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From: Bill K. <nb...@so...> - 2004-04-17 18:47:40
|
On Sat, Apr 17, 2004 at 11:04:56AM +0000, sik0fewl ? wrote: > Hi, > > Bill came into #supertux today/tonight and pointed out some things that > needed to be fixed. I've summarized them here. Thanks. :) I'll add clarification below most of them, just to make sure we're clear on what I mean. ;^) <snip> > > Ice blocks shouldn't walk through eachother No enemies should walk next to each other. For example, say you have this: [Wall] <1] <2] <3] e.g., enemies 1, 2 and 3 walking to the left, and there's a wall in front of them (straight ahead of #1). When #1 hits the wall, it will be like this: [Wall][1> <2] <3] #1 turns around. But then he'll hit #2! [Wall] <1][2> <3] #1 turns around again, and #2 turns around. But the #1 will hit the wall again, and #2 will hit #3: [Wall][1> <2][3> So you see, #1 gets bumped around like a pinball for a while. ;^) #2 less so. #3 just hits once and goes on his/her way: [Wall] <1][2> [3> Once last bump into the wall... [Wall][1> [2> [3> And they're on their way again, in the opposite direction (but the SAME order!) [Wall] [1> [2> [3> <snip> > Jumping through two blocks is almost impossible (so is falling through > them) By two blocks I mean: +-+ ^ +-+ |1| X |2| +-+ | +-+ X marks the spot :) You can't fall through them either. You should be able to walk quickly across the tops of two that are arranged like that... So that if the level has this: # # # # # # # # # # # # # # # # You can run across it, and would only need to jump once, at the big gap. But, if you slowed down, you'll need to be careful, otherwise you'll wall through! > Eggs come out of opposite side.. should always be right. I guess I need to play SMB3 more. I really like it always coming out the same direction, though. This also allows for evil things like: ##?######################### ##### # # # # # ##### e.g., hit the "?" block and you don't get to grab the egg until you've traversed something difficult. >:^) > Iceblocks shouldn't die after hitting a single enemy Yes! I can't believe someone changed this!!! If you have an enemy setup like this: <1] <2] <3] <4] <5] Where "1" is an iceblock and "2" thru "5" are, say, snowballs or other iceblocks, if you stomp "1" and kick it to the right, it'll kill all of the others! _1><2] <3] <4] <5][Wall] !2! _1><3] <4] <5] [Wall] !3! _1><4] <5] [Wall] !4! _1><5] [Wall] !5! _1> [Wall] And then he's still alive, and will bounce back if he hits a wall! >:^) <1_[Wall] > Tux should jump higher if you are running Yes!!! <snip> > Tux should run faster when Ctrl is DOWN By this, I mean... "Yes, I guess he DOES go faster when Ctrl is down... but it's really hard to tell. It doesn't seem MUCH faster!" > "Tux looks too stiff when jumping" My wife described as: "You know when they have enemies that stick to your head and make it hard to move? That's what it reminds me of." What >I< assume she means is that Tux's face/chest/neck doesn't seem to look much different when he's jumping. It's like he's doing Riverdance. ;) But honestly, that's her comment. >I< think he looks adorable! I can't wait to see a 'big' version of him running around! > The egg should be able to be changed directions when bouncing the block > underneath it. E.g., hit the "?" block: [?] [#]^^^[#][#][#] Egg pops out: [0> [#][ ][#][#][#] Hit another 'bounceable' brick (e.g., another "?", or a breakable brick, either as big or small Tux): <0] [#] [#][ ][#]^^^[#] And the egg goes the other direction... <0] [#][ ][#][#][#] > When Tux jumps in front of a pipe he shouldn't hit the lip of the pipe > (anti-physics) > - seemed okay for me, though In other words, if you have this: ===== | | | | | X | ########## (X marks the Tux) If you jump UP, you shouldn't bump your head on the "===" lip. However, when you're falling DOWN, you should land on the lip. e.g., so you can go from the state in the diagram above to this, just by hitting the [Jump] key: X ===== | | | | | | ########## (Again, X marks the Tux ;^) ) > * make ST easier > [04:15:59] <kendrick> probably just increase accelerations > [04:16:10] <kendrick> make him jump quicker, but for less frames > [04:16:23] <kendrick> make his turn-around speed faster <snip> Admittedly, I only get 26fps. But that should be PLENTY for Tux to move around quickly, since the game is no longer dependent on the FPS it gets! :^) Thanks much! I'm so glad I can finally compile it now! (Had to upgrade to automake ~1.9 and install g++-3.0 ;^) ) -bill! bi...@ne... | Milhouse, you ready to imitate that Jackass show? newbreedsoftware.com/bill | All those disclaimers made me want to do it more! |
