super-tux-devel Mailing List for Super Tux (Page 111)
Brought to you by:
wkendrick
You can subscribe to this list here.
2003 |
Jan
|
Feb
|
Mar
|
Apr
|
May
|
Jun
|
Jul
|
Aug
|
Sep
|
Oct
|
Nov
|
Dec
(237) |
---|---|---|---|---|---|---|---|---|---|---|---|---|
2004 |
Jan
(150) |
Feb
(100) |
Mar
(276) |
Apr
(355) |
May
(749) |
Jun
(302) |
Jul
(240) |
Aug
(463) |
Sep
(171) |
Oct
(148) |
Nov
(169) |
Dec
(74) |
2005 |
Jan
(77) |
Feb
(85) |
Mar
(90) |
Apr
(74) |
May
(49) |
Jun
(7) |
Jul
(7) |
Aug
(2) |
Sep
(2) |
Oct
(4) |
Nov
(6) |
Dec
(8) |
2006 |
Jan
|
Feb
|
Mar
(1) |
Apr
|
May
(5) |
Jun
|
Jul
(1) |
Aug
(1) |
Sep
|
Oct
|
Nov
(1) |
Dec
|
2007 |
Jan
|
Feb
(1) |
Mar
|
Apr
|
May
|
Jun
|
Jul
|
Aug
|
Sep
|
Oct
|
Nov
|
Dec
|
2008 |
Jan
|
Feb
|
Mar
|
Apr
|
May
(2) |
Jun
|
Jul
|
Aug
|
Sep
|
Oct
|
Nov
|
Dec
(1) |
2009 |
Jan
(4) |
Feb
|
Mar
|
Apr
|
May
|
Jun
|
Jul
|
Aug
|
Sep
|
Oct
|
Nov
|
Dec
|
From: Christopher A. W. <cr...@li...> - 2004-04-28 01:06:29
|
> Well this will probably get a long bashing anyway... I personally still > prefer your big eyes version but really don't like the short beak... So > probably it'd be best if we stop this and keep it like it is. Highly agreed. Milestone 1 is almost ready, and there's practically no point in implementing any such unnecessary modifications to anything that is currently working decently well. We'll have more time for polishing after the pressure of Milestone 1 is off our shoulders. Let's get done all the necessities that need to get done. Christopher Allan Webber | The bottom line |
From: Christopher A. W. <cr...@li...> - 2004-04-28 01:04:12
|
> - The main problem is getting graphics for nolok done. As a miniboss > probably has several different actions, this will be alot of animations > frames to draw. Nolok is not being implemented in Milestone 1. He is coming in later. Please read my previous post titled "Nolok"... grumbel and I already created a Nolok statue, which will at the moment serve the purpose well enough. Christopher Allan Webber | The bottom line |
From: Bill K. <nb...@so...> - 2004-04-28 00:54:38
|
On Wed, Apr 28, 2004 at 03:05:28AM +0200, Matze Braun wrote: > - If it's only 1 miniboss and if we want him implemented fastly then we > should not use a scriptfile. Don't underestimate the work needed to > define a nice API and scripting language for such a thing. You can > surely implement several minibosses in C++ in the same time. I agree. But... that should be no surprise. :^) We definitely need to let players know this is more a 'proof of concept' release than a final game. Obviously, far less-so that my initial Super Tux release of ~4 years ago, but they still shouldn't expect the same thing they would for a $60 USD cartridge for their Super Nintendo! ;^) (We're getting damned close, though! W00t!) -bill! |
From: Matze B. <ma...@br...> - 2004-04-28 00:53:44
|
On Wed, 28 Apr 2004, Benjamin P. Jung wrote: > Ok , ok .... sorry to bother you again and again .... > my idea of SuperTux having bigger eyes was obviously not very widely=20 > accepted --- anyways ... the eyes have been changed and I think they=20 > look great now. Still I'm of the impression that the small SuperTux=20 > version might still be modified .... my idea is to change Tux's head=20 > (German: Verdammt.... was hei=DFt den Schnabel auf Englisch???). > You can find a modified version (an animated GIF -- as last time) at=20 > http://www.phreakzone.com/tmp/ > Just look for yourselves -- I think it makes a lot of difference. Well this will probably get a long bashing anyway... I personally still=20 prefer your big eyes version but really don't like the short beak... So=20 probably it'd be best if we stop this and keep it like it is. Greetings, =09Matze |
From: Ingo R. <gr...@gm...> - 2004-04-28 00:53:34
|
Bill Kendrick <nb...@so...> writes: > If you, and your friend, have both beaten it, there's no quantitative way > to say who did it better, or who did it by just playing for 12 months, > non-stop, continuing every time they died. ;^) Today most people either compare the 'goodness' of playing either by solve-time or by the amount of discovered secrets. Highscores after all are rather useless when you have replayable levels and can go back and forth as you like. Beside that its almost impossible to get a game free of unlimited-scrore situations, both MarioLand and MarioBros3 have such. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Matze B. <ma...@br...> - 2004-04-28 00:51:20
|
