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From: Ricardo C. <ri...@ae...> - 2004-04-21 15:30:43
|
Hey Marek, I liked your music, but I think it's too short... Besides that it's very good. (For those that don't want to install speedtracker just to listen it, get this: http://rpmcruz.planetaclix.pt/trash/splayer.tgz - a very simple (20 lines) command-line sound player that uses sdl_mixer) Ricardo Cruz Em Quarta, 21 de Abril de 2004 15:57, o Marek escreveu: > Hi guys! > I made a theme music for super tux to use in the main menu. > > I tried to compose the song with Tux' characteristics in mind: > -In our game, he's a superhero (thus the opening trumpets) > -Something geekish (Listen very carefully to the baseline (track 3 of > the mod file)... does it sound familiar? ;-) ) > -And, for the main melody, a very content penguin that just ate a bucket > full of herring :-) > Hope you like it. > > You can download it at http://www.wansti.de/files/tux-theme.mod > I sent a cvs-ready version (i.e. with -fast version) to Ricardo in case > you want to use it. > > Marek -- If a thing's worth doing, it is worth doing badly. -- G.K. Chesterton |
From: Matze B. <ma...@br...> - 2004-04-21 15:29:59
|
On Wed, 21 Apr 2004, Benjamin P. Jung wrote: > Just downloaded the latest CVS version of Supertux and ... wow!!! > Last time I had a look at the game was somewhat before 0.0.6 -- All you > level designers, GFX & SFX artists and of course the programmers did a > really nice job! > > What i still don't like is the Tux charakter itself -- personally I > think it isn't cute enough! > (I tried to do one myself once but it never looked like it could belong > into a Jump and Run Game actually) > I 'gimped' for a few minutes and this time modified the existing (small) > Supertux charakter from CVS and gave it bigger eyes. I've created two > little animations to show the difference. > They're at: > http://www.phreakzone.com/tmp/index.html > > I don't have CVS access -- if you are also of the opinion that Tux > should have bigger eyes I've prepared a tar.gz file containing all of > the graphics for the small Tux also located on the page mentioned > above....... I personally think that he looks better with bigger eyes... Greetings, Matze |
From: Marek <wa...@gm...> - 2004-04-21 14:56:44
|
Hi guys! I made a theme music for super tux to use in the main menu. I tried to compose the song with Tux' characteristics in mind: -In our game, he's a superhero (thus the opening trumpets) -Something geekish (Listen very carefully to the baseline (track 3 of the mod file)... does it sound familiar? ;-) ) -And, for the main melody, a very content penguin that just ate a bucket full of herring :-) Hope you like it. You can download it at http://www.wansti.de/files/tux-theme.mod I sent a cvs-ready version (i.e. with -fast version) to Ricardo in case you want to use it. Marek -- -----BEGIN GEEK CODE BLOCK----- Version: 3.1 GCS dpu@ s:+ a-- C++(++++)$ UL++>++++ P+ L+++>+++++ E- W++ N o? K- w--- O M+@ V- !PS !PE Y+ PGP++@ t--- 5-- X- R+(++) tv-- b++@ DI+ D+>++++ G++ e>++++ h--- r++(+++) y+++ ------END GEEK CODE BLOCK------ |
From: Ricardo C. <ri...@ae...> - 2004-04-21 14:35:04
|
Your work is good, but just look at it and tell me in the eyes if that looks like a penguin ;) Anyway, there's other work that you could give a hand, like doing a flat mr.iceblock and a Tux kicking (to be used when kicking an ice block, I would implement the code). Ricardo Cruz Em Quarta, 21 de Abril de 2004 12:53, o Benjamin P. Jung escreveu: > >Your Tux looks either like an owl or like being on really bad drugs, > >but not really cute either, which btw. wasn't the goal in the first > >place. However you are right that the eye isn't optimal, fixed version > >is at (ie. the middle one): > > > > * http://pingus.seul.org/~grumbel/tmp/fixedeye2.png > > I see -- maybe Tux needs other (bigger!!! :P) eyes but my attempt to > create such was obviously not that good. > Personally I don't think it makes Tux look like an owl or being on drugs > -- well, well ... > > ;-) > > Benjamin Jung > bp...@gm... > > -- It's a .88 magnum -- it goes through schools. -- Danny Vermin |
From: Benjamin P. J. <bp...@gm...> - 2004-04-21 12:01:38
|
*lol* -- ok! Then I was just to thumb .... Benjamin > > >> I thought that was meant to be a secret hidden path... :) >> >> Ricardo >> >> |
From: Marek <wa...@gm...> - 2004-04-21 11:53:07
|