From: Marek <wa...@gm...> - 2004-04-17 17:45:21
|
Hi! I made another music for Super Tux, i.e. for the Cave levels of Super Tux. I think it's really ambient, however, I have no idea why the tunes I make always turn out so sad... :-) It is still work in progress, I have to polish it a bit and make it smaller; it is currently almost 2 megabytes in size, which is IMHO too big for a single tune. I might also try to edit the melody a little to make it sound less sad. Anyway, you can download it at http://www.wansti.de/files/cave.mod Suggestions and constructive criticism are very 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: Ricardo C. <ri...@ae...> - 2004-04-17 15:41:12
|
Hey, Marek sent me a hand of levels that he thinks to be ready for an Antarctic island. These levels were already available, but he polished some of them and and order them. I have made worldmap to use them. Test it and send feedback! :) Ricardo Cruz -- Microsoft is not Y2K compliant: Windows 95, 98, ... and back again to 01 |
From: Ingo R. <gr...@gm...> - 2004-04-17 15:14:15
|
Marek <wa...@gm...> writes: > Hmmm... the problem is, I designed the levels for the current jumping > height. If Tux can jump higher, I'll have to redesign a lot of maps... > :( The normal jump should be 4 tiles high, while the accelerated should be 5 tiles high. Currently both are something like 4.5 tiles high, so level changes should be minimal. > IMHO, Tux should be sliding less. The way it currently is, the sliding > makes a lot of jumps extremely frustrating. Jepp, currently Tux slides to much, there are also a lot of situations where you just run into enemies, without having much a chance to dodge or break, unless you already know where the enemies appear (ie. already run into them). Slowing down some enemies and giving better breaking abilities should help. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Marek <wa...@gm...> - 2004-04-17 14:13:22
|
Hi! >>Grass in front of tux looks wrong >> - Snow Level 1 >> >> >> > Tilesets behaviour can be changed through the *.stgt file. Though, I am not >familiar with that, could you fix that, Ingo? > > This was a simple foreground/background problem in the level file. I already fixed that. >>Tux should jump higher if you are running >> >> >> > True. Jumping code should be reviewed. > > > Hmmm... the problem is, I designed the levels for the current jumping height. If Tux can jump higher, I'll have to redesign a lot of maps... :( >Find a better decel rate for sliding on ice > > IMHO, Tux should be sliding less. The way it currently is, the sliding makes a lot of jumps extremely frustrating. Btw, I am currently reviewing and polishing the maps for release. I finished 10 of the total 24 levels so far and I will soon send them to Ricardo to commit. Marek |
From: Ricardo C. <ri...@ae...> - 2004-04-17 13:56:45
|
This kind of bug and wanted features submitting is a very healthing thing = and=20 I appreciate it. Here goes, a few comments. Em S=E1bado, 17 de Abril de 2004 12:04, o sik0fewl =A0 escreveu: > Hi, > > Bill came into #supertux today/tonight and pointed out some things that > needed to be fixed. I've summarized them here. > > ----- > > Grass in front of tux looks wrong > - Snow Level 1 > Tilesets behaviour can be changed through the *.stgt file. Though, I am no= t=20 familiar with that, could you fix that, Ingo? > Ice blocks shouldn't walk through eachother > That behaviour was lost after cleanups and fixes in the collisions code. I= 'll=20 have a look at that. > Stalactite hangs to low > That's a known bug, related with the fact that timing is no longer fixed. > Jumping through two blocks is almost impossible (so is falling through > them) > Tux jumping is a bit broken, I'll look forward for a fix. > Eggs come out of opposite side.. should always be right. > It just follows SuperMario 3 behaviour. Eggs go for the opposite side wher= e=20 you collided with the box. This was introduced a while ago (0.0.6 features this behaviour) and I vote= to=20 keep it. > Iceblocks shouldn't die after hitting a single enemy > I think we should talk more about gameplay behaviours... Maybe in a future= =20 meeting. > Tux should jump higher if you are running > True. Jumping code should be reviewed. > Lives don't reset after Game Over > Known bug... A patch, anyone? :) > Tux should run faster when