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From: Marek <wa...@gm...> - 2004-04-27 11:16:40
|
Hi there! >> * In one level ("Fridge"?), there's a spot where you need to bounce off >> a number of helisnowballs to get from one side of a chasm to the other. >> It's EXTREMELY difficult! I died many times, and eventually was able >> to do it. (Went from big tux carrying an iceblock, to little tux with >> no iceblock. OUCH!) I suggest making that bit easier. :^/ >> >> >> Can do. When I created that challenge, it was a lot easier than it is now. I don't really know why, maybe because of some changes in the movement code. >> 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. >>Okay, one more... >> >> * I've seen ice (that you slip on), and fish (that jump out of the water). >> Are they not used anywhere in any levels? And what's with so few >> 'boxes' to break! That was half the fun in Super Mario Bros!... >> destroying the structure of a level to find goodies! ;^) >> >> You're right, I simply forgot about the boxes... except for one cave level (End of the Tunnel, I think), there is a cool secret involving breakable boxes. :-) As for the fish: When I worked on the levels I couldn't get the fish to work properly; either that was a bug or I was just too stupid. ;-) Anyway, they seem to work now, but they aren't used... something for the TODO list. Marek |
From: Matze B. <ma...@br...> - 2004-04-27 10:54:42
|
On Tue, 27 Apr 2004, Bill Kendrick wrote: > > Okay, I was able to play some of the levels that were segfaulting for me > yesterday (seems to have been all of the levels with the cool rock-and-wood > background???) > > When compiling, I had some issues with OpenGL functions not being available > (complaints, even though I told ./configure to disable OpenGL support > completely!) I hacked my way around the issues in the code, though. > (Just commented out some references to OpenGL stuff.) Currently there's a problem with the auto-stuff. If configure.ac has changed and you type make, it is automagically recreating the configure script. However it always misses the opengl macro then. So you have to manually rerun autogen.sh then and everything should work fine again. > > A few notes from tonight: > > * Sometimes when I kick an iceblock, Tux gets stuck in the 'kicking' > pose. He slides around (left and right) on one foot. ;^) > > * I noticed yesterday that when I kill Iceblocks (bonk them from below, > shoot them with a fireball, or hit them with another iceblock), they > just disappeared, rather than fell off the screen like the rest. > Tonight I discovered that sometimes they DO fall off the screen, but > it seems to be a few seconds later. (e.g., they disappear, and then > as I'm walking away, they'll reappear, falling off the screen, behind me) That's mainly because an image for the falling iceblocks is missing. Still a point for the TODO list :) > > * I like that Tux keeps his powers between levels! > > * Yesterday, I suggested that when you beat a level, you advance auto- > matically on the map. I thought someone said they changed it to do that. > It still doesn't seem to for me. :^) FOr me it is like that now. Maybe try updating again. > > * In one level ("Fridge"?), there's a spot where you need to bounce off > a number of helisnowballs to get from one side of a chasm to the other. > It's EXTREMELY difficult! I died many times, and eventually was able > to do it. (Went from big tux carrying an iceblock, to little tux with > no iceblock. OUCH!) I suggest making that bit easier. :^/ > > * I like the new automated moving on the map. However, it's a little > slow. I don't think the animation should be sped up, however... > but I do think you should be able to 'interrupt' your move, > if you decide to go back the other direction. (e.g., if you're > heading from Pt. A to Pt. B, you should be able to push the opposite > direction to head back to Pt. A... right now, you have to wait until > Tux gets all the way to Pt. B before you can control him again!) > > * Some of the level names and content (e.g., they're underground, or have > lots of bridges and water) don't correspond to what you see on the map. > (e.g., "why is this a bridge level, when I'm surrounded by land on the > map!?") I think that for levels where you're underground, the trail on > the map should somehow denote that (e.g., maybe a mountain or forest > there, to explain WHY you're not above ground... and then somehow show > the tunnel 