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From: Ingo R. <gr...@gm...> - 2004-04-19 15:20:23
|
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. 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. 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. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Ricardo C. <ri...@ae...> - 2004-04-19 14:35:39
|
For the record, Tobias has some sort of plan for an Objects items, so it's better to wait until he is back to touch anything related. Ricardo Em Segunda, 19 de Abril de 2004 13:31, o Ingo Ruhnke escreveu: > Ricardo Cruz <ri...@ae...> writes: > > I agree with Tobias, would be much better to have consistency > > between other objects and Tux. > > See my other mail on why that is not such a good idea, especially not > now. And please don't apply sik0fewl second patch, since the 'type' > hack is just pretty damn ugly and it can be better and more cleanly > done when the worldobjs in general are better cleaned up, but thats > something for milestone2 anyway. -- Air pollution is really making us pay through the nose. |
From: Ingo R. <gr...@gm...> - 2004-04-19 12:31:20
|
Ricardo Cruz <ri...@ae...> writes: > I agree with Tobias, would be much better to have consistency > between other objects and Tux. See my other mail on why that is not such a good idea, especially not now. And please don't apply sik0fewl second patch, since the 'type' hack is just pretty damn ugly and it can be better and more cleanly done when the worldobjs in general are better cleaned up, but thats something for milestone2 anyway. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Ingo R. <gr...@gm...> - 2004-04-19 12:28:27
|
Ricardo Cruz <ri...@ae...> writes: > I mean, the player could just save before every level, so that he could be > allways with powers and with all lives! No, he couldn't, at least not easily, since he would always have to go back to the main menu to load if you leave out the load on the worldmap-menu. And even if he does so, the advantage would be limited, since it would still be only 'per level', so you still couldn't do quicksave-style cheating. Anyway, I think presenting the save menu on successfull level completion makes most sense, since it will make save-cheating rather hard and will also make saving almost automatic, so that the user can't forget to save. A save menu item in the worldmap shouldn't hurt either, since you would still have to successfully complete a level to harbour items (ie. items should be reset if you abort a level), so it would just help to save the current position on the worldmap (not much important right now, but with multiple worlds, secret passages, etc it would be handy). -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Ricardo C. <ri...@ae...> - 2004-04-19 11:46:06
|
Just to add, that I also think it would be stupid to let the player save the game state in a worldmap (it should only save the worldmap number). I mean, the player could just save before every level, so that he could be allways with powers and with all lives! Ricardo Cruz Em Segunda, 19 de Abril de 2004 02:12, o Ingo Ruhnke escreveu: > Ricardo Cruz <ri...@ae...> writes: > > The worldmap is becoming pretty cool now, and I was wondering if > > 'Save level' during gameplay should be removed, since it would allow > > ppl to cheat by remaining with the same lives. > > 'Save level' during gameplay is already removed or at least the menu > entries disabled and it should stay that way. Saving should only be > possible outside of levels. My plan is to either present a save dialog > after successfully solving a level or keeping it fully automatic as it > already is. With 'fully automatic' we could even remove the slot menu > at startup, since most people won't need it anyway 'cause the game > allows going back to old levels. -- Best of all is never to have been born. Second best is to die soon. |
From: Ricardo C. <ri...@ae...> - 2004-04-19 11:44:26
|
I agree with Tobias, would be much better to have consistency between othe= r=20 objects and Tux. Anyway, this hack is fine for now... Ricardo Cruz ps: Hope to see Tobias on the front soon ;) Em Domingo, 18 de Abril de 2004 23:31, o Ingo Ruhnke escreveu: > Tobias Gl=E4=DFer <tob...@gm...> writes: > > Please don't apply this patch. The player should be an object like > > the badguys and not have the unfair advantage of having its settings > > in the top-level level datas. > > The player and the start position is always special, since there can > only be one. So I don't see anything wrong with the patch, especially > since it can be refactored at a later point relativly trivially if > needed (ie. multiplayer modes or such). =2D-=20 In matters of principle, stand like a rock; in matters of taste, swim with the current. -- Thomas Jefferson |