Ctrl is DOWN > Doesn't that happens? Well, the animation speed is too fast (timing issue), but besides that, it= =20 works fine. > "Tux looks too stiff when jumping" > I don't know what you mean :=AD? > The egg should be able to be changed directions when bouncing the block > underneath it. > Ooops, looks like that was removed during a cleanup... > When Tux jumps in front of a pipe he shouldn't hit the lip of the pipe > (anti-physics) > - seemed okay for me, though > Seems okay to me too. > * make ST easier > [04:15:59] <kendrick> probably just increase accelerations > [04:16:10] <kendrick> make him jump quicker, but for less frames > [04:16:23] <kendrick> make his turn-around speed faster > > [04:18:51] <kendrick> whenever i hit [Esc] when looking in contrib levels, > it quits! :) > Not only in the Contribs, but in the Options or any other dialog. It shoul= d=20 use the back button... I already sent a patch for that... It was never applied, I still have it, = and=20 will apply it. > Find a better decel rate for sliding on ice > > [04:27:51] <kendrick> btw; when you push into a wall (e.g., hit arrow > right, but you can't move cuz of the wall), and then let go of [right] and > jump, you shouldn't have any forward momentum! > > > -- > Ryan (sik0fewl) > http://digitalhell.cjb.net/~ryan/supertux/ =2D-=20 The only real advantage to punk music is that nobody can whistle it. |
From: Ricardo C. <ri...@ae...> - 2004-04-17 13:07:07
|
Applied, thx :) About the Mr. Bomb behaviour, I think it's fine as it is currently. I mean= ,=20 if it moved, it would be a lot easier to escape from the explotion... About that Mr. Bomb bug, I just noticed that too :( Also, the "Penguins ca= n=20 fly" sentence that appeared when Tux died has gone too... We have to check= =20 the cvs logs... Ricardo Cruz Em S=E1bado, 17 de Abril de 2004 04:23, o sik0fewl =A0 escreveu: > Hi, > > This patch causes badguys to be killed when they run into an exploding bo= mb > or get hit by stalactite (as suggested by Ricardo). > > One thing I'd like to change is that when mrbombs run into exploding bombs > they should blow up instead of being killed off. This isn't really possib= le > right now unless a new "explosion" badguy is created (unless I missed > something). Ingo or somebody else might know the best way. Just let me kn= ow > how you want it done and I'll [try to] do it that way. > > Also, I noticed in the latest CVS that mrbombs walk a few pixels little > lower than everybody else. I'm not sure what was changed to cause this. A= ny > reason for this? > > -- > Ryan > =2D-=20 Sam: What do you say, Norm? Norm: Any cheap, tawdry thing that'll get me a beer. -- Cheers, Birth, Death, Love and Rice Sam: What do you say to a beer, Normie? Norm: Hiya, sailor. New in town? -- Cheers, Woody Goes Belly Up Norm: [coming in from the rain] Evening, everybody. All: Norm! (Norman.) Sam: Still pouring, Norm? Norm: That's funny, I was about to ask you the same thing. -- Cheers, Diane's Nightmare |
From: Ricardo C. <ri...@ae...> - 2004-04-17 13:07:06
|
Ingo, could you give a look at that patch and apply it, since I am not=20 familiar with the worldmap code. Ryan, you have committed a few good patches already, would you be interest= ed=20 to have a cvs account? If yes, tell us your sourceforge username. (anyway, Tobias and Bill are the only ones with power to give you cvs=20 access :) ) Ricardo Cruz Em S=E1bado, 17 de Abril de 2004 09:03, o sik0fewl =A0 escreveu: > Hi, > > I was really bored so I decided to clean up the worldmap (since it looks > pretty ugly with those placeholders for levels). > > This patch replaces all the ugly tiles with the proper road tiles and > inserts the greendot for levels (the code was already there, stuff just > needed to be added to the worldmap file). > > I also added a function to worldmap.h/cpp to let tux stop on the levels > instead of running past them. > > Only the first three levels work; they are mapped to the default levels. = If > you hit enter on any of the other levels SuperTux will abort due to a > failed assertion. After you complete a level the same level will start > again, hit escape to return to the worldmap and choose the next level. > > -- > Ryan > http://digitalhell.cjb.net/~ryan/supertux/ > =2D-=20 I love dogs, but I hate Chihuahuas. A Chihuahua isn't a dog. It's a rat with a thyroid problem. |
From: sik0fewl <xxd...@ho...> - 2004-04-17 11:05:02
|