'underneat', alpha blending Tux while he moves around there.) Something for the TODO :) But I'd suggest to wait with this after milestone 1. (As drawing the new graphics means some work I guess) > > I dunno... *shrug* Not TOTALLY important, but it'd be nice to have > consistency. :^) (Besides, you see a big castle on the map when you > go to a castle!) > > * I've noticed some bad-guys 'moon walking' (e.g., facing left, but > moving right) Seems to have to do with when they bump into each other > a lot. that's when they bump into a flame mainly. Are there other cases where this happens? > > * I played the Nolok Castle level, and I have to admit, I was kinda > disappointed that there was no (mini-)boss there. :^) later :) Someone put it in the TODO for milestone2. > > * I like the "Loading..." Thanks! :^) > > * I like that you can kill a guy by touching him with an iceblock > while you carry it. Thanks! :^) > > * I like the cool 'checkered flag' poles at the end of levels, now! > (Or perhaps they were just on levels I didn't get to play til tonight?) no, they're new :) > > and finally... > > > * One final problem I just remembered... At one point I was jumping on > top of an iceblock who was bouncing back and forth very fast. > (There were two blocks of empty space between the walls he was bouncing > back and forth on.) It was cool because I was able to get lots of > multiplier points (e.g., 450.. 475... 500 points for jumping on him!) > However, it was VERY difficult to STOP jumping on him! > > 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 ;-) > > > Okay, one more... > > * I've seen ice (that you slip on), and fish (that jump out of the water). > Are they not used anywhere in any levels? And what's with so few > 'boxes' to break! That was half the fun in Super Mario Bros!... > destroying the structure of a level to find goodies! ;^) > > > Anyway, thanks guys! It's even cooler today than it was yesterday! > > -bill! > Greetings, Matze |
From: Matze B. <ma...@br...> - 2004-04-27 10:44:55
|
Hi, as noone is in irc right now who could commit my fixes, I send them here. The attached files does the following: -fixes fast music being replayed again and again -fixes time being displayed negatively when tux dies because of timeout -fixes exploding bombs that hit mrbomb, so that the hit mrbomb now really transform into a bomb -updates the TODO file Greetings, Matze |
From: Bill K. <nb...@so...> - 2004-04-27 10:21:24
|
Okay, I was able to play some of the levels that were segfaulting for me yesterday (seems to have been all of the levels with the cool rock-and-wood background???) When compiling, I had some issues with OpenGL functions not being available (complaints, even though I told ./configure to disable OpenGL support completely!) I hacked my way around the issues in the code, though. (Just commented out some references to OpenGL stuff.) A few notes from tonight: * Sometimes when I kick an iceblock, Tux gets stuck in the 'kicking' pose. He slides around (left and right) on one foot. ;^) * I noticed yesterday that when I kill Iceblocks (bonk them from below, shoot them with a fireball, or hit them with another iceblock), they just disappeared, rather than fell off the screen like the rest. Tonight I discovered that sometimes they DO fall off the screen, but it seems to be a few seconds later. (e.g., they disappear, and then as I'm walking away, they'll reappear, falling off the screen, behind me) * I like that Tux keeps his powers between levels! * Yesterday, I suggested that when you beat a level, you advance auto- matically on the map. I thought someone said they changed it to do that. It still doesn't seem to for me. :^) * In one level ("Fridge"?), there's a spot where you need to bounce off a number of helisnowballs to get from one side of a chasm to the other. It's EXTREMELY difficult! I died many times, and eventually was able to do it. (Went from big tux carrying an iceblock, to little tux with no iceblock. OUCH!) I suggest making that bit easier. :^/ * I like the new automated moving on the map. However, it's a little slow. I don't think the animation should be sped up, however... but I do think you should be able to 'interrupt' your move, if you decide to go back the other direction. (e.g., if you're heading from Pt. A to Pt. B, you should be able to push the opposite direction to head back to Pt. A... right now, you have to wait until Tux gets all the way to Pt. B before you can control him