From: Ricardo C. <ri...@ae...> - 2004-04-19 11:44:20
|
Dunno, my signatures are just the output of 'fortune' ;D Ricardo Em Segunda, 19 de Abril de 2004 07:46, o Bill Kendrick escreveu: > On Sun, Apr 18, 2004 at 12:03:10PM +0100, Ricardo Cruz wrote: > <snip> > > > -- A, like, Tribute to the Great White North, eh? > > Beauty! > > Is this a Bob & Doug McKenzie quote? If so, beauty! > > -bill! > > -- The last time I saw him he was walking down Lover's Lane holding his own hand. -- Fred Allen |
From: Bill K. <nb...@so...> - 2004-04-19 06:46:55
|
On Sun, Apr 18, 2004 at 12:03:10PM +0100, Ricardo Cruz wrote: <snip> > -- A, like, Tribute to the Great White North, eh? > Beauty! Is this a Bob & Doug McKenzie quote? If so, beauty! -bill! |
From: Ingo R. <gr...@gm...> - 2004-04-19 01:39:42
|
Ricardo Cruz <ri...@ae...> writes: > The worldmap is becoming pretty cool now, and I was wondering if > 'Save level' during gameplay should be removed, since it would allow > ppl to cheat by remaining with the same lives. 'Save level' during gameplay is already removed or at least the menu entries disabled and it should stay that way. Saving should only be possible outside of levels. My plan is to either present a save dialog after successfully solving a level or keeping it fully automatic as it already is. With 'fully automatic' we could even remove the slot menu at startup, since most people won't need it anyway 'cause the game allows going back to old levels. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Ingo R. <gr...@gm...> - 2004-04-19 01:09:07
|
"sik0fewl =A0" <xxd...@ho...> writes: > Actually, I think the way Tobias suggested might be better. We can > leave it this way for now and I'll try to create a better one this > week that allows player objects and [optionally] other objects (for > the future). I want to get milestone1 released real soon now (aka. in the next week) so the level format should not be changed in the next days and should stay as it is, else we will constantly break levels, leveleditors and will run into a lot of unneccessary bugs. One important thing missing currently in the level format are the reset points, beside that it can handle everything we need and they should be introducable without breaking stuff, ie: (reset-points=20 ... (point (x 100)=20 (y 1000)) ...) > If the type is player then it sets that players position, otherwise > it does it for the badguy. In the future if we have two players > playing at the same time (for example) there might be a line like > this: > > (suit (x 350) (y 170) (type "player")) > > We can also invent new objects this way (a positive side effect of > doing it this way). For milestone1 the current way will do, for milestone2 we need a more generic way of start positions/entry points for the player anway, ie. something that can handle sublevels, walking back, etc. so for the time being I wouldn't care about it, the current way works as it is. For milestone2 I am thinking of something like: (entrypoints=20 ... (entrypoint (data 1) (pos 100 200)) ...) and having tiles that allow to walk from one level to another sublevel: (tile (images "...") (exit #t) (data 1)) Where 'data' links it to the entry point with the same data, sublevel would then be encoded in the data too (ie. ((sublevel << 16) | entrypoint)) or so. --=20 WWW: http://pingus.seul.org/~grumbel/=20 JabberID: gr...@ja...=20 ICQ: 59461927 |
From: sik0fewl <xxd...@ho...> - 2004-04-19 01:03:17
|
Hi, This start position patch is a bit different than the last one, but I think it's better to be done this way. First off, example file: http://digitalhell.cjb.net/~ryan/supertux/level1.stl Relevant parts: (objects (tux (x 300) (y 170) (type "player")) (money (x 586) (y 358) (type "badguy")) (laptop (x 10464) (y 128)): ; ^ defaults to badguy ;.... ) Here tux is inserted at 300, 170. Type sets what type of object tux is (he's a player). Money is set to type bad guy and anything without a type defaults to badguy as well (saves a lot of level rebuilding). -- 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: sik0fewl <xxd...@ho...> - 2004-04-18 23:09:54
|