Hi, Bill came into #supertux today/tonight and pointed out some things that needed to be fixed. I've summarized them here. ----- Grass in front of tux looks wrong - Snow Level 1 Ice blocks shouldn't walk through eachother Stalactite hangs to low Jumping through two blocks is almost impossible (so is falling through them) Eggs come out of opposite side.. should always be right. Iceblocks shouldn't die after hitting a single enemy Tux should jump higher if you are running Lives don't reset after Game Over Tux should run faster when Ctrl is DOWN "Tux looks too stiff when jumping" The egg should be able to be changed directions when bouncing the block underneath it. When Tux jumps in front of a pipe he shouldn't hit the lip of the pipe (anti-physics) - seemed okay for me, though * make ST easier [04:15:59] <kendrick> probably just increase accelerations [04:16:10] <kendrick> make him jump quicker, but for less frames [04:16:23] <kendrick> make his turn-around speed faster [04:18:51] <kendrick> whenever i hit [Esc] when looking in contrib levels, it quits! :) Find a better decel rate for sliding on ice [04:27:51] <kendrick> btw; when you push into a wall (e.g., hit arrow right, but you can't move cuz of the wall), and then let go of [right] and jump, you shouldn't have any forward momentum! -- Ryan (sik0fewl) http://digitalhell.cjb.net/~ryan/supertux/ _________________________________________________________________ Tired of spam? Get advanced junk mail protection with MSN Premium http://join.msn.com/?pgmarket=en-ca&page=byoa/prem&xAPID=1994&DI=1034&SU=http://hotmail.com/enca&HL=Market_MSNIS_Taglines |
From: Bill K. <nb...@so...> - 2004-04-17 10:28:17
|
I finally got CVS version to compile! I gave a number of comments on IRC just now. sik0fewl said he was taking notes. :) I'm off to bed! Looks good so far! A little sluggish and hard for me to play, but OTOH, pretty gorgeous looking so far! -bill! |
From: sik0fewl <xxd...@ho...> - 2004-04-17 08:03:16
|
Hi, I was really bored so I decided to clean up the worldmap (since it looks pretty ugly with those placeholders for levels). This patch replaces all the ugly tiles with the proper road tiles and inserts the greendot for levels (the code was already there, stuff just needed to be added to the worldmap file). I also added a function to worldmap.h/cpp to let tux stop on the levels instead of running past them. Only the first three levels work; they are mapped to the default levels. If you hit enter on any of the other levels SuperTux will abort due to a failed assertion. After you complete a level the same level will start again, hit escape to return to the worldmap and choose the next level. -- Ryan http://digitalhell.cjb.net/~ryan/supertux/ _________________________________________________________________ Add photos to your messages 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...> - 2004-04-17 03:23:57
|
Hi, This patch causes badguys to be killed when they run into an exploding bomb or get hit by stalactite (as suggested by Ricardo). One thing I'd like to change is that when mrbombs run into exploding bombs they should blow up instead of being killed off. This isn't really possible right now unless a new "explosion" badguy is created (unless I missed something). Ingo or somebody else might know the best way. Just let me know how you want it done and I'll [try to] do it that way. Also, I noticed in the latest CVS that mrbombs walk a few pixels little lower than everybody else. I'm not sure what was changed to cause this. Any reason for this? -- Ryan _________________________________________________________________ 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: Marek <wa...@gm...> - 2004-04-16 19:34:27
|
Hi! >Since second island might already have backscrolling/vertical >scrolling and might also take place in another tileset, I think we >should 'burn' (ie. use) all levels that we have now if they are fun. >Whats not so fun can go into the contrib section. > > > You made a good point there. In my level order, I'd mix them with the Redmond levels, so the order would be like this: -Revenge in Redmond, Snow and Sky levels -Entrance to the Cave -Ingo's Cave levels -Path in the Clouds -Miniboss: No more Mr Ice Guy -Escape, Shattered Bridge, Into the Castle -Boss: Ingo's Castle level Maybe we should create another sky level then, so it has some company. :-) As for the miniboss, I like the idea of putting a sign into his cave. But sooner or later, I think there should definitely be one. He cannot have lunch for all eternity... :-) So, if no one objects to the level order, I'll start getting them into shape and trying to fit them together a little. Marek |