again!) * Some of the level names and content (e.g., they're underground, or have lots of bridges and water) don't correspond to what you see on the map. (e.g., "why is this a bridge level, when I'm surrounded by land on the map!?") I think that for levels where you're underground, the trail on the map should somehow denote that (e.g., maybe a mountain or forest there, to explain WHY you're not above ground... and then somehow show the tunnel 'underneat', alpha blending Tux while he moves around there.) I dunno... *shrug* Not TOTALLY important, but it'd be nice to have consistency. :^) (Besides, you see a big castle on the map when you go to a castle!) * I've noticed some bad-guys 'moon walking' (e.g., facing left, but moving right) Seems to have to do with when they bump into each other a lot. * I played the Nolok Castle level, and I have to admit, I was kinda disappointed that there was no (mini-)boss there. :^) * I like the "Loading..." Thanks! :^) * I like that you can kill a guy by touching him with an iceblock while you carry it. Thanks! :^) * I like the cool 'checkered flag' poles at the end of levels, now! (Or perhaps they were just on levels I didn't get to play til tonight?) and finally... * One final problem I just remembered... At one point I was jumping on top of an iceblock who was bouncing back and forth very fast. (There were two blocks of empty space between the walls he was bouncing back and forth on.) It was cool because I was able to get lots of multiplier points (e.g., 450.. 475... 500 points for jumping on him!) However, it was VERY difficult to STOP jumping on him! 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! :^) Okay, one more... * I've seen ice (that you slip on), and fish (that jump out of the water). Are they not used anywhere in any levels? And what's with so few 'boxes' to break! That was half the fun in Super Mario Bros!... destroying the structure of a level to find goodies! ;^) Anyway, thanks guys! It's even cooler today than it was yesterday! -bill! |
From: Bill K. <nb...@so...> - 2004-04-26 18:54:53
|
On Mon, Apr 26, 2004 at 08:57:20PM +0200, Matze Braun wrote: > > > On Mon, 26 Apr 2004, Ricardo Cruz wrote: > > > > * Apparently, even though I had the 'invincibility star', I was able to > > > get clobbered by a knocked-out iceblock as he ricocheted past me > > > > > Fix, anyone? :) > I'm really unable to reproduce that one. Do you have more details? Hrm, thinking about it, I think it was perfect timing, on the part of the bad guy. :^) e.g., i was just losing my super-powers when he hit me. I'd love it if the 'regular' music would start, and the glow/sparkle around TUx would 'flicker' to let you know that loss-of-invincibility is imminent. ...Rather than have it just go away *poof*! right when you're running through a collection of bad guys. ;) -bill! |
From: Matze B. <ma...@br...> - 2004-04-26 18:42:48
|
On Mon, 26 Apr 2004, Ricardo Cruz wrote: > > * Apparently, even though I had the 'invincibility star', I was able to > > get clobbered by a knocked-out iceblock as he ricocheted past me > > > Fix, anyone? :) I'm really unable to reproduce that one. Do you have more details? Greetings, Matze |
From: Bill K. <nb...@so...> - 2004-04-26 18:04:59
|
I just did the following: cvs update -d make distclean ./autogen.sh ./configure make All seemed good. However, when I run Super Tux, it starts playing the title screen music and then dies with: /home/kendrick/games/supertux/supertux/src/../data/images/tilesets/black.png Whattup!? ;) -bill! (Actually, probably good it's not working... because >I< need to be working, and not playing video games. Err... rather, not playing non-work-related video games. Whatever! ;^) ) |
From: Bill K. <nb...@so...> - 2004-04-26 17:56:18
|
I have this habit of walking into bad guys when I'm carrying a 'dead' ice block. I think maybe in one of the Mario games, you can walk into enemies while holding a turtle, and you won't get hurt. Should we do something similar in Super Tux? Obviously, you'd need to be walking forward into the bad guy (just holding an ice block doesn't make you impurvious to attack; e.g. from above, below, or behind). And I think the penality (the "price") should be that you lose the ice block. (Both the enemie you touched, and the ice block, should fall off the screen.) Whaddaya think? -bill! |
From: Tobias <tob...@gm...> - 2004-04-26 14:01:04
|
