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From: Matze B. <ma...@br...> - 2004-04-29 10:44:51
|
On Wed, 28 Apr 2004, Bill Kendrick wrote: > > Hrm :^( > > $ make > source='gameobjs.cpp' object='gameobjs.o' libtool=no \ > depfile='.deps/gameobjs.Po' tmpdepfile='.deps/gameobjs.TPo' \ > depmode=gcc /bin/sh ../depcomp \ > g++ -DPACKAGE_NAME=\"SuperTux\" -DPACKAGE_TARNAME=\"supertux\" -DPACKAGE_VERSION=\"0.1.0pre1\" -DPACKAGE_STRING=\"SuperTux\ 0.1.0pre1\" -DPACKAGE_BUGREPORT=\"\" -DPACKAGE=\"supertux\" -DVERSION=\"0.1.0pre1\" -DHAVE_DIRENT_H=1 -DSTDC_HEADERS=1 -DHAVE_SYS_TYPES_H=1 -DHAVE_SYS_STAT_H=1 -DHAVE_STDLIB_H=1 -DHAVE_STRING_H=1 -DHAVE_MEMORY_H=1 -DHAVE_STRINGS_H=1 -DHAVE_INTTYPES_H=1 -DHAVE_STDINT_H=1 -DHAVE_UNISTD_H=1 -DHAVE_UNISTD_H=1 -DHAVE_LIBSDL_MIXER=1 -DHAVE_LIBSDL_IMAGE=1 -DHAVE_LIBZ=1 -DHAVE_MKDIR=1 -DHAVE_STRDUP=1 -DHAVE_STRSTR=1 -I. -I. -g -O2 -Wall -W -DDEBUG -O0 -g3 -I/usr/include/SDL -D_REENTRANT -DNOOPENGL -DDATA_PREFIX='"/usr/local/share/supertux"' -c -o gameobjs.o `test -f 'gameobjs.cpp' || echo './'`gameobjs.cpp > gameobjs.cpp: In method `void BouncyDistro::action(double)': > gameobjs.cpp:47: `::find' undeclared (first use here) > make: *** [gameobjs.o] Error 1 > > > If I build with g++-3.0 it seems to compile that okay. > Simply a missing #include <algorithm>. Fixed in cvs. Greetings, Matze |
From: Ricardo C. <ri...@ae...> - 2004-04-29 10:38:12
|
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. Ricardo Cruz -- Briefly stated, the findings are that when presented with an array of data or a sequence of events in which they are instructed to discover an underlying order, subjects show strong tendencies to perceive order and causality in random arrays, to perceive a pattern or correlation which seems a priori intuitively correct even when the actual correlation in the data is counterintuitive, to jump to conclusions about the correct hypothesis, to seek and to use only positive or confirmatory evidence, to construe evidence liberally as confirmatory, to fail to generate or to assess alternative hypotheses, and having thus managed to expose themselves only to confirmatory instances, to be fallaciously confident of the validity of their judgments (Jahoda, 1969; Einhorn and Hogarth, 1978). In the analyzing of past events, these tendencies are exacerbated by failure to appreciate the pitfalls of post hoc analyses. -- A. Benjamin |
From: Ricardo C. <ri...@ae...> - 2004-04-29 09:47:12
|
Well, I prefer the current behaviour. Ricardo Em Quinta, 29 de Abril de 2004 02:53, o sik0fewl =A0 escreveu: > Two small patches.. > > misc > - allows Jumpy to jump through badguys instead of bouncing off of them > (the behaviour was really weird when he bounced off of other badguys. > > -- > Ryan > http://digitalhell.cjb.net/~ryan/supertux/ > =2D-=20 This guy runs into his house and yells to his wife, "Kathy, pack up your bags! I just won the California lottery!" "Honey!", Kathy exclaims, "Shall I pack for warm weather or cold?" "I don't care," responds the husband. "just so long as you're out of the house by dinner!" |
From: Ricardo C. <ri...@ae...> - 2004-04-29 09:46:56
|
Well, I think nicknames shouldn't be there at all. I already upload an Authors section to the webpage and that could have that stuff. It would be much better to have a description, for instance. Ricardo Cruz Em Quinta, 29 de Abril de 2004 03:14, o Bill Kendrick escreveu: > On Thu, Apr 29, 2004 at 01:53:36AM +0000, sik0fewl ? wrote: > > credits > > - Adds mine and neoneurone's nicknames to CREDITS and replaces ()'s with > > ""'s around nicknames. > > I think it might be good to only list Nicknames the first time a name is > mentioned. e.g.: > > Some important thing: > Bill "kendrick" Kendrick > > Some other important thing: > Ryan "sik0fewl" Lastname > Bill Kendrick > > > -bill! > > -- Marriage is the only adventure open to the cowardly. -- Voltaire |