From: Ricardo C. <ri...@ae...> - 2004-04-16 16:27:39
|
I've applied your patch. Could someone hack into the collisions between badguys. For instance, when= =20 Mr. Bomb explodes, he should kill other bad_guys too. Or when the stalactit= e=20 falls into a badguy, he should die... It should be pretty easy and fun... :) Thx, Ricardo Cruz Em Sexta, 16 de Abril de 2004 03:35, o sik0fewl =A0 escreveu: > Hi, > > I've made it so that sliding on ice works again (after the changes to the > input handling functions--looks much nicer now, btw). > > I also changed supertux.stgt to make snow5.png ice. You can try out slidi= ng > around on ice in the second level. I wasn't really sure what would be a > good sliding rate so people should try fiddling with different values. > > Right now the accel/decel rate is the direct inverse of the velocity.. th= is > inverse can be increased or decreased. > > Also, the smalltux animation doesn't "slide", he walks to a stop.. haven't > really looked into where to fix this, but I'm sure others could find it a= nd > fix it before I could. > > -- > 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=3Den-ca&page=3Dbyoa/prem&xAPID=3D1994&DI=3D= 1034&SU=3Dht >tp://hotmail.com/enca&HL=3DMarket_MSNIS_Taglines =2D-=20 "I don't know what their gripe is. A critic is simply someone paid to render opinions glibly." "Critics are grinks and groinks."=20 =2D- Baron and Badger, from Badger comics |
From: Ricardo C. <ri...@ae...> - 2004-04-16 16:14:08
|
About the proposal, that sounds good, but there is still work to do on the worldmap code... Besides, are there any bosses yet? If not, should they be scripted? About Flexlay, it is an independent project. Most likely, you'll need to update your ClanLib. Ricardo Cruz Em Sexta, 16 de Abril de 2004 11:32, o Marek escreveu: > Hi everyone! > I thought about the design and level order of the first island, here is > my proposal: > > -Revenge in Redmond levels > -Entrance to the Cave > -Ingo's Cave levels > -Path in the Clouds > -Miniboss: No more Mr Ice Guy > -Escape, Shattered Bridge, Into the Castle > -Boss: Ingo's Castle level > > I think every island should have a miniboss and a final boss, what do > you think? > Anyway, in total, that's 16 levels and two bosses which should be enough > for milestone 1. (If not, the Snow and Sky levels fit in there, too, but > maybe you should save some of the good levels for the second island :-)) > For this setting, the world map should include a rather large cave, a > small ice fortress, a bridge and a castle on an overall icy surface. > If you agree, I'll start polishing up the levels mentioned above. That > is, as soon as I can compile flexlay again, which returns the following > errors: > > tile_selector.cxx: In member function `void TileSelector::draw()': > tile_selector.cxx:111: error: 'class CL_Display' has no member named ' > push_modelview' > tile_selector.cxx:112: error: 'class CL_Display' has no member named ' > add_translate' > tile_selector.cxx:150: error: 'class CL_Display' has no member named ' > pop_modelview' > > Has anyone got an idea what's wrong? > > Marek > > -- If more of us valued food and cheer and song above hoarded gold, it would be a merrier world. -- J.R.R. Tolkien |
From: Marek <wa...@gm...> - 2004-04-16 14:33:20
|
(I mailed this message before but I'm not sure if it was sent correctly; sorry if you get it twice.) Hi everyone! I thought about the design and level order of the first island, here is my proposal: -Revenge in Redmond levels -Entrance to the Cave -Ingo's Cave levels -Path in the Clouds -Miniboss: No more Mr Ice Guy -Escape, Shattered Bridge, Into the Castle -Boss: Ingo's Castle level I think every island should have a miniboss and a final boss, what do you think? Anyway, in total, that's 16 levels and two bosses which should be enough for milestone 1. (If not, the Snow and Sky levels fit in there, too, but maybe you should save some of the good levels for the second island :-)) For this setting, the world map should include a rather large cave, a small ice fortress, a bridge and a castle on an overall icy surface. If you agree, I'll start polishing up the levels mentioned above. That is, as soon as I can compile flexlay again, which returns the following errors: tile_selector.cxx: In member function `void TileSelector::draw()': tile_selector.cxx:111: error: 'class CL_Display' has no member named ' push_modelview' tile_selector.cxx:112: error: 'class CL_Display' has no member named ' add_translate' tile_selector.cxx:150: error: 'class CL_Display' has no member named ' pop_modelview' Has anyone got an idea what's wrong? Marek |