On Tue, 27 Apr 2004, Ricardo Cruz wrote: > > Hey there, > > I was wondering if there isn't any chance of implementing a mini-boss... I > mean it is just the ingredient the Milestone1 lacks. > Anyway, technically, how should it be coded? Should we use a script file? Some comments here: - milestone 1 should be released as soon as possible now, so extra features are not good now. We should concentrate on squashing bugs. - The main problem is getting graphics for nolok done. As a miniboss probably has several different actions, this will be alot of animations frames to draw. - If it's only 1 miniboss and if we want him implemented fastly then we should not use a scriptfile. Don't underestimate the work needed to define a nice API and scripting language for such a thing. You can surely implement several minibosses in C++ in the same time. Greetings, Matze |
From: Ingo R. <gr...@gm...> - 2004-04-28 00:49:39
|
"sik0fewl =A0" <xxd...@ho...> writes: > - After dying once I went back to a reset point, after dying again > I went back to the beginning of the level. (reset-points must not > be saving after death) Reset points are stateless, Tux simple restarts at the reset point closed to his die position. So yep, its possible to go back and die before the reset point and then restart at the earlier one. However I am not really sure if we should fix that or not shortly before the release, since I had situations where Tux was reset to the wrong point (most likly collision-solver going wild or so), which lead to Tux instantly falling in a hole, thanks to stateless reset points I could however continue at an earlier reset point without a problem, wouldn't have been possible otherwise. But yep, its of course still a back, might however need for fixing till past Milestone1. --=20 WWW: http://pingus.seul.org/~grumbel/=20 JabberID: gr...@ja...=20 ICQ: 59461927 |
From: Ingo R. <gr...@gm...> - 2004-04-28 00:45:08
|
"Benjamin P. Jung" <bp...@gm...> writes: > I think a shorter beak (that's the word if been looking for ... > aargh!) really _does_ the trick ... hm.. maybe mine grew a bit too > short Its definitvly too short, it looks like some kind of pet bird, not like a penguin. Beside that the long beak is done on purpose to connect the small Tux to the large one, after all they should represent the same character, so they really should look similar. And the Smalltux was never meant to look really cute in the first place anyway, so trying to make him look like that is the wrong way. But yep, in the current version the beak did get quite a bit to long, might be a worth consideration to simply reuse the whole beak of the largetux and maybe cut it by a pixel or too:. http://pingus.seul.org/~grumbel/tmp/tux.png Anyway, this is isn't really an important issue and I would really like to get the release out and not waste time on little irrelevant details. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: sik0fewl <xxd...@ho...> - 2004-04-28 00:06:53
|
Here are a few things I ran into while playing last night: - automatically died on Grumbel's sense of snow (negative time amount? time was flashing and negative after the level restarted) - fireballs don't shoot if you are above screen (they're destroyed because they're off screen) - no ducking firetux graphic - tux can jump over end points (they should probably have infinite height) - After dying once I went back to a reset point, after dying again I went back to the beginning of the level. (reset-points must not be saving after death) Not sure if any of these have been fixed and I don't have time to check right now. I didn't see any of the things mentioned in super-tux-commit though but I think the list stopped working for me today because I didn't receive any emails. Regarding the first point: I'm not sure what happened here. As soon as the level started I died. -- Ryan http://digitalhell.cjb.net/~ryan/supertux/ _________________________________________________________________ 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: Benjamin P. J. <bp...@gm...> - 2004-04-27 23:57:31
|
Thanks... ;-) I think a shorter beak (that's the word if been looking for ... aargh!) really _does_ the trick ... hm.. maybe mine grew a bit too short -- I've provided an xcf-file download containing all the animation steps of the modified right-looking small tux at http://www.phreakzone.com/tmp/ ... have fun. Benjamin >Hey Benjamin, > > This time you have my bless ;) > Really, yours looks a bit too fatty (too circular...), but I like the beak a >lot more. > > I think Ingo's first smalltux was very good, but the current one has the beak >too much long, I vote for using Benjamin's Tux modification. > > |