Ricardo Cruz wrote: > I thought that was meant to be a secret hidden path... :) > >Ricardo > > > Yep, it is a hidden path... :-) You can walk right through that wall, you just have to jump occasionally. There is also a hidden extra life for you to find... ;-) >Em Quarta, 21 de Abril de 2004 10:08, o Benjamin P. Jung escreveu: > > >>Found a bug in the 2nd level: >>It's possible to walk 'into' a wall in Level 2 (and never get outta >>there...) >>I made a screenshot so that the responsible level designer can easily >>find out where to fix it: >> http://www.phreakzone.com/tmp/bug-level2.jpg >> >> >>Benjamin P. Jung >>bp...@gm... >> >> >> >> > > > -- -----BEGIN GEEK CODE BLOCK----- Version: 3.1 GCS dpu@ s:+ a-- C++(++++)$ UL++>++++ P+ L+++>+++++ E- W++ N o? K- w--- O M+@ V- !PS !PE Y+ PGP++@ t--- 5-- X- R+(++) tv-- b++@ DI+ D+>++++ G++ e>++++ h--- r++(+++) y+++ ------END GEEK CODE BLOCK------ |
From: Benjamin P. J. <bp...@gm...> - 2004-04-21 11:50:46
|
>Your Tux looks either like an owl or like being on really bad drugs, >but not really cute either, which btw. wasn't the goal in the first >place. However you are right that the eye isn't optimal, fixed version >is at (ie. the middle one): > > * http://pingus.seul.org/~grumbel/tmp/fixedeye2.png > > I see -- maybe Tux needs other (bigger!!! :P) eyes but my attempt to create such was obviously not that good. Personally I don't think it makes Tux look like an owl or being on drugs -- well, well ... ;-) Benjamin Jung bp...@gm... |
From: Ingo R. <gr...@gm...> - 2004-04-21 11:28:22
|
"Benjamin P. Jung" <bp...@gm...> writes: > I 'gimped' for a few minutes and this time modified the existing > (small) Supertux charakter from CVS and gave it bigger eyes. Your Tux looks either like an owl or like being on really bad drugs, but not really cute either, which btw. wasn't the goal in the first place. However you are right that the eye isn't optimal, fixed version is at (ie. the middle one): * http://pingus.seul.org/~grumbel/tmp/fixedeye2.png -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Ricardo C. <ri...@ae...> - 2004-04-21 10:34:35
|
I thought that was meant to be a secret hidden path... :) Ricardo Em Quarta, 21 de Abril de 2004 10:08, o Benjamin P. Jung escreveu: > Found a bug in the 2nd level: > It's possible to walk 'into' a wall in Level 2 (and never get outta > there...) > I made a screenshot so that the responsible level designer can easily > find out where to fix it: > http://www.phreakzone.com/tmp/bug-level2.jpg > > > Benjamin P. Jung > bp...@gm... > > -- I don't have an eating problem. I eat. I get fat. I buy new clothes. No problem. |
From: Ricardo C. <ri...@ae...> - 2004-04-21 10:32:39
|
I have to say that I prefer the current Tux, yours looks a bit like an owl ;D Anyway, thx for your support. Ricardo Em Quarta, 21 de Abril de 2004 09:26, o Benjamin P. Jung escreveu: > Just downloaded the latest CVS version of Supertux and ... wow!!! > Last time I had a look at the game was somewhat before 0.0.6 -- All you > level designers, GFX & SFX artists and of course the programmers did a > really nice job! > > What i still don't like is the Tux charakter itself -- personally I > think it isn't cute enough! > (I tried to do one myself once but it never looked like it could belong > into a Jump and Run Game actually) > I 'gimped' for a few minutes and this time modified the existing (small) > Supertux charakter from CVS and gave it bigger eyes. I've created two > little animations to show the difference. > They're at: > http://www.phreakzone.com/tmp/index.html > > I don't have CVS access -- if you are also of the opinion that Tux > should have bigger eyes I've prepared a tar.gz file containing all of > the graphics for the small Tux also located on the page mentioned > above....... > > > Benjamin P. Jung > bp...@gm... > > > -- Every absurdity has a champion who will defend it. |
From: Benjamin P. J. <bp...@gm...> - 2004-04-21 09:06:21
|
Found a bug in the 2nd level: It's possible to walk 'into' a wall in Level 2 (and never get outta there...) I made a screenshot so that the responsible level designer can easily find out where to fix it: http://www.phreakzone.com/tmp/bug-level2.jpg Benjamin P. Jung bp...@gm... |
From: Marek <wa...@gm...> - 2004-04-21 08:54:40
|
I personally think the improved Tux looks really good. Btw, I noticed the up-to-date level files are on the cvs now. Happy testing! :-) Marek Benjamin P. Jung wrote: > I 'gimped' for a few minutes and this time modified the existing > (small) Supertux charakter from CVS and gave it bigger eyes. I've > created two little animations to show the difference. > They're at: > http://www.phreakzone.com/tmp/index.html -- -----BEGIN GEEK CODE BLOCK----- Version: 3.1 GCS dpu@ s:+ a-- C++(++++)$ UL++>++++ P+ L+++>+++++ E- W++ N o? K- w--- O M+@ V- !PS !PE Y+ PGP++@ t--- 5-- X- R+(++) tv-- b++@ DI+ D+>++++ G++ e>++++ h--- r++(+++) y+++ ------END GEEK CODE BLOCK------ |
From: Benjamin P. J. <bp...@gm...> - 2004-04-21 08:24:22
|
Just downloaded the latest CVS version of Supertux and ... wow!!! Last time I had a look at the game was somewhat before 0.0.6 -- All you level designers, GFX & SFX artists and of course the programmers did a really nice job! What i still don't like is the Tux charakter itself -- personally I think it isn't cute enough! (I tried to do one myself once but it never looked like it could belong into a Jump and Run Game actually) I 'gimped' for a few minutes and this time modified the existing (small) Supertux charakter from CVS and gave it bigger eyes. I've created two little animations to show the difference. They're at: http://www.phreakzone.com/tmp/index.html I don't have CVS access -- if you are also of the opinion that Tux should have bigger eyes I've prepared a tar.gz file containing all of the graphics for the small Tux also located on the page mentioned above....... Benjamin P. Jung bp...@gm... |
From: Marek <wa...@gm...> - 2004-04-21 07:48:26
|
Ricardo Cruz wrote: > That's a cool music! But what about one for being used by the main menu... >Not sure how it should be... > > For the main menu, it'd be great to have something like a Tux Theme song. Is there anything like that, i.e. a melody related to the Linux penguin that we could use and remix? If not, I could try to make one up... but that one would have to be really good. I'll think about it. Marek -- -----BEGIN GEEK CODE BLOCK----- Version: 3.1 GCS dpu@ s:+ a-- C++(++++)$ UL++>++++ P+ L+++>+++++ E- W++ N o? K- w--- O M+@ V- !PS !PE Y+ PGP++@ t--- 5-- X- R+(++) tv-- b++@ DI+ D+>++++ G++ e>++++ h--- r++(+++) y+++ ------END GEEK CODE BLOCK------ |
From: Ricardo C. <ri...@ae...> - 2004-04-20 23:18:02
|
That's a cool music! But what about one for being used by the main menu... Not sure how it should be... Ricardo Em Segunda, 19 de Abril de 2004 22:29, o Marek escreveu: > Hi everyone! > I created another music today, you can listen to it if you like. > Download at http://www.wansti.de/files/tux.mod > It doesn't have a title yet because I'm not sure what it can be used > for. I think it has some kind of Megaman atmosphere to it, so maybe it > would fit into a robot or factory themed tileset. I'll keep it ready for > milestone 2. :-) > Suggestions, constructive criticism, flaming, as well as any other type > of feedback welcome! :-) > > Marek -- At once it struck me what quality went to form a man of achievement, especially in literature, and which Shakespeare possessed so enormously -- I mean negative capability, that is, when a man is capable of being in uncertainties, mysteries, doubts, without any irritable reaching after fact and reason. -- John Keats |
From: Bill K. <nb...@so...> - 2004-04-20 20:33:13
|
On Tue, Apr 20, 2004 at 10:17:38PM +0200, Ingo Ruhnke wrote: <snip> > > - enemies can have a stay-on-platform flag, so they can be locked to > there current platform, no more need to hold them there with blocks > or other ugly things that don't belong there In Super Mario Bros (original), there were two kinds of turtles. Green ones (fell) and red ones (turned around). There were also winged turtles. When you stomped them, they lost their wings, and would walk around. Similarly, there were green verisons and red versions. They simply changed from winged green or red, to normal green or red, and would walk/fall as expected... I like that we can flag the enemy to do such a thing, but it'd be nice to make them LOOK slightly different, to give a hint to the player. ("Okay, he's gonna fall in a sec.!") If they look the same, the player will be confused. ("HEY! Why didn't he FALL!? It's a bug!") ;^) -bill! |
From: Ingo R. <gr...@gm...> - 2004-04-20 20:25:00
|
Some news in the level format: - it now features reset points, I suggest having one reset point every 128 tiles (ie. 4 screens), thus leading to four reset points per level. With the current difficulty I think such a high number of reset points is a must have, if we can reduce the difficulty otherwise the resetpoint number might be lower - enemies can have a stay-on-platform flag, so they can be locked to there current platform, no more need to hold them there with blocks or other ugly things that don't belong there -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Ricardo C. <ri...@ae...> - 2004-04-20 18:02:42
|
Hey, Can anybody try to find a sound to be used for Mr.Bombs' explotions? I have found this, but I don't like it much: http://rpmcruz.planetaclix.pt/trash/explode.wav Ricardo Cruz -- Mad, adj.: Affected with a high degree of intellectual independence ... -- Ambrose Bierce, "The Devil's Dictionary" |
From: Marek <wa...@gm...> - 2004-04-20 17:33:05
|
Hi guys! I finally polished all 24 levels and sent them to Ricardo to commit. I believe they'll be in the CVS very soon. After we agreed on IRC that the game is too hard in general, I made most of the levels a little easier. Please look through the levels and tell me if you find anything that needs to be fixed, such as: -Difficulty (are there really unfair spots that are near unbeatable?) -Graphic glitches (wrong or missing tiles) -Item placement (are there enough or too many items somewhere?) -Secrets (are they too hard or too easy to find?) (Hint: The engine in its current state only allows for two kinds of secrets: Invisible blocks/floors and fake walls. Also, keep in mind that you can walk across the ceiling of, for example, a cave level, if you can find a way to jump up there.) -Anything else that appears not right to you Also, I don't really like the naming of the levels; some levels have real titles while others are just numerated (Antartica 1-10, The Cave 1-6). If anyone can come up with good names for those levels, please send them to me as well. Have fun! Marek -- -----BEGIN GEEK CODE BLOCK----- Version: 3.1 GCS dpu@ s:+ a-- C++(++++)$ UL++>++++ P+ L+++>+++++ E- W++ N o? K- w--- O M+@ V- !PS !PE Y+ PGP++@ t--- 5-- X- R+(++) tv-- b++@ DI+ D+>++++ G++ e>++++ h--- r++(+++) y+++ ------END GEEK CODE BLOCK------ |
From: Ricardo C. <ri...@ae...> - 2004-04-20 14:45:57
|
Well, I liked the idea of having a fly vehicle, boomerang weapon and stuff. But there is work that needs to be done before that. Besides, I think sliding is much more priority than those, since it could take SuperTux to another level of gameplaying. Ricardo Cruz Em Segunda, 19 de Abril de 2004 20:39, o C Ratchet escreveu: > Just wondering if these ideas could be put on the development page or > anything, or if anyone had any comments... > > Ratchet > > On Apr 18, 2004, at 6:04 PM, C Ratchet wrote: > > Here are some new ideas for objects: > > > > http://digitalhell.cjb.net/~ryan/supertux/zratchet/ > > --- > > > > 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 -- You will inherit millions of dollars. |
From: Ingo R. <gr...@gm...> - 2004-04-19 23:35:16
|
Ingo Ruhnke <gr...@gm...> writes: Little update on the Todo, all removed items are either done or 'workarounded', still a bit left, but progress is good. Mainly left are tweaking of gameplay, missing graphics and probally a story/intro. Menu structure is almost final as it is now. If things go right a release at the end of the week or even earlier should be possible. > - levels, we currently have enough levels, but neither of them are > polished and tweaking for gameplay, extras and enemies, this area > still needs a lot of work > > - joystick buttons need to be configurable > > - keyboard keys should be configurable > > - level end sequence, I commited gfx for the end-iglo in cvs, however > there still needs to be code to handle this, ie: > > - once tux walked over a given line at the end of the level, say 960 > pixels before the level end, the game should switch to the level > end sequence, which simply means holding down 'right' button, the > rest will need to be handled by the level itself, ie. placement of > the iglo in the foreground/background layers. Since iglo is to > complicated for custom levels, levelfile should get a flag if > iglo-mode should be used or not > > - in addition to the iglo it would be nice to have a rotating > star-elpise as shown in: > http://pingus.seul.org/~grumbel/tmp/supertux-endscreen.jpg this > should collapse or expand (whatever looks better) and start the > main endsequence > - a boss as proposed at: > http://pingus.seul.org/~grumbel/tmp/supertux-boss.jpg this however > will require some serious cleanup of tux current grab and throw > behaviour first, including some new graphics for grabbing an item > > - laptop (now mriceblock) fixes, laptop still acts pretty weird in a > lot of situations and doesn't feel very natural, it also gets stucky > in some situations New Todo items are: - Gameplay: tweaking of acceleration/decceleration - caching of loaded level files so that the contrib menu is useable - Graphics: smalltux-eyefix, sliding tux, iceblock-x, endtiles for the road - graphics for star and fire upgraded tuxes - game-over tux sprite - story/intro -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Marek <wa...@gm...> - 2004-04-19 21:29:40