From: Ingo R. <gr...@gm...> - 2004-04-16 13:41:23
|
Marek <wa...@gm...> writes: > I thought about the design and level order of the first island, here > is my proposal: Here a little screenshot of the first island: http://pingus.seul.org/~grumbel/tmp/supertux-worldmap-2004-04-15.jpg It has room for 30 levels, but be can 'compact' it a bit more if necessary of course. > I think every island should have a miniboss and a final boss, what > do you think? Should have 'yes', will have, most likly 'no'. Both from a graphic and programming point of view bosses can be quite throublesome and I would like to get milestone1 out real soon now. So if we don't get real bosses till then we strip them out or reduce them to something extremly simplfied (little sign in the boss area "I will be back after lunch" or so). > Anyway, in total, that's 16 levels and two bosses which should be > enough for milestone 1. (If not, the Snow and Sky levels fit in > there, too, but maybe you should save some of the good levels for > the second island :-)) Since second island might already have backscrolling/vertical scrolling and might also take place in another tileset, I think we should 'burn' (ie. use) all levels that we have now if they are fun. Whats not so fun can go into the contrib section. > For this setting, the world map should include a rather large cave, > a small ice fortress, a bridge and a castle on an overall icy > surface. I suggest we symbolize the caves and bridges simply by different icons for the levels, since this is something that can be done with little effort, while anything else could get really complicated if it should look decent. > tile_selector.cxx: In member function `void TileSelector::draw()': > tile_selector.cxx:111: error: 'class CL_Display' has no member named ' > push_modelview' > tile_selector.cxx:112: error: 'class CL_Display' has no member named ' > add_translate' > tile_selector.cxx:150: error: 'class CL_Display' has no member named ' > pop_modelview' > > Has anyone got an idea what's wrong? Needs new ClanLib version, due to added zoom support. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Marek <wa...@gm...> - 2004-04-16 10:32:04
|
Hi everyone! I thought about the design and level order of the first island, here is my proposal: -Revenge in Redmond levels -Entrance to the Cave -Ingo's Cave levels -Path in the Clouds -Miniboss: No more Mr Ice Guy -Escape, Shattered Bridge, Into the Castle -Boss: Ingo's Castle level I think every island should have a miniboss and a final boss, what do you think? Anyway, in total, that's 16 levels and two bosses which should be enough for milestone 1. (If not, the Snow and Sky levels fit in there, too, but maybe you should save some of the good levels for the second island :-)) For this setting, the world map should include a rather large cave, a small ice fortress, a bridge and a castle on an overall icy surface. If you agree, I'll start polishing up the levels mentioned above. That is, as soon as I can compile flexlay again, which returns the following errors: tile_selector.cxx: In member function `void TileSelector::draw()': tile_selector.cxx:111: error: 'class CL_Display' has no member named ' push_modelview' tile_selector.cxx:112: error: 'class CL_Display' has no member named ' add_translate' tile_selector.cxx:150: error: 'class CL_Display' has no member named ' pop_modelview' Has anyone got an idea what's wrong? Marek |
From: sik0fewl <xxd...@ho...> - 2004-04-16 02:36:09
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Hi, I've made it so that sliding on ice works again (after the changes to the input handling functions--looks much nicer now, btw). I also changed supertux.stgt to make snow5.png ice. You can try out sliding around on ice in the second level. I wasn't really sure what would be a good sliding rate so people should try fiddling with different values. Right now the accel/decel rate is the direct inverse of the velocity.. this inverse can be increased or decreased. Also, the smalltux animation doesn't "slide", he walks to a stop.. haven't really looked into where to fix this, but I'm sure others could find it and fix it before I could. -- 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: Ricardo C. <ri...@ae...> - 2004-04-14 21:25:40