Am Mo, den 26.04.2004 schrieb Ricardo Cruz um 15:55: > Em Domingo, 25 de Abril de 2004 21:28, o Tobias Gläßer escreveu: > > Am So, den 25.04.2004 schrieb Christopher A. Webber um 22:25: > > > On Sun, 2004-04-25 at 15:07, Ingo Ruhnke wrote: > > > > Bill Kendrick <nb...@so...> writes: > > > > > On Sun, Apr 25, 2004 at 02:51:15PM -0500, C Ratchet wrote: > > > > >> I'm another native English speaker. > > > > >> > > > > >> How about the name Penny (sounds like a Penguin-ish name) for Tux's > > > > >> girlfriend? > > > > > > > > > > Honestly, I think I like that. ;^) Penny the Penguin! > > > > > > > > A second that, Penny kind of sounds quite nice and better then Betty > > > > or Gown for sure :) > > > > > > Penny sounds good to me. > > > > Actually I suggested to use Penny as name on the IRC channel, too. > > Why not? :) > > > > Greetz... > > > > Tobias Gläßer > > > > > > Wow! Tobias made a comment after of being away for a month :) > Hurray! :D > > Ricardo I hope, you know the difference between 2 weeks and one month. ;) Greetz... Tobias Gläßer -- |
From: Ricardo C. <ri...@ae...> - 2004-04-26 13:55:18
|
Em Domingo, 25 de Abril de 2004 21:28, o Tobias Gl=C3=A4=C3=9Fer escreveu: > Am So, den 25.04.2004 schrieb Christopher A. Webber um 22:25: > > On Sun, 2004-04-25 at 15:07, Ingo Ruhnke wrote: > > > Bill Kendrick <nb...@so...> writes: > > > > On Sun, Apr 25, 2004 at 02:51:15PM -0500, C Ratchet wrote: > > > >> I'm another native English speaker. > > > >> > > > >> How about the name Penny (sounds like a Penguin-ish name) for Tux's > > > >> girlfriend? > > > > > > > > Honestly, I think I like that. ;^) Penny the Penguin! > > > > > > A second that, Penny kind of sounds quite nice and better then Betty > > > or Gown for sure :) > > > > Penny sounds good to me. > > Actually I suggested to use Penny as name on the IRC channel, too. > Why not? :) > > Greetz... > > Tobias Gl=C3=A4=C3=9Fer > > Wow! Tobias made a comment after of being away for a month :) Hurray! :D Ricardo =2D-=20 There's one consolation about matrimony. When you look around you can always see somebody who did worse. -- Warren H. Goldsmith |
From: Ricardo C. <ri...@ae...> - 2004-04-26 13:53:44
|
You have probably just subscribed recently to the mailing list, because if you go to the logs you'll see that I've started a discussion about that for two times. I already hacked it for a couple of times, but Ingo opinion is that it should only be implemented when we have a more advanced engine, because he is afraid it will just mean more work to keep the support with the engine's evolution. Anyway, surely there will be a multi-player mode and I think it is preferably to talk about that only then. Look, the milestone1 is near and i think it is much better to report bugs and discuss it. Just my 2 cents, :) Ricardo Cruz Em Domingo, 25 de Abril de 2004 20:53, o C Ratchet escreveu: > I'm wondering if any thought has been put into making a multiplayer > mode for Super Tux. > > I can think of a few options: > > Cooperative mode - 2 or more players cooperate on the same screen (on > the same computer or thru a network) > > Competition mode - 2 or more players race to finish levels > > Tux vs. Nolok (is Nolok the name picked for the enemy?) - One player > plays Tux, one plays Nolok and try to get each other. > > Ratchet > --- > > Are YOU a Good Person? Go here: > http://www.wayofthemaster.com/wotm_flash.html -- "My country, right or wrong" is a thing that no patriot would think of saying, except in a desperate case. It is like saying "My mother, drunk or sober." -- G.K. Chesterton, "The Defendant" |
From: Ricardo C. <ri...@ae...> - 2004-04-26 13:49:35
|
Em Domingo, 25 de Abril de 2004 23:59, o Bill Kendrick escreveu: > A few other things... > > * I still wish the eggs would ALWAYs come out to the right :^) > Well, I don't agree and, in fact, that gives sometimes a challenge for the player (to have to jump into the right side). > * I wish you could bounce the eggs from underneath > Yes, that was probably lost in a cleanup. Anyone interested in implementing that? Should be pretty easy, but can give a bit of work to find the right classes and stuff. > * Apparently, even though I had the 'invincibility star', I was able to > get clobbered by a knocked-out iceblock as he ricocheted past me > Fix, anyone? :) Ricardo Cruz > > -bill! > > -- NT (as in Windows NT) is short for "No Thanks". |
From: Ingo R. <gr...@gm...> - 2004-04-26 13:48:08
|
