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From: Ingo R. <gr...@gm...> - 2004-04-09 18:25:04
|
Ricardo Cruz <ri...@ae...> writes: > Anyway, I can do the coding for that, but the hard work will be to put frames > together in one file... Not really hard work (it's really simple), but can > take time. Well, but I could do that. > > So, do you agree with this? No, not really. Having frames in seperate images is perfectly fine and since its already the way it is, it should stay that way. However what we really need is a way to define sprites in a file, something ala: (sprite (name "foo") (fps 20) (type 'loop) (image (file "foo1.png") (alignment 10 10)) (image (file "foo2.png") (alignment 10 20) (hflip #t)) (image (file "foo3.png"))) So that the game code only needs to do a Sprite("foo") and not hardcode all the images, alignment and frame-rate stuff into the code, which makes it quite hard to tweak animations and alignment. If needed one could easily add support for one-file animations to such an approach. Another thing that would be interested would be support for flipping the sprite at load time, instead of keeping a flipped version on the disk. > (another thing, there should be also a base class, called maybe Sprite, that > would be inherited by BadGuy and Player). Aehm, no. A player or badguy HAS a sprite, but IS NOT a sprite, ie. no inheritance, just make it a member variable or multiple if the sprite has different states. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Ricardo C. <ri...@ae...> - 2004-04-09 17:59:34
|
Currently, each frame of a sprite has its own file. IMO, it would be much better to put all frames together and tell the class the number of frames and draw only a part. I think this is the way most games use. It would avoid to have images frames hardcoded, since we then could have a file for each sprite, with info like the number of frames or not... :) Anyway, I can do the coding for that, but the hard work will be to put frames together in one file... Not really hard work (it's really simple), but can take time. Well, but I could do that. So, do you agree with this? (another thing, there should be also a base class, called maybe Sprite, that would be inherited by BadGuy and Player). Ricardo Cruz -- Anyone can do any amount of work provided it isn't the work he is supposed to be doing at the moment. -- Robert Benchley |
From: Ingo R. <gr...@gm...> - 2004-04-07 17:49:06
|
Ingo Ruhnke <gr...@gm...> writes: > Two 'work in progress' animations for preview: > > http://pingus.seul.org/~grumbel/tmp/smalltux.gif > http://pingus.seul.org/~grumbel/tmp/sprite.gif http://pingus.seul.org/~grumbel/tmp/tux-duck.png http://pingus.seul.org/~grumbel/tmp/tux-jump6.png So whats still missing beside cleanup? A 'grab' version of the walk animations (ie. with laptop/iceblock) and a fire-tux version. For the invulnurable-extra I think I'll go for a simple star-glowing thingy. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Ingo R. <gr...@gm...> - 2004-04-07 11:31:30
|
Two 'work in progress' animations for preview: http://pingus.seul.org/~grumbel/tmp/smalltux.gif http://pingus.seul.org/~grumbel/tmp/sprite.gif -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Marek M. <wa...@gm...> - 2004-04-07 09:28:01
|
Hi all! I made a few fixes to my contributed data, which are the following: -Minor design flaws in level4 fixed -Created new background image for level4 - it is no masterpiece, far from it - but it somewhat fits the scenery. Decide for yourself what you do with it. :) -Updated my own supertux.stgt file to include the changes sik0fewl made to it -Changed the instruments I used in fortress(-fast).mod That last update is important, because there may be copyright issues with the old instruments. I changed them to new, GPL-compatible ones. Since the music files are already in your cvs, I recommend to use the new ones to avoid possible copyright problems. The updated data is -as always- located at http://www.wansti.de/files/st-wansti.zip See ya, Marek "Wansti" M. |
From: sik0fewl <xxd...@ho...> - 2004-04-06 23:55:10
|
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 ice. 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 _________________________________________________________________ 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...> - 2004-04-06 23:26:13
|
I made a quick little patch to fix sliding. If you want to actually test it you'll have to go into the supertux.stgt file and set some of the tiles as 'ice'. The exact deceleration values can be fiddled with to obtain perfection. -- Ryan _________________________________________________________________ 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: Ricardo C. <ri...@ae...> - 2004-04-06 23:18:44
|