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Only official releases screenshots should be used in a main screenshots sections... Well, we could also have another screenshots section in the development page, but that would just be waste of time. Ricardo Cruz Em Quarta, 14 de Abril de 2004 01:58, o Christopher A. Webber escreveu: > > Is someone willing to take screenshots of a few versions, in order to > > make a screenshot section at the webpage? (Just from full releases) > > Uhm, this is from the CVS release, but I just took a screenshot that I > think looks quite nice. > > -Chris > > > > The bottom line -- index, n.: Alphabetical list of words of no possible interest where an alphabetical list of subjects with references ought to be. |
From: Marek <wa...@gm...> - 2004-04-14 20:08:30
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>>Just makes the level's author name to be written in red, so that it >>is highlighted. I'm sure level creators will appretiate that. >> >> > >Actually not, at least not me. I would prefer to have the author >written in a tiny font at the bottom of the screen, ie. the author >info should be there, but not be all that obvious for the player. > > > I agree with Ingo, even though I create levels. Although it is an important job, it is not the most important one. I think it is a little unfair that programmers, gfx designers etc. are shown only if the player chooses to view the credits, but the level creators are shown every time a level is started. It's not that I wouldn't want to be credited if my levels make it into the game (as one of my next goals in life is my name to appear on the credits of an official debian package :-) ), but I think it's fair to put the level designer's names in the credits file under "Level Designers", among all the other people who worked on the game. Just my two cents. Marek |
From: Ingo R. <gr...@gm...> - 2004-04-14 19:44:23
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Ricardo Cruz <rm...@us...> writes: > Just makes the level's author name to be written in red, so that it > is highlighted. I'm sure level creators will appretiate that. Actually not, at least not me. I would prefer to have the author written in a tiny font at the bottom of the screen, ie. the author info should be there, but not be all that obvious for the player. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Ricardo C. <ri...@ae...> - 2004-04-13 18:49:14
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I don't think this patch was ever applied... Ryan, the code has changed quite a bit, so it cannot be applied now and ma= ybe=20 it is not needed anymore... Please, have a look at that. Thx, Ricardo Cruz Em Quarta, 7 de Abril de 2004 00:54, o sik0fewl =A0 escreveu: > Oops.. sorry, I forgot to remove the extraneous crap from the patch file. > Here it is without the other junk (although the other one should work just > ok). > > I also made a copy of my supertux.stgt file with the snow tiles set as ic= e. > Just place it in data/images/tilesets/. You can get it at > http://digitalhell.cjb.net/~ryan/supertux/supertux.stgt if you're too lazy > to edit your own :) > > -- > Thanks, > Ryan > =2D-=20 Every man takes the limits of his own field of vision for the limits of the world. -- Schopenhauer |
From: Ricardo C. <ri...@ae...> - 2004-04-13 17:44:52
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Everything is fine, just try to do a fresh cvs download... Ricardo Cruz Em Ter=E7a, 13 de Abril de 2004 17:48, o Marek escreveu: > Ricardo Cruz wrote: > > The levels were not removed, I've just organised them a bit and made th= em > >accessible from the Contrib Levels menu. > > That's strange... when I checked out the cvs tree, the levels were > deleted, but they didn't appear anywere else. Also, you [Ricardo] told > me you committed my levels, but they don't seem to be there. Is > something wrong with my cvs? Or did you just forget to "cvs add" them? :-) > > Marek > > =2D-=20 There is a 20% chance of tomorrow. |
From: Marek <wa...@gm...> - 2004-04-13 16:48:27
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Ricardo Cruz wrote: > The levels were not removed, I've just organised them a bit and made them >accessible from the Contrib Levels menu. > > That's strange... when I checked out the cvs tree, the levels were deleted, but they didn't appear anywere else. Also, you [Ricardo] told me you committed my levels, but they don't seem to be there. Is something wrong with my cvs? Or did you just forget to "cvs add" them? :-) Marek |