>The player and the start position is always special, since there can >only be one. So I don't see anything wrong with the patch, especially >since it can be refactored at a later point relativly trivially if >needed (ie. multiplayer modes or such). Actually, I think the way Tobias suggested might be better. We can leave it this way for now and I'll try to create a better one this week that allows player objects and [optionally] other objects (for the future). I was thinking the level file might look something like this: (objects (tux (x 300) (y 170) (type "player")) (money (x 586) (y 358) (type "badguy")) (laptop (x 10464) (y 128)) ; ^ type defaults to badguy .... ) If the type is player then it sets that players position, otherwise it does it for the badguy. In the future if we have two players playing at the same time (for example) there might be a line like this: (suit (x 350) (y 170) (type "player")) We can also invent new objects this way (a positive side effect of doing it this way). What do you guys think? -- Ryan http://digitalhell.cjb.net/~ryan/supertux/ _________________________________________________________________ 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...> - 2004-04-18 23:04:48
|
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 |
From: Ingo R. <gr...@gm...> - 2004-04-18 22:31:49
|
Tobias Gl=E4=DFer <tob...@gm...> writes: > Please don't apply this patch. The player should be an object like > the badguys and not have the unfair advantage of having its settings > in the top-level level datas. The player and the start position is always special, since there can only be one. So I don't see anything wrong with the patch, especially since it can be refactored at a later point relativly trivially if needed (ie. multiplayer modes or such). --=20 WWW: http://pingus.seul.org/~grumbel/=20 JabberID: gr...@ja...=20 ICQ: 59461927 |
From: Tobias <tob...@gm...> - 2004-04-18 19:01:56
|
Hey, Please don't apply this patch. The player should be an object like the badguys and not have the unfair advantage of having its settings in the top-level level datas. Greetz... Tobias Gläßer (I'll be back on the SuperTux front soon) Am So, den 18.04.2004 schrieb sik0fewl um 20:57: > Hi, > > Here's a patch to let level creators specify starting positions for tux in > the level file. > > This can be done using the start_pos_x and start_pos_y variables in the > level file. An example level file is at > http://digitalhell.cjb.net/~ryan/supertux/level1.stl > > If no start position is specified then the old start position is used as a > default. > > -- > 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: sik0fewl <xxd...@ho...> - 2004-04-18 18:57:40
|
Hi, Here's a patch to let level creators specify starting positions for tux in the level file. This can be done using the start_pos_x and start_pos_y variables in the level file. An example level file is at http://digitalhell.cjb.net/~ryan/supertux/level1.stl If no start position is specified then the old start position is used as a default. -- 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: Ricardo C. <ri...@ae...> - 2004-04-18 18:04:48
|
Hey there, The worldmap is becoming pretty cool now, and I was wondering if 'Save level' during gameplay should be removed, since it would allow ppl to cheat by remaining with the same lives. By the way, Marek has polished the level candidates for the 1st worldmap, that can be found at the worldmap1 directory. Give them a try! Ricardo Cruz -- `O' LEVEL COUNTER CULTURE Timewarp allowed: 3 hours. Do not scrawl situationalist graffiti in the margins or stub your rollups in the inkwells. Orange may be worn. Credit will be given to candidates who self-actualise. (1) Compare and contrast Pink Floyd with Black Sabbath and say why neither has street credibility. (2) "Even Buddha would have been hard pushed to reach Nirvana squatting on a juggernaut route." Consider the dialectic of inner truth and inner city. (3) Discuss degree of hassle involved in paranoia about being sucked into a black hole. (4) "The Egomaniac's Liberation Front were a bunch of revisionist ripoff merchants." Comment on this insult. (5) Account for the lack of references to brown rice in Dylan's lyrics. (6) "Castenada was a bit of a bozo." How far is this a fair summing up of western dualism? (7) Hermann Hesse was a Pisces. Discuss. |
From: Ricardo C. <ri...@ae...> - 2004-04-18 17:58:12
|