Bill Kendrick <nb...@so...> writes: > I think Tux should move onto the next level dot (the red one) after beating > a level, so that you don't have to 'traverse' the same chunk of game > a second time. Yep, fixed. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Ricardo C. <ri...@ae...> - 2004-04-26 13:46:13
|
Of course in the future Tux will be able to swim, but for now, let's just keep it this way. Let's focus in having a good engine and a fun game for this milestone1. Ricardo Cruz Em Segunda, 26 de Abril de 2004 00:01, o Bill Kendrick escreveu: > Ooh! Even more. :^) > > When Tux falls into the water, it should make a 'splash' noise, and there > should be a little splash. (See Bobobot for an example :^) ) > > > Hrm... also, looking at the "Smaller Bath" level, it seems I cannot kill > the snowball by hitting the blocks underneath him! What's up with that!?!? > :) > > -bill! > -- If you live long enough, you'll see that every victory turns into a defeat. -- Simone de Beauvoir |
From: Ricardo C. <ri...@ae...> - 2004-04-26 13:45:21
|
Em Segunda, 26 de Abril de 2004 00:19, o Bill Kendrick escreveu: > Some final suggestions/comments for today > > * 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). Anyway, the CREDITS file will be updated and that should be more professional and give developers email/homepage. > * Long delays > When the app window first comes up, and when you first select the > game map (e.g., start a new game, or continue a saved one), it seems > like the app has hung. It'd be nice to throw up a "Please wait" > and/or animated progress- or busy-bar. > I am the one fault for the slowing down of the worldmap loading :) I have made the levels to show their names, instead of the filename and so we need to open each level, in order to get its name. There are two solutions: just read level files when you move into that level or keep level names in the worldmap file. Anyway, I don't think it worths any work. But if anyone makes a patch for it... :) > > Anyway, thx! > > -bill! > -- Confidant, confidante, n: One entrusted by A with the secrets of B, confided to himself by C. -- Ambrose Bierce, "The Devil's Dictionary" |
From: sik0fewl <xxd...@ho...> - 2004-04-26 06:43:48
|
Ingo Ruhnke <gr...@gm...> writes: >Bill Kendrick <nb...@so...> writes: > > > Suggestion for the bouncing and helicopter snowballs... > > > > When you hit them, don't kill them, but instead turn them into normal > > walking snowballs... > >helisnowball would be in most cases killed instantly anyway, so it >wouldn't make much difference. About bouncingball, yep, thats planed, >but not for milestone1, would make some levels even more harder than >they already are. I was thinking it would be pretty cool if helisnowballs turned into helipads that tux could stand on. This wouldn't be a milestone1 thing though. -- Ryan http://digitalhell.cjb.net/~ryan/supertux/ _________________________________________________________________ MSN Premium includes powerful parental controls and 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: sik0fewl <xxd...@ho...> - 2004-04-26 06:39:19
|
>I'm another native English speaker. > >How about the name Penny (sounds like a Penguin-ish name) for Tux's >girlfriend? Looks likes it's already been decided, but I'd still like to throw my vote in for Penny :) -- Ryan http://digitalhell.cjb.net/~ryan/ _________________________________________________________________ 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: Bill K. <nb...@so...> - 2004-04-26 04:40:06
|
Okay, I just got the last level of the first map. (And DAMNIT, it's segfaulting there, too! >:^P ) Anyway, based on the content of the previous level, it feels as though Tux has progressed right up to the castle entrance. However, when I beat that second-to-last level and return to the map view, Tux is still at the second-to-last level's 'dot'! I think Tux should move onto the next level dot (the red one) after beating a level, so that you don't have to 'traverse' the same chunk of game a second time. (The first time was when you played a level, the second is when you then have to move Tux on the map screen.) I hope this makes sense. :^) Thx! -bill! Damnit, I wanted to see Nolok's castle! >:^P |
From: Bill K. <nb...@so...> - 2004-04-26 04:15:39
|
On Sun, Apr 25, 2004 at 09:09:58PM -0700, Bill Kendrick wrote: > > Super Tux (pulled from CVS earlier today; 2004-04-25) is crashing when I > enter the "Under the Ice" level! :^( > > I've cheated and edited my slot1.stsg file to pretend I already beat it, > but the next level after that ALSO crashes. (Segfault) FYI, I was able to get to "A Path in the Clouds" (by cheating and editing my slot1.stsg file) -bill! |
From: Bill K. <nb...@so...> - 2004-04-26 04:09:59
|
Super Tux (pulled from CVS earlier today; 2004-04-25) is crashing when I enter the "Under the Ice" level! :^( I've cheated and edited my slot1.stsg file to pretend I already beat it, but the next level after that ALSO crashes. (Segfault) I can provide details if people want (e.g., if this isn't a know problem) Thx! -bill! |
From: Alex V. <Al...@co...> - 2004-04-26 02:53:43
|
Christopher A. Webber wrote: > Penny sounds good to me. Well, since Gown dosen't seem to be very popular, I think Penny is a good choice, too. Alex |
From: Christopher A. W. <cr...@li...> - 2004-04-26 00:40:46
|
> Hi there, > I like the name Penny, too... seems like there are no objections at all. :) Yeah, I think it's been unanimous consent... something that seems to be a rarity around here ;) > As for a second character, I think milestone2 should definitely have > one. Having Penny as a sidekick, however, could be difficult considering > the story, so Critterhead would definitely be an option - I kinda like > the name "Critterhead", too... Yes, Penny is really not a viable character for player two... I think the concept of a doppelganger is just far too confusing :) Heh... Critterhead, eh? I actually just named it that because I drew a critter's head, and I had no idea what to call it. But I suppose that technically could be it's real name. Come to think of it, this happened with the Wingling too.. I didn't know what to call it, so I just labeled it as "wingling" since I was attempting to create a winged creature. I figured I'd change the name later, but people seemed to accept it rather well. Whoops, I'm rambling :) > Penny could become a playable character as a reward for beating the game > - but that's milestone2+ stuff again. That might be possible. CAW | The bottom line |
From: Christopher A. W. <cr...@li...> - 2004-04-26 00:30:20
|
> An Ice Flower doesn't make sense if its Fire Power... maybe a > chilipepper ;) or make him spit snowflakes ;) and the things he spits > needto look like fireballs more. I dunno... I really like the ice flower, but I agree with you that it doesn't make sense that it would shoot fireballs. Perhaps if the bottom of its petals glowed with a slight tint of red? That would explain how it could survive in the winter. But even so... I really like the way it looks, and it would be great to keep it as is, if we could think of a better idea. Unless, of course, if there is more than one type of power up. Hm... what if the ice flower appropriately gives Tux ice flowers, and we give tux something else for fire ability? (something that isn't a flower) Fire armor would be neat... of course it would require drawing a whole set of sprites to go along with large tux's big movements. Nonetheless, I think it would be a great idea. Of course, people are welcome to object. :) I could draw a few example sprites, taking Ingo's (grumbel's) large tux and painting on the fire suit. Should I give that a shot? -CAW | The bottom line |
From: Christopher A. W. <cr...@li...> - 2004-04-26 00:20:46
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On Sun, 2004-04-25 at 18:56, Ingo Ruhnke wrote: > Bill Kendrick <nb...@so...> writes: > > > Suggestion for the bouncing and helicopter snowballs... > > > > When you hit them, don't kill them, but instead turn them into normal > > walking snowballs... > > helisnowball would be in most cases killed instantly anyway, so it > wouldn't make much difference. About bouncingball, yep, thats planed, > but not for milestone1, would make some levels even more harder than > they already are. I dunno... it seems to me that it would make more sense for the helisnowball to turn into a normal snowball, but it wouldn't much for a bouncing one. -CAW | The bottom line |
From: C R. <zra...@mi...> - 2004-04-26 00:17:12
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Possibly there should be 4 difficulty levels: Easy: No bouncing heads or bouncing snowballs, bombs replaced by iceblocks, iceblocks shatter after hitting something and don't move unless tux kicks them, more star powerups. Medium: Bouncing heads, bombs, iceblocks shatter as above. Hard: Bouncing heads and snowballs, bombs, iceblock normal behaviour Super Challenge: Double speed of enemies. Ratchet --- Are YOU a Good Person? Go here: http://www.wayofthemaster.com/wotm_flash.html |