From: Michael G. <mi...@ge...> - 2004-04-27 23:48:42
|
I like the Benjamin's new proposed version (small eyes, beak) but my girlfriend likes the big-eyes version. --Mike Ricardo Cruz wrote: > Hey Benjamin, > > This time you have my bless ;) > Really, yours looks a bit too fatty (too circular...), but I like the beak a > lot more. > > I think Ingo's first smalltux was very good, but the current one has the beak > too much long, I vote for using Benjamin's Tux modification. > > Ricardo Cruz > > Em Quarta, 28 de Abril de 2004 01:28, o Benjamin P. Jung escreveu: > >>Ok , ok .... sorry to bother you again and again .... >>my idea of SuperTux having bigger eyes was obviously not very widely >>accepted --- anyways ... the eyes have been changed and I think they >>look great now. Still I'm of the impression that the small SuperTux >>version might still be modified .... my idea is to change Tux's head >>(German: Verdammt.... was heißt den Schnabel auf Englisch???). >>You can find a modified version (an animated GIF -- as last time) at >>http://www.phreakzone.com/tmp/ >>Just look for yourselves -- I think it makes a lot of difference. >> >>Well... ok. >>This will be my last objection concerning the SuperTux charakter -- >>promise! :-) >> >>Benjamin Jung >>bp...@gm... >> >> > > |
From: Benjamin P. J. <bp...@gm...> - 2004-04-27 23:41:36
|
>>1) I was just playing SuperTux for a while when I realised, that it is >>possible to jump on Mr. Iceblock in mid-air and thus make him hang stuck >>instead of falling down... kinda hard for me to reproduce that -- maybe >>some of the coders might want to look into that. >> >> >> > > Try to remove line 254 of badguy.cpp file, type make and tell us if that >fixes it. > >Ricardo > > No... removing line 254 ( if(dying == DYING_NOT) ) didn't make any difference.... Benjamin |
From: Ricardo C. <ri...@ae...> - 2004-04-27 23:40:10
|
Hey Benjamin, This time you have my bless ;) Really, yours looks a bit too fatty (too circular...), but I like the beak= a=20 lot more. I think Ingo's first smalltux was very good, but the current one has the b= eak=20 too much long, I vote for using Benjamin's Tux modification. Ricardo Cruz Em Quarta, 28 de Abril de 2004 01:28, o Benjamin P. Jung escreveu: > Ok , ok .... sorry to bother you again and again .... > my idea of SuperTux having bigger eyes was obviously not very widely > accepted --- anyways ... the eyes have been changed and I think they > look great now. Still I'm of the impression that the small SuperTux > version might still be modified .... my idea is to change Tux's head > (German: Verdammt.... was hei=DFt den Schnabel auf Englisch???). > You can find a modified version (an animated GIF -- as last time) at > http://www.phreakzone.com/tmp/ > Just look for yourselves -- I think it makes a lot of difference. > > Well... ok. > This will be my last objection concerning the SuperTux charakter -- > promise! :-) > > Benjamin Jung > bp...@gm... > > =2D-=20 I cannot draw a cart, nor eat dried oats; If it be man's work I will do it. |
From: Benjamin P. J. <bp...@gm...> - 2004-04-27 23:25:48
|
Ok , ok .... sorry to bother you again and again .... my idea of SuperTux having bigger eyes was obviously not very widely=20 accepted --- anyways ... the eyes have been changed and I think they=20 look great now. Still I'm of the impression that the small SuperTux=20 version might still be modified .... my idea is to change Tux's head=20 (German: Verdammt.... was hei=DFt den Schnabel auf Englisch???). You can find a modified version (an animated GIF -- as last time) at=20 http://www.phreakzone.com/tmp/ Just look for yourselves -- I think it makes a lot of difference. Well... ok. This will be my last objection concerning the SuperTux charakter --=20 promise! :-) Benjamin Jung bp...@gm... |
From: Ricardo C. <ri...@ae...> - 2004-04-27 23:23:15
|
Em Quarta, 28 de Abril de 2004 00:40, o Benjamin P. Jung escreveu: > > 1) I was just playing SuperTux for a while when I realised, that it is > possible to jump on Mr. Iceblock in mid-air and thus make him hang stuck > instead of falling down... kinda hard for me to reproduce that -- maybe > some of the coders might want to look into that. > Try to remove line 254 of badguy.cpp file, type make and tell us if that fixes it. Ricardo > > > Benjamin Jung > (bp...@gm...) > -- The amount of weight an evangelist carries with the almighty is measured in billigrahams. |