Hey, Well, that CREDITS file is only used by the game to display the credits.=20 Users should read the AUTHORS that should contain more information, like=20 email, IM and/or homepage. Anyway, the main documentation is outdated and I'm planning to update it=20 soon. By the way, Marek, what's your full name? ;) Ricardo Cruz Em Domingo, 18 de Abril de 2004 18:32, o sik0fewl =A0 escreveu: > Hi, > > Ricardo, I noticed you added me to the CREDITS file, thanks :) My full na= me > is "Ryan Flegel" if you want to put it in there. > > Also, the CREDITS file is in data/, that doesn't sound right, does it? > > -- > Thanks, > Ryan > http://digitalhell.cjb.net/~ryan/supertux/ > =2D-=20 Life is an exciting business, and most exciting when it is lived for others. |
From: sik0fewl <xxd...@ho...> - 2004-04-18 17:32:24
|
Hi, Ricardo, I noticed you added me to the CREDITS file, thanks :) My full name is "Ryan Flegel" if you want to put it in there. Also, the CREDITS file is in data/, that doesn't sound right, does it? -- Thanks, 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: sik0fewl <xxd...@ho...> - 2004-04-18 11:44:33
|
Hey, I wouldn't mind having CVS access. If Tobias or Bill wants to give me access that would be great. Would save a few steps :) My sourceforge username is sik0fewl. >Your patch was applied, thx. >Have you considered to have cvs access? > >Cheers, >Ricardo _________________________________________________________________ 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: Ricardo C. <ri...@ae...> - 2004-04-18 11:15:09
|
Hey, The fireball doesn't look that harmfull. Could someone make it more red, looking more like fire. Thx, Ricardo Cruz -- The, uh, snowy mountains are like really cold, eh? And the, um, plains stretch out like my moms girdle, eh? There's lotsa beers and doughnuts for everyone, eh? So the last one to be peaceful and everything is a big idiot, Eh? So shut yer face up and dry yer mucklucks by the fire, eh? And dream about girls with their high beams on, eh? They may be cold, but that's okay! Beer's better that way! Eh? -- A, like, Tribute to the Great White North, eh? Beauty! |
From: Ricardo C. <ri...@ae...> - 2004-04-18 11:10:55
|
Your patch was applied, thx. Have you considered to have cvs access? Cheers, Ricardo Em Domingo, 18 de Abril de 2004 09:54, o sik0fewl =A0 escreveu: > Hi, > > Here's a patch that makes a few changes that makes ST more like SMB. > > Changes include: > * Kicked mriceblocks (laptops) don't die after hitting a single enemy, th= ey > keep going to kill more badguys (or Tux if you're not careful) > * You can now kick mriceblocks (laptops) by running into their sides. > Before you had to jump on them to "kick" them and if you walked into their > sides you would die (or shrink). > * When badguys walk into one another they turn around instead of walking > through eachother. > > -- > Ryan > http://digitalhell.cjb.net/~ryan/supertux/ > =2D-=20 (1) X=3DY ; Given (2) X^2=3DXY ; Multiply both sides by X (3) X^2-Y^2=3DXY-Y^2 ; Subtract Y^2 from both sides (4) (X+Y)(X-Y)=3DY(X-Y) ; Factor (5) X+Y=3DY ; Cancel out (X-Y) term (6) 2Y=3DY ; Substitute X for Y, by equation 1 (7) 2=3D1 ; Divide both sides by Y -- "Omni", proof that 2 equals 1 |
From: sik0fewl <xxd...@ho...> - 2004-04-18 09:10:14
|
Sorry.. it's late and I'm pretty sure I didn't add the attachment to the last email I sent, so here it is :) -- Ryan http://digitalhell.cjb.net/~ryan/supertux/ _________________________________________________________________ Add photos to your e-mail with MSN Premium. 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...> - 2004-04-18 08:54:07
|
Hi, Here's a patch that makes a few changes that makes ST more like SMB. Changes include: * Kicked mriceblocks (laptops) don't die after hitting a single enemy, they keep going to kill more badguys (or Tux if you're not careful) * You can now kick mriceblocks (laptops) by running into their sides. Before you had to jump on them to "kick" them and if you walked into their sides you would die (or shrink). * When badguys walk into one another they turn around instead of walking through eachother. -- Ryan http://digitalhell.cjb.net/~ryan/supertux/ _________________________________________________________________ STOP MORE SPAM with the MSN Premium 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: Ricardo C. <ri...@ae...> - 2004-04-17 22:47:48
|
Hey there, As you may have noticed, Tobias, SuperTux maintainer, has been away from the chatting and development for awhile. I think that you should be informed that it is only temporary due to a medical condition (nothing near serious). So, I guess Ingo and I will be the ones in charge of applying the patches and make the decisions. Anyway, we can expect Tobias soon and then release the so much awaited Milestone1 :) Cheers, Ricardo Cruz -- Computers can figure out all kinds of problems, except the things in the world that just don't add up. |