|
Hi everyone! I created another music today, you can listen to it if you like. Download at http://www.wansti.de/files/tux.mod It doesn't have a title yet because I'm not sure what it can be used for. I think it has some kind of Megaman atmosphere to it, so maybe it would fit into a robot or factory themed tileset. I'll keep it ready for milestone 2. :-) Suggestions, constructive criticism, flaming, as well as any other type of feedback welcome! :-) Marek -- -----BEGIN GEEK CODE BLOCK----- Version: 3.1 GCS dpu@ s:+ a-- C++(++++)$ UL++>++++ P+ L+++>+++++ E- W++ N o? K- w--- O M+@ V- !PS !PE Y+ PGP++@ t--- 5-- X- R+(++) tv-- b++@ DI+ D+>++++ G++ e>++++ h--- r++(+++) y+++ ------END GEEK CODE BLOCK------ |
From: C R. <zra...@mi...> - 2004-04-19 19:39:11
|
Just wondering if these ideas could be put on the development page or anything, or if anyone had any comments... Ratchet On Apr 18, 2004, at 6:04 PM, C Ratchet wrote: > Here are some new ideas for objects: > > http://digitalhell.cjb.net/~ryan/supertux/zratchet/ > --- > > 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: Ingo R. <gr...@gm...> - 2004-04-19 17:24:30
|
Ricardo Cruz <ri...@ae...> writes: > But the solution is not necessarily to get ride of them, we should > give scores in a smarter way avoiding that kind of situations. I don't want to get rid of scores, just of the highscore screen, since it really serves zero purpose, the scores itself are already saved in the save game files, so the highscore stuff really does nothing usefull. If one wants to introduce highscores in later releases it would most likly be only for different game modes (ie speed-runs, boss-fight times, etc), not for the normal worldmap. > I mean file merging only... Both files are small and I don't like > to see much files. I consider merging of two files that don't even do something related a very bad thing, it just forces you to walk through tons of code that you are not interested in. We actually should split files in the current stage (well, and rename some), not merge them. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Ricardo C. <ri...@ae...> - 2004-04-19 15:34:21
|
Em Segunda, 19 de Abril de 2004 16:20, o Ingo Ruhnke escreveu: > Ricardo Cruz <rm...@us...> writes: > > Anyway, do you think high_scores.* should be merged with > > configfile.* ? If nobody says anything, I'll do that. > > Highscores should be striped out (well, they already are mostly gone) > since they serve no purpose at all the moment, ie. I can just reenter > levels as much as I like an get more and more scores, a highscore > doesn't make much sense there. > I have already talked with you about that and you have a good point, players can have the points they want by just jumping into a laptop, for instance. But the solution is not necessarily to get ride of them, we should give scores in a smarter way avoiding that kind of situations. > About merging them with configfile, I consider that a very bad idea, > highscores is something that should be shared with other users and > which should never ever be editited by the user, while configfiles are > the inverse, ie. not shared and often hand edited. > I mean file merging only... Both files are small and I don't like to see much files. > If you need some work, try to cleanup the event passing in the menu > code, so that its easy to add configurable keys, configurable joystick > buttons and so that the menu state is more clear, currently there is > lots of code that catches events and menu code catching the same > events too, since nobody really knows who should catch what ending up > in chaos and often even the wrong menus are displayed, since > back-arrowing/escape pressing goes weird. Agreed that work is necessary, but I have stuff to do. Ricardo Cruz -- Whoever would lie usefully should lie seldom. |