From: Benjamin P. J. <bp...@gm...> - 2004-04-27 22:37:47
|
Two things... 1) I was just playing SuperTux for a while when I realised, that it is possible to jump on Mr. Iceblock in mid-air and thus make him hang stuck instead of falling down... kinda hard for me to reproduce that -- maybe some of the coders might want to look into that. 2) SuperTux once he has become invicible by picking up the star might behave like Mario in "Super Mario World" -- there it's possible to gain an extra life (multiple extra lifes indeed, if I remember that one right) by killing a bunch (about 10 or so) enemies by using the star's power.... that's a neat feature and would make the star more powerful. Benjamin Jung (bp...@gm...) |
From: Ricardo C. <ri...@ae...> - 2004-04-27 22:07:19
|
Hey there, I was wondering if there isn't any chance of implementing a mini-boss... I mean it is just the ingredient the Milestone1 lacks. Anyway, technically, how should it be coded? Should we use a script file? Ricardo Cruz -- polygon: Dead parrot. |
From: Christopher A. W. <cr...@li...> - 2004-04-27 21:31:20
|
By now I'm sure you've all heard of "Nolok", who has become the main enemy in SupeTux, from the "intro" and "extro" stories I wrote. But I don't think many of you know too much about him, as much of this conversation about him has occurred over IRC, and sometimes just between Ingo (grumbel) and myself. Well, it's only fair that the other developers get to hear more about Tux's new foe... Nolok is somewhat of an alchemist/magician/wizard. He and Tux have somewhat of a humorous rivalry going on between them. I think that Ingo is right in saying that their fighting should be somewhat like "brothers teasing each other." Well, slightly more severe than that, of course, but it should be lighthearted. Nolok himself is a rather humorous character... in his native form, at least. I don't know if any of you have been browsing the supertux directory much on my server, but I occasionally post up sketches of the characters I am working on. Nolok's up there. His native form is somewhat goofy: http://lingocomic.com/gfx/goodies/supertux/nolok.jpg This might seem funny for a final boss, but as I said, Nolok deals much in magic... and alchemy. Nolok can take potions to transform. For example... it isn't said in the story I wrote, but technically, after Nolok casts a sleep spell upon Tux and grabs Penny, he quaffs a potion that gives him wings, and he flies away. Wansti (I'm not sure of his real name) made the suggestion that because of this Nolok could actually become many different types of bosses for many different worlds. I think that's a fairly good idea. Grumbel and I collaborated in this last hour to make a statue of Nolok for his fortress. Obviously Nolok would have a statue of him made in one of his more imposing forms. Anyway, you can see this here: http://pingus.seul.org/~grumbel/tmp/nolok.png and if you care for the sketchy junk for whatever reason: http://lingocomic.com/gfx/goodies/supertux/nolok_statue.jpg http://lingocomic.com/gfx/goodies/supertux/nolok_statue.xcf Well, I think that's a fairly good coverage of Nolok. On a different note, I've drawn this little guy. He looks good for the game, but I have no idea for what. http://lingocomic.com/gfx/goodies/supertux/possible_enemy.jpg Perhaps someone else has some better ideas. Christopher Allan Webber (a.k.a. paroneayea) | The bottom line |
From: Bill K. <nb...@so...> - 2004-04-27 20:55:05
|
On Tue, Apr 27, 2004 at 09:50:29PM +0100, Ricardo Cruz wrote: > > Well for this Milestone we decided it would be better to leave highscores for > that reason. > Ingo's opinion is that we should get rid of scores for good. My own is that > we just need to improve the way that we give scores to the player (ie. not > giving any scores when he jumps into an ice block). Well, it's fun to get score! :^) You should lose all of your score when you lose the game. You can 'continue' (like "Insert Coin to continue!" in arcades) but you lose the score you had accumulated (and probably coins & powerups) Take Mega Man II for NES, for example. I /adore/ this game. One of my favorites. I was baffled that there was no score (or time-limit) in this game, though. :^) The only purpose of the game is to beat it. If you, and your friend, have both beaten it, there's no quantitative way to say who did it better, or who did it by just playing for 12 months, non-stop, continuing every time they died. ;^) -bill! |
From: Ricardo C. <ri...@ae...> - 2004-04-27 20:50:55
|