Hey there, When Tux is harmed, in the current behaviour it dies, in case it's small. Otherwise, it gets small, whatever he has fire power or not. I think we should follow SM3 here. Futhermore it is stupid to have a small Tux with fire abilities. When a small Tux gets a cup of coffee, it should get big, without the power. Anyway, a bullets maximum is needed and would be very easy to implement. How much do you suggest? 2-3? I am willing to make the patches for these. Ricardo Cruz -- I'm sitting on my SPEED QUEEN ... To me, it's ENJOYABLE ... I'm WARM ... I'm VIBRATORY ... |
From: Marek <wa...@gm...> - 2004-04-05 15:18:56
|
Hi everyone! For those of you who don't know me from IRC, I am that "guy that sent a music" Ricardo mentioned. :-) I created some stuff which I would like to contribute to Super Tux. All files can be downloaded from this location: http://www.wansti.de/files/st-wansti.zip The file contains the following items: -A music file (fortress.mod) which Ricardo already put into the CVS tree -Four Super Tux levels (some of which I consider quite challenging) -A tileset showing letters and numbers that can be used to put text into levels Please try out the stuff I made, and if you like them, I'd be happy to do more levels, maybe some more music, and possibly other things, too. Marek "Wansti" M. |
From: Tobias <tob...@gm...> - 2004-04-05 13:53:03
|
It will take one or two days to be _completely_ ready. :) I have to do much stuff for school currently, but on Thursday the easter holidays begin. :) Greetz... Tobias Gläßer Am Mo, den 05.04.2004 schrieb Ricardo Cruz um 0:39: > And the logs are avaible at: > > http://pingus.seul.org/~grumbel/tmp/supertux-2004-04-03.txt > > Tobias, how many time will take for the level editor to be totally ready? > There are a few ppl willing to contribute levels. > > Ricardo Cruz > > Em Sábado, 3 de Abril de 2004 18:48, o Ingo Ruhnke escreveu: > > Ingo Ruhnke <gr...@gm...> writes: > > > Date: Saturday April 03 2004 > > > Time: 18:00 GMT > > > Channel: #supertux > > > Server: irc.freenode.net > > > > Little remainder, metting starts in 10mins. -- |
From: Ingo R. <gr...@gm...> - 2004-04-05 01:17:35
|
Bill Kendrick <nb...@so...> writes: > I just tried doing "make -f Makefile.cvs" (hopefully this is still supposed > to work, right? :^) ), and got as far as "src/level.cpp"... > > I then get the following: > > src/level.cpp: In method `void st_subset::free()': > src/level.cpp:187: no matching function for call to > `basic_string<char,string_char_traits<char>, > __default_alloc_template<true,0> >::clear ()' The method missing is std::string::clear(), I guess your STL/compiler is to old. If anybody cares one could relpcae '.clear()' with '= ""'. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Ricardo C. <ri...@ae...> - 2004-04-04 22:42:30
|
And the logs are avaible at: http://pingus.seul.org/~grumbel/tmp/supertux-2004-04-03.txt Tobias, how many time will take for the level editor to be totally ready?= =20 There are a few ppl willing to contribute levels. Ricardo Cruz Em S=E1bado, 3 de Abril de 2004 18:48, o Ingo Ruhnke escreveu: > Ingo Ruhnke <gr...@gm...> writes: > > Date: Saturday April 03 2004 > > Time: 18:00 GMT > > Channel: #supertux > > Server: irc.freenode.net > > Little remainder, metting starts in 10mins. =2D-=20 Everything is controlled by a small evil group to which, unfortunately, no one we know belongs. |
From: Ricardo C. <ri...@ae...> - 2004-04-04 18:13:08
|
Hey, There was a guy that sent a music that is pretty cool. I have uploaded it to cvs. Ricardo Cruz -- There comes a time to stop being angry. -- A Small Circle of Friends |
From: Bill K. <nb...@so...> - 2004-04-03 20:01:33
|
I just tried doing "make -f Makefile.cvs" (hopefully this is still supposed to work, right? :^) ), and got as far as "src/level.cpp"... I then get the following: src/level.cpp: In method `void st_subset::free()': src/level.cpp:187: no matching function for call to `basic_string<char,string_char_traits<char>, __default_alloc_template<true,0> >::clear ()' src/level.cpp:188: no matching function for call to `basic_string<char,string_char_traits<char>, __default_alloc_template<true,0> >::clear ()' src/level.cpp:189: no matching function for call to `basic_string<char,string_char_traits<char>, __default_alloc_template<true,0> >::clear ()' src/level.cpp: In function `void level_free(st_level *)': src/level.cpp:536: no matching function for call to `basic_string<char,string_char_traits<char>, __default_alloc_template<true,0> >::clear ()' src/level.cpp:537: no matching function for call to `basic_string<char,string_char_traits<char>, __default_alloc_template<true,0> >::clear ()' src/level.cpp:538: no matching function for call to `basic_string<char,string_char_traits<char>, __default_alloc_template<true,0> >::clear ()' src/level.cpp:539: no matching function for call to `basic_string<char,string_char_traits<char>, __default_alloc_template<true,0> >::clear ()' make: *** [obj/level.o] Error 1 The first few were regarding this, in src/level.cpp: void st_subset::free() { title.clear(); description.clear(); name.clear(); texture_free(&image); levels = 0; } The compiler command 'make' was running was: g++ -Wall-O2 -I/usr/include/SDL -D_REENTRANT \ -DDATA_PREFIX=\"/home/kendrick/games/supertux/supertux/data/\" \ -D__SOUND -D__OPENGL -DLINUX -DJOY_YES -DDEBUG -pg src/level.cpp -c \ -o obj/level.o I just did a "cvs update -d" a couple minutes ago (It's now 12 noon local time, aka: Sat Apr 3 20:03:38 UTC 2004) Thx! :) -bill! bi...@ne... Have you visited the Linux Users' Group http://newbreedsoftware.com/bill/ of Davis yet!? http://www.lugod.org/ |
From: Bill K. <nb...@so...> - 2004-04-03 19:46:34
|
Robert Scheck ( http://www.linuxnetz.de ) was kind enough to build RedHat 9.0 and Fedora Core RPMs of Super Tux 0.0.6 I've placed them on my FTP space (for now; I'm sure SF.net would be better)... ftp://ftp.sonic.net/pub/users/nbs/unix/x/supertux/ Thx! -bill! bi...@ne... Have you visited the Linux Users' Group http://newbreedsoftware.com/bill/ of Davis yet!? http://www.lugod.org/ |
From: Ingo R. <gr...@gm...> - 2004-04-03 17:48:42
|
Ingo Ruhnke <gr...@gm...> writes: > Date: Saturday April 03 2004 > Time: 18:00 GMT > Channel: #supertux > Server: irc.freenode.net Little remainder, metting starts in 10mins. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Ingo R. <gr...@gm...> - 2004-04-03 12:25:18
|
Ricardo Cruz <ri...@ae...> writes: > What's so bad about that way of coding? > Really, I am allways looking forward to improve my skills. The for-loops itself wouldn't be any bad, using std::vector instead of a plain array + player_nb would of course be prefered, but the real problem is simply that they introduce stuff that is unnecessary shortly before a release and any multiplayer stuff might need a larger restructuring later on anyway, since currently there doesn't exist any plan at all how it should look like. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Ricardo C. <ri...@ae...> - 2004-04-03 12:03:44
|
What's so bad about that way of coding? Really, I am allways looking forward to improve my skills. Ricardo Cruz Em Sexta, 2 de Abril de 2004 15:10, o Ingo Ruhnke escreveu: > Ricardo Cruz <ri...@ae...> writes: > > And my patch > > isn't a hack. I agree that in the future, there should be a split > > between the levels for both modes. > > It scatteres a lot of "for(unsigned int i = 0; i < players_nb; i++)" > across the source, given a better management of gameobjects that could > be done quite a bit nicer. The major problem however is that it > introduces a feature that isn't needed at the moment shortly before > release time. > -- "For the love of phlegm...a stupid wall of death rays. How tacky can ya get?" - Post Brothers comics |
From: Michael G. <mi...@ge...> - 2004-04-03 01:06:53
|
-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 Christopher A. Webber wrote: | At last, it is completed! | Okay, okay, so it was completed a while ago... I just hadn't wrapped it | together as an animation. All the coloring was done last week though. | But yeah, it's nearly production-ready. | The "source" files for the graphics are: | http://lingocomic.com/gfx/goodies/supertux/wingling_anim3.x | http://lingocomic.com/gfx/goodies/supertux/wingling_anim3.xcf | and the animation itself is here: | http://lingocomic.com/gfx/goodies/supertux/wingling_anim3.gif These links all return 404 and the base (http://lingocomic.com) returns "There is no website configured at this address." | | Whew! | | Christopher Allan Webber | | | | | The bottom line -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.2.3 (GNU/Linux) Comment: Using GnuPG with Thunderbird - http://enigmail.mozdev.org iD8DBQFAbg+erJDiig1GCW0RAtSJAJ9X7ZJb53HXiti3+2/DgRgYMRxLDwCfZLnh ov2d8mKrBlT6vjPCr+amrKA= =aVfN -----END PGP SIGNATURE----- |
From: Ricardo C. <ri...@ae...> - 2004-04-02 14:30:06
|
Hey there, I've hacked a bit and managed to find a way for a easy and bugfree way for changing the video mode on the fly. Currently, it only converts fonts, menu things and mouse cursor. Tobias, if you like my approach I will add support for the rest of the textures. Ricardo Cruz -- ... there are about 5,000 people who are part of that commitee. These guys have a hard time sorting out what day to meet, and whether to eat croissants or doughnuts for breakfast -- let alone how to define how all these complex layers that are going to be agreed upon. -- Craig Burton of Novell, Network World |
From: Ingo R. <gr...@gm...> - 2004-04-02 14:11:14
|
Ricardo Cruz <ri...@ae...> writes: > I think that the 2player mode is fun enough currently. Given the lack of gameplay tuning and levels, I don't even consider single player mode "fun enough" at the moment. So I really consider it relativly useless to even start thiniking about 2player mode at this point. > And my patch > isn't a hack. I agree that in the future, there should be a split > between the levels for both modes. It scatteres a lot of "for(unsigned int i = 0; i < players_nb; i++)" across the source, given a better management of gameobjects that could be done quite a bit nicer. The major problem however is that it introduces a feature that isn't needed at the moment shortly before release time. Anyway, if you really want to make a 2 player mode, I would strongly recomment to do one in MarioBros style (ie. no scrolling, respawning enemies, etc.): http://www.sultan-zonk.de/software/arcade/pics/mario_preview.gif That way you could easily avoid all that throuble that a 'real' two player mode would give. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Ingo R. <gr...@gm...> - 2004-04-02 13:59:31
|
Ricardo Cruz <ri...@ae...> writes: > I forgot to mention that I also think that there should be an Enemy > base class and each enemy would be derivated from that. That way > enemies creation would be simpler and flexibler and the bad_guy.c > wouldn't be so overcrowed. Of course, then there should be an > enemies directory, so that there won't too many files in src... The biggest problem with having different classes here is that a lot of enemies share different behaviours, ie. a lot of them walk on the ground and such, just doing different things on different events. Representing that doesn't work all that good in plain old derivated classes, it works much easier with a simple switch statement here and there. Sure one could now go on and make behaviours more flexible and seperate them itself out into seperate classes, but that could get a bit tricky and is something that is better done past Milestone1. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Ricardo C. <ri...@ae...> - 2004-04-02 13:38:17
|
I forgot to mention that I also think that there should be an Enemy base class and each enemy would be derivated from that. That way enemies creation would be simpler and flexibler and the bad_guy.c wouldn't be so overcrowed. Of course, then there should be an enemies directory, so that there won't too many files in src... Maybe there should be also a base dir with screen.c, texture.c, timer.c and physics.c. Em Sexta, 2 de Abril de 2004 01:51, o Ingo Ruhnke escreveu: > Ricardo Cruz <ri...@ae...> writes: > > > - Frontend change > > It should be possible to have a SDL <-> OpenGL frontend change in the > > fly. Some time ago, I've made a hack that would just restart the app, > > when a 'change frontend' option was selected. But it should be more > > powerfull than that, allowing the change to occur during the gameplay. > > I don't consider it much important, it would be nice to have, but > nobody will miss it if it isn't there. I can't even name much > commercial games that support on the fly switching of graphic drivers. > > I think it's important to have an option to change frontend in the game, since not everyone starts everything from the command line. But you are right, change in the fly is useless, so my patch would be enough. I will update it and send it again. Tobias, what about that script that used glxinfo to see if X had accel support? Ricardo Cruz -- O'Toole's commentary on Murphy's Law: Murphy was an optimist. |
From: Ricardo C. <ri...@ae...> - 2004-04-02 13:38:17
|
I just remembered something; when a player is made to go into tiles, it should die. I will add that. Em Sexta, 2 de Abril de 2004 01:32, o Ingo Ruhnke escreveu: > Ricardo Cruz <ri...@ae...> writes: > > Anyway, I would like to hear feedback about the gameplay. > > Currently, each player has its own lives,. Thus, ending the game, as > > soon as both players don't have any lives. Tobias agreed with this, > > what do you think? Do you think the screen should be splited out? > > At this point in time I wouldn't care at all about multiplayer modes, > since there are neither levels, gameplay-elements nor any 'what it > should be like' documents around. So it will just end up in > implementing something in the wild which will later be needed to > removed and reimplemented in a proper way. The code is already crufty > enough, time is better spend cleaning it further up instead of > implementing new unneeded hacks into it. > I think that the 2player mode is fun enough currently. And my patch isn't a hack. I agree that in the future, there should be a split between the levels for both modes. > > (currently the score is shared by both, but this will be fixed) > > Its pointless to try to fix something that we not even know if it is a > bug, in coop-mode sharing the score might be a very valuable option. I didn't thought about that... Ricardo Cruz -- We will have solar energy as soon as the utility companies solve one technical problem -- how to run a sunbeam through a meter. |
From: Christopher A. W. <cr...@li...> - 2004-04-02 05:15:11
|
At last, it is completed! Okay, okay, so it was completed a while ago... I just hadn't wrapped it together as an animation. All the coloring was done last week though. But yeah, it's nearly production-ready. The "source" files for the graphics are: http://lingocomic.com/gfx/goodies/supertux/wingling_anim3.x http://lingocomic.com/gfx/goodies/supertux/wingling_anim3.xcf and the animation itself is here: http://lingocomic.com/gfx/goodies/supertux/wingling_anim3.gif Whew! Christopher Allan Webber | The bottom line |