From: Bill K. <nb...@so...> - 2004-04-29 05:05:17
|
In Miyamoto Monument level, there's a part with a narrow 'crawlspace' and a bunch of coins, like so: ############ X ############ X $$$$$$$$$$ (X = Tux; $ = coins; # = brick; = = floor) ==================== If you're small Tux, you can just run underneath and get all the coins. When I was here before, I tried getting some coins by running up to the 'entrance' and crouching ([Down]), which was hoping would at least let me get the first few coins before I stopped. Now, I've discovered that I _DIE_ when I go to stand up! (Meaning any attempt to go in there as big Tux will kill you.) I tried from both sides, with the same results. Any idea why that kills you? I would hope that it would just kind of 'shove you' out when you tried to stand up. (e.g., if you're crouched and facing right, when you stop sliding and decide it's time to let go of the [Down] arrow, you'd remain crouched, but get slowly pushed out to the left...) -bill! |
From: Bill K. <nb...@so...> - 2004-04-29 04:58:44
|
On Thu, Apr 29, 2004 at 12:11:17AM +0000, sik0fewl ? wrote: > Tobias or Bill, > > I was wondering if me and MatzeB could get developer CVS access. If not to > commit then at least so we can work of the latest cvs sources (it's > annoying waiting for anon cvs to come up to date). > > My sf username is 'sik0fewl' and MatzeB's is 'matzebraun'. Done :) -bill! |
From: Bill K. <nb...@so...> - 2004-04-29 04:51:43
|
Hrm :^( $ make source='gameobjs.cpp' object='gameobjs.o' libtool=no \ depfile='.deps/gameobjs.Po' tmpdepfile='.deps/gameobjs.TPo' \ depmode=gcc /bin/sh ../depcomp \ g++ -DPACKAGE_NAME=\"SuperTux\" -DPACKAGE_TARNAME=\"supertux\" -DPACKAGE_VERSION=\"0.1.0pre1\" -DPACKAGE_STRING=\"SuperTux\ 0.1.0pre1\" -DPACKAGE_BUGREPORT=\"\" -DPACKAGE=\"supertux\" -DVERSION=\"0.1.0pre1\" -DHAVE_DIRENT_H=1 -DSTDC_HEADERS=1 -DHAVE_SYS_TYPES_H=1 -DHAVE_SYS_STAT_H=1 -DHAVE_STDLIB_H=1 -DHAVE_STRING_H=1 -DHAVE_MEMORY_H=1 -DHAVE_STRINGS_H=1 -DHAVE_INTTYPES_H=1 -DHAVE_STDINT_H=1 -DHAVE_UNISTD_H=1 -DHAVE_UNISTD_H=1 -DHAVE_LIBSDL_MIXER=1 -DHAVE_LIBSDL_IMAGE=1 -DHAVE_LIBZ=1 -DHAVE_MKDIR=1 -DHAVE_STRDUP=1 -DHAVE_STRSTR=1 -I. -I. -g -O2 -Wall -W -DDEBUG -O0 -g3 -I/usr/include/SDL -D_REENTRANT -DNOOPENGL -DDATA_PREFIX='"/usr/local/share/supertux"' -c -o gameobjs.o `test -f 'gameobjs.cpp' || echo './'`gameobjs.cpp gameobjs.cpp: In method `void BouncyDistro::action(double)': gameobjs.cpp:47: `::find' undeclared (first use here) make: *** [gameobjs.o] Error 1 If I build with g++-3.0 it seems to compile that okay. I guess I'll need to rebuild it from scratch and make sure I use g++-3.0 :) -bill! |
From: Christopher A. W. <cr...@li...> - 2004-04-29 02:42:25
|
> Before the Ice Block (when you carried him) killed bad guys, I actually > was able to carry him up to some Helisnowballs and it caused them to > fly upwards, like so: Hehe... you think that's good? Before the change where touching a held ice block to an enemy killed both the ice block and the enemy... I found out I could carry the ice block in front of me and use him as a nice little shield :) CAW | The bottom line |
From: Bill K. <nb...@so...> - 2004-04-29 02:15:32
|
On Wed, Apr 28, 2004 at 08:55:31PM -0500, C Ratchet wrote: > What is Jumpy? the jumping snowball? No, the bizarre jumping spike-headed thing with a spring. (used to be moneybag in my old version) The snowballs are probably called "bouncy" or something ;) (I like them, BTW!) -bill! |
From: Bill K. <nb...@so...> - 2004-04-29 02:14:53
|
On Thu, Apr 29, 2004 at 01:53:36AM +0000, sik0fewl ? wrote: > - allows Jumpy to jump through badguys instead of bouncing off of them > (the behaviour was really weird when he bounced off of other badguys. Hehe, I was kinda amused by it, but yeah, this is probably better. Before the Ice Block (when you carried him) killed bad guys, I actually was able to carry him up to some Helisnowballs and it caused them to fly upwards, like so: . <- top of where heli'd fly . () <- heli *[] <- tux w/ iceblock ##### changed to: . . () *[] ###### ... so I could more safely run under him. ;^) But I still think it's better that iceblock clobbers bad guys (and goes away, himself) when you carry him. :) > credits > - Adds mine and neoneurone's nicknames to CREDITS and replaces ()'s with > ""'s around nicknames. I think it might be good to only list Nicknames the first time a name is mentioned. e.g.: Some important thing: Bill "kendrick" Kendrick Some other important thing: Ryan "sik0fewl" Lastname Bill Kendrick -bill! |
From: sik0fewl <xxd...@ho...> - 2004-04-29 01:57:56
|
>On Thu, Apr 29, 2004 at 01:33:15AM +0000, sik0fewl ? wrote: > > Sorry.. an idea popped into my head and I decided I should share :) > > > > This would take some slight modifications to the extro story, but what >if > > "world 2" was entirely inside Nolok's castle? Just a thought. > >Hrm. > >Well, I think that because we're on Icy Island, and need to get somewhere >from there, that we can be on a big boat, as it moves over the ocean. >At least for the first (few) level(s) of World 2... :) Maybe Nolok's castle could have an underground passage into another world (possibly fantasy like, or a desert :) . Okay.. I'm really stretching it here, I'll stop. :P -- 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: C R. <zra...@mi...> - 2004-04-29 01:57:31
|
Looking at Christopher's reply, maybe add Nolok's Moat, Swimming Pool, Hot Tub ;) Ratchet On Apr 28, 2004, at 8:52 PM, C Ratchet wrote: > Maybe you should go thru different Nolok worlds, i.e. Nolok's office, > dungeons, throne room etc. > > For office, I can think of a few good badguys... taperolls and > staplers ;) > > For dungeons, maybe bats and scorpions... > > Ratchet > > On Apr 28, 2004, at 8:40 PM, Bill Kendrick wrote: > >> On Thu, Apr 29, 2004 at 01:33:15AM +0000, sik0fewl ? wrote: >>> Sorry.. an idea popped into my head and I decided I should share :) >>> >>> This would take some slight modifications to the extro story, but >>> what if >>> "world 2" was entirely inside Nolok's castle? Just a thought. >> >> Hrm. >> >> Well, I think that because we're on Icy Island, and need to get >> somewhere >> from there, that we can be on a big boat, as it moves over the ocean. >> At least for the first (few) level(s) of World 2... :) >> >> -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 >> >> > --- > > Are YOU a Good Person? Go here: > http://www.wayofthemaster.com/wotm_flash.html > --- Are YOU a Good Person? Go here: http://www.wayofthemaster.com/wotm_flash.html |
From: C R. <zra...@mi...> - 2004-04-29 01:55:36
|
What is Jumpy? the jumping snowball? Ratchet On Apr 28, 2004, at 8:53 PM, sik0fewl =A0 wrote: > Two small patches.. > > misc > - allows Jumpy to jump through badguys instead of bouncing off of =20 > them (the behaviour was really weird when he bounced off of other =20 > badguys. > - Give Christopher story credit in AUTHORS file (he was already in =20= > CREDITS) > - Replaced "Gwen" with "Penny" in data/intro.txt. There are no more =20= > occurences of "Gwen" in the source tree :) > > credits > - Adds mine and neoneurone's nicknames to CREDITS and replaces ()'s =20= > with ""'s around nicknames. > > Not sure if you want to change the styling in the CREDITS so I made it = =20 > a separate patch. > > -- > Ryan > http://digitalhell.cjb.net/~ryan/supertux/ > > _________________________________________________________________ > Free yourself from those irritating pop-up ads with MSn Premium. Get =20= > 2months FREE* =20 > http://join.msn.com/?pgmarket=3Den-ca&page=3Dbyoa/=20 > prem&xAPID=3D1994&DI=3D1034&SU=3Dhttp://hotmail.com/=20 > enca&HL=3DMarket_MSNIS_Taglines > <credits-20040428.patch><misc-20040428.patch> --- Are YOU a Good Person? Go here: =20 http://www.wayofthemaster.com/wotm_flash.html |
From: Christopher A. W. <cr...@li...> - 2004-04-29 01:54:49
|
World two should definetly not be in the castle. Maybe the last world, but not world two. The fortresses are meant to be places of each world's final battle... maybe mini-boss levels too. Perhaps the last world could be one big fortress, but not all the worlds. As for Bill's comment... the whole ocean would be somewhat silly... but perhaps a "water world" would make sense. (like SMB3 World 3) It would indeed be good excuse to force us to get swimming done. Speaking of which, I took many notes on penguins while I was at the aquarium. Penguins have some amazing swimming abilities which would be great for gameplay. However, this would mean swimming would be entirely unlike swimming in SMB games. Not that this is a bad thing. I should probably scan in that page of my notebook and send it here... I'll do that as soon as I remember :) Christopher Allan Webber | The bottom line On Wed, 2004-04-28 at 20:40, Bill Kendrick wrote: > On Thu, Apr 29, 2004 at 01:33:15AM +0000, sik0fewl ? wrote: > > Sorry.. an idea popped into my head and I decided I should share :) > > > > This would take some slight modifications to the extro story, but what if > > "world 2" was entirely inside Nolok's castle? Just a thought. > > Hrm. > > Well, I think that because we're on Icy Island, and need to get somewhere > from there, that we can be on a big boat, as it moves over the ocean. > At least for the first (few) level(s) of World 2... :) > > -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 > > |
From: sik0fewl <xxd...@ho...> - 2004-04-29 01:53:42
|
Two small patches.. misc - allows Jumpy to jump through badguys instead of bouncing off of them (the behaviour was really weird when he bounced off of other badguys. - Give Christopher story credit in AUTHORS file (he was already in CREDITS) - Replaced "Gwen" with "Penny" in data/intro.txt. There are no more occurences of "Gwen" in the source tree :) credits - Adds mine and neoneurone's nicknames to CREDITS and replaces ()'s with ""'s around nicknames. Not sure if you want to change the styling in the CREDITS so I made it a separate patch. -- Ryan http://digitalhell.cjb.net/~ryan/supertux/ _________________________________________________________________ Free yourself from those irritating pop-up ads with MSn Premium. Get 2months 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: C R. <zra...@mi...> - 2004-04-29 01:52:28
|
Maybe you should go thru different Nolok worlds, i.e. Nolok's office, dungeons, throne room etc. For office, I can think of a few good badguys... taperolls and staplers ;) For dungeons, maybe bats and scorpions... Ratchet On Apr 28, 2004, at 8:40 PM, Bill Kendrick wrote: > On Thu, Apr 29, 2004 at 01:33:15AM +0000, sik0fewl ? wrote: >> Sorry.. an idea popped into my head and I decided I should share :) >> >> This would take some slight modifications to the extro story, but >> what if >> "world 2" was entirely inside Nolok's castle? Just a thought. > > Hrm. > > Well, I think that because we're on Icy Island, and need to get > somewhere > from there, that we can be on a big boat, as it moves over the ocean. > At least for the first (few) level(s) of World 2... :) > > -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 > > --- Are YOU a Good Person? Go here: http://www.wayofthemaster.com/wotm_flash.html |
From: Bill K. <nb...@so...> - 2004-04-29 01:40:33
|
On Thu, Apr 29, 2004 at 01:33:15AM +0000, sik0fewl ? wrote: > Sorry.. an idea popped into my head and I decided I should share :) > > This would take some slight modifications to the extro story, but what if > "world 2" was entirely inside Nolok's castle? Just a thought. Hrm. Well, I think that because we're on Icy Island, and need to get somewhere from there, that we can be on a big boat, as it moves over the ocean. At least for the first (few) level(s) of World 2... :) -bill! |
From: sik0fewl <xxd...@ho...> - 2004-04-29 01:33:28
|
Sorry.. an idea popped into my head and I decided I should share :) This would take some slight modifications to the extro story, but what if "world 2" was entirely inside Nolok's castle? Just a thought. -- 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: Ingo R. <gr...@gm...> - 2004-04-29 01:12:22
|
Bill Kendrick <nb...@so...> writes: > On Wed, Apr 28, 2004 at 06:25:44PM -0500, C Ratchet wrote: >> Well currently running doesn't seem to work if you have fire :( > Don't have ST in front of me. Can someone confirm? Is there a bug? Can't confirm it, work fine here. Anyway, there is another problem with running, if one pressed the run button before the level starts (ie. in the startscreen), it doesn't get recognized in the game, only after a keyrelease and another press, not a big issue, however happens every once in a while, especially when respawning, since most of the time one just holds the button down more or less the whole time. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: sik0fewl <xxd...@ho...> - 2004-04-29 00:11:29
|
Tobias or Bill, I was wondering if me and MatzeB could get developer CVS access. If not to commit then at least so we can work of the latest cvs sources (it's annoying waiting for anon cvs to come up to date). My sf username is 'sik0fewl' and MatzeB's is 'matzebraun'. -- Ryan _________________________________________________________________ MSN Premium helps eliminate e-mail viruses. Get 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: Bill K. <nb...@so...> - 2004-04-28 23:27:16
|
On Wed, Apr 28, 2004 at 06:25:44PM -0500, C Ratchet wrote: > Well currently running doesn't seem to work if you have fire :( > Don't have ST in front of me. Can someone confirm? Is there a bug? If so, we need to fix it!!! :^) -bill! |
From: C R. <zra...@mi...> - 2004-04-28 23:25:49
|
Well currently running doesn't seem to work if you have fire :( Ratchet On Apr 28, 2004, at 6:00 PM, Bill Kendrick wrote: > On Wed, Apr 28, 2004 at 05:55:34PM -0500, C Ratchet wrote: >> On some levels, I get frustrated that I can't use run power when I >> have fire power. > > Uh... it SHOULD work. > > There's no "run" power. Run should always work, no matter if you're > small, big, or have fire... > > It's the same as the NES version of Mario Bros. > > [B] to run (and shoot if you have fire) > [A] to jump > > Except for us it's: > > [Ctrl] to run (and shoot if you have fire) > [Up] to jump > > > -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 > > --- Are YOU a Good Person? Go here: http://www.wayofthemaster.com/wotm_flash.html |
From: Bill K. <nb...@so...> - 2004-04-28 23:00:29
|
On Wed, Apr 28, 2004 at 05:55:34PM -0500, C Ratchet wrote: > On some levels, I get frustrated that I can't use run power when I > have fire power. Uh... it SHOULD work. There's no "run" power. Run should always work, no matter if you're small, big, or have fire... It's the same as the NES version of Mario Bros. [B] to run (and shoot if you have fire) [A] to jump Except for us it's: [Ctrl] to run (and shoot if you have fire) [Up] to jump -bill! |
From: C R. <zra...@mi...> - 2004-04-28 22:55:40
|
On some levels, I get frustrated that I can't use run power when I have fire power. Maybe the shift key could be used to switch between powers. Also an inventory display at the top of the screen would be nice if this was done. Ratchet --- Are YOU a Good Person? Go here: http://www.wayofthemaster.com/wotm_flash.html |
From: Ricardo C. <ri...@ae...> - 2004-04-28 21:15:39
|
Well, I made that dialog and I know it didn't work. It was just to be a jumping step for someone that would have a joystick and would like to implement the setup for it. Ricardo Cruz Em Quarta, 28 de Abril de 2004 21:51, o Ingo Ruhnke escreveu: > - removed joystick setup menu, since it won't work anyway -- Why, every one as they like; as the good woman said when she kissed her cow. -- Rabelais |