Well for this Milestone we decided it would be better to leave highscores = for=20 that reason. Ingo's opinion is that we should get rid of scores for good. My own is tha= t=20 we just need to improve the way that we give scores to the player (ie. not= =20 giving any scores when he jumps into an ice block). Ricardo Cruz Em Ter=E7a, 27 de Abril de 2004 18:02, o Bill Kendrick escreveu: > On Tue, Apr 27, 2004 at 01:17:27PM +0200, Marek wrote: > > >> I think there needs to be a 'safety' in this situation. e.g., if > > >> you've bounced on the same iceblock SO many times in a row, he > > >> should just die (fall off the screen), so that you don't get trapp= ed > > >> and run out of time (or get bored!) because you cannot move! :^) > > > > > >Yep good idea. My personal highscore is ~3000000 points because of > > >abusing this bug ;-) > > > > There were quite a few places in the levels where you could exploit this > > (my personal highscore was 152,000,000 btw ;-) ), and I thought I > > removed all of them. If someone can tell me the exact place, I'll remove > > it. > > Anywhere you have this: > > ## ## > ## ## > ## ## > =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D > > Because you can just pick up and Ice Block and drop him in there!!! > > :^) > > -bill! > > =2D-=20 The best case: Get salary from America, build a house in England, live with a Japanese wife, and eat Chinese food. Pretty good case: Get salary from England, build a house in America, live with a Chinese wife, and eat Japanese food. The worst case: Get salary from China, build a house in Japan, live with a British wife, and eat American food. --Bungei Shunju, a popular Japanese magazine |
From: Ingo R. <gr...@gm...> - 2004-04-27 18:31:28
|
Bill Kendrick <nb...@so...> writes: > I think, though, that there's a bug that causes this 'big Tux'-ness to stick. > I fell off the screen and died, but when I was respawned (near the center > of the level, I guess), I started out large! > > When you die, you should definitely switch back to small Tux. :^) Yep, fixed. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Bill K. <nb...@so...> - 2004-04-27 18:09:13
|
Since yesterday's version from CVS (still need to cvs update today), Super Tux has hung when I selected "Quit." The music keeps playing, but the app never quits. I need to "kill -6" it. ("kill" and "kill -2" don't do it.) Of course, since I like Super Tux in full-screen, this usually leaves my X server in a confused state. :^) -bill! |
From: Bill K. <nb...@so...> - 2004-04-27 18:07:42
|
I was playing "Grumbel's Sense of Snow" just now, and started the level as big Tux (since that was the powerup I had at the end of the last level I played, before I started wandering around the map). I think, though, that there's a bug that causes this 'big Tux'-ness to stick. I fell off the screen and died, but when I was respawned (near the center of the level, I guess), I started out large! When you die, you should definitely switch back to small Tux. :^) -bill! |
From: Bill K. <nb...@so...> - 2004-04-27 17:02:15
|
On Tue, Apr 27, 2004 at 01:17:27PM +0200, Marek wrote: > > >> I think there needs to be a 'safety' in this situation. e.g., if > >> you've bounced on the same iceblock SO many times in a row, he > >> should just die (fall off the screen), so that you don't get trapped > >> and run out of time (or get bored!) because you cannot move! :^) > >> > >Yep good idea. My personal highscore is ~3000000 points because of > >abusing this bug ;-) > > > > > There were quite a few places in the levels where you could exploit this > (my personal highscore was 152,000,000 btw ;-) ), and I thought I > removed all of them. If someone can tell me the exact place, I'll remove > it. Anywhere you have this: ## ## ## ## ## ## =========== Because you can just pick up and Ice Block and drop him in there!!! :^) -bill! |
From: Ingo R. <gr...@gm...> - 2004-04-27 11:54:57
|
Ricardo Cruz <ri...@ae...> writes: >> * Credits >> Needs updating! >> Also, some of the descriptions are a little... verbose. ;^) > I don't think there is any harm in having verbose credits in-game. It is a > lot boring for the player to just see the names. > Even some commercial games (especially old ones) give descriptions about the > developers, sometimes not really related with their work (see: old Sierra > games). Nothing wrong with having a bit description, but the old file is overly verbose, outdated and just boring. If you want to add descriptions, add them to the new one. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |