'll > > try another one of his addresses (in case he doesn't check his users.sf.net > > one). > > > > -- > > Ryan > > -- |
From: Ricardo C. <ri...@ae...> - 2004-04-29 17:23:03
|
Maybe the best solution is to contact sourceforge responsible. I tried to= =20 find an email, but I wasn't able to. Ricardo Em Quinta, 29 de Abril de 2004 17:33, o sik0fewl =A0 escreveu: > >Has anyone contacted the person with the other SuperTux? Sounds like he > >might have some good ideas from looking at supertux.sf.net. > > I sent him an email at his @users.sf.net email address (the one listed on > supertux.sf.net). Still no reply. If I don't get a reply in a few days I'= ll > try another one of his addresses (in case he doesn't check his users.sf.n= et > one). > > -- > Ryan > =2D-=20 Software suppliers are trying to make their software packages more "user-friendly". ... Their best approach, so far, has been to take all the old brochures, and stamp the words, "user-friendly" on the cover. -- Bill Gates, Microsoft, Inc. [Pot. Kettle. Black.] |
From: sik0fewl <xxd...@ho...> - 2004-04-29 16:49:48
|
Just to let everyone know, I'll be replying to the ml from rf...@gm... now. You can reach me at either address, I'm just give Gmail a try. -- Ryan _________________________________________________________________ MSN Premium with Virus Guard and Firewall* from McAfee® Security : 2 months FREE* http://join.msn.com/?pgmarket=en-ca&page=byoa/prem&xAPID=1994&DI=1034&SU=http://hotmail.com/enca&HL=Market_MSNIS_Taglines |
From: sik0fewl <xxd...@ho...> - 2004-04-29 16:33:42
|
>Has anyone contacted the person with the other SuperTux? Sounds like he >might have some good ideas from looking at supertux.sf.net. I sent him an email at his @users.sf.net email address (the one listed on supertux.sf.net). Still no reply. If I don't get a reply in a few days I'll try another one of his addresses (in case he doesn't check his users.sf.net one). -- Ryan _________________________________________________________________ Tired of spam? Get advanced junk mail protection with MSN Premium http://join.msn.com/?pgmarket=en-ca&page=byoa/prem&xAPID=1994&DI=1034&SU=http://hotmail.com/enca&HL=Market_MSNIS_Taglines |
From: Ricardo C. <ri...@ae...> - 2004-04-29 15:10:39
|
Hey, We still need a falling Mr. Ice Block! Futhermore, can someone do a new flame and leveleditor's cursor? Ricardo -- An optimist believes we live in the best world possible; a pessimist fears this is true. |
From: Ricardo C. <ri...@ae...> - 2004-04-29 11:41:40
|
Damn! I was hoping someone said that the Delete button was the better choice, since i already implemented it :D Bill, that is a great idea, but would require some extra work in the menu engine... I don't think it worths it for now. Ricardo Cruz Em Quinta, 29 de Abril de 2004 11:44, o Bill Kendrick escreveu: > On Thu, Apr 29, 2004 at 11:37:06AM +0100, Ricardo Cruz wrote: > > Hey there, > > > > Someone suggested that we implemented an option to delete slots. > > Just wondering, how should it be accessed: > > > > - pressing Delete in a slot; > > - press a slot and then have a menu with a couple of things to do; > > - via the worldmap menu (i don't like this approach). > > > > In any case, there should be a confirm dialog. > > Maybe list the slot names on the left, and then "Play" and "Erase" > on the right. > > The user would hit up/down to select a slot. They'd already be in the > "Play" column, so [Return] would just load the level. > > If they hot [Right], to move into the "Erase" column, they could then > erase. > > > e.g.: > > Slot 1 - Icyisland: 20/26 >Play< Erase > Slot 2 - Icyisland: 5/26 Play Erase > Slot 3 - Free Play ----- > ... > > > Or perhaps the wording could change between used and free slots. > > e.g.: > > Slot 1 - Icyisland: 20/26 >Continue< Erase > Slot 2 - Icyisland: 5/26 Continue Erase > Slot 3 - Free New Game ----- > ... > > > ? > > -bill! > > > ------------------------------------------------------- > This SF.Net email is sponsored by: Oracle 10g > Get certified on the hottest thing ever to hit the market... Oracle 10g. > Take an Oracle 10g class now, and we'll give you the exam FREE. > http://ads.osdn.com/?ad_id=3149&alloc_id=8166&op=click > _______________________________________________ > Super-tux-devel mailing list > Sup...@li... > https://lists.sourceforge.net/lists/listinfo/super-tux-devel -- I knew her before she was a virgin. -- Oscar Levant, on Doris Day |
From: Marek <wa...@gm...> - 2004-04-29 11:07:32
|
Hi there, IMHO, the new jumping code makes jumping extremely hard. If you need to jump directly after landing, Tux just doesn't jump and runs into a hole or an enemy. This happens to me like every fourth time or so. Could you please change it back the way it was? Marek |
From: Matze B. <ma...@br...> - 2004-04-29 10:49:52
|
On Wed, 28 Apr 2004, C Ratchet wrote: > Well currently running doesn't seem to work if you have fire :( works perfectly fine here. Greetings, Matze |
From: Matze B. <ma...@br...> - 2004-04-29 10:46:19
|
On Wed, 28 Apr 2004, Bill Kendrick wrote: > On Wed, Apr 28, 2004 at 02:03:17PM +0200, Matze Braun wrote: > > Hi, > > > > Supertux still crashs from time to time when the music changes. > <snip> > > Is THAT why it's constantly segfaulting on me!? :^) > It was pretty ridiculous last night! I had to try many times before I > could actually start certain levels! yep, very likely. At least for me supertux didn't crash anymore after the musicfixes. Greetings, Matze |
From: Bill K. <nb...@so...> - 2004-04-29 10:44:55
|
On Thu, Apr 29, 2004 at 11:37:06AM +0100, Ricardo Cruz wrote: > > Hey there, > > Someone suggested that we implemented an option to delete slots. > Just wondering, how should it be accessed: > > - pressing Delete in a slot; > - press a slot and then have a menu with a couple of things to do; > - via the worldmap menu (i don't like this approach). > > In any case, there should be a confirm dialog. Maybe list the slot names on the left, and then "Play" and "Erase" on the right. The user would hit up/down to select a slot. They'd already be in the "Play" column, so [Return] would just load the level. If they hot [Right], to move into the "Erase" column, they could then erase. e.g.: Slot 1 - Icyisland: 20/26 >Play< Erase Slot 2 - Icyisland: 5/26 Play Erase Slot 3 - Free Play ----- ... Or perhaps the wording could change between used and free slots. e.g.: Slot 1 - Icyisland: 20/26 >Continue< Erase Slot 2 - Icyisland: 5/26 Continue Erase Slot 3 - Free New Game ----- ... ? -bill! |