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From: Tobias <tob...@gm...> - 2004-03-19 13:03:13
|
Hi and welcome! Am Do, den 18.03.2004 schrieb Eduardo Hernández um 18:32: > Hey, I'm new here and never participated in an open source project before > but I feel like I want to help. I don't even know if the right way of using > a mailing list is sending an email to this address but I think it's worth a > shot. Yeah, it is the right way. > Anyways I wanted to say I think that a complete design of SuperTux should be > the first aim of the project first, with defined milestones and such. After > the design document is complete the game development should try to stick to > it even if a 'neat feature' is tought afterwards. I can help with design it > if that position is aviable. I have seen a lot projects coming and going, which had nice design documents with every little detail described. A few of them actually fullfilled their wishes but the most of these projects can be seen as dead ones. SuperTux's development began with one person and that's Bill Kendrick. I can't even say if he had a design idea, looking at the 0.0.4 sources I think he just had much time and coded to see a game running. (Yes, it was very basic, but many people including me liked it) Many projects including Linux began with a code base like this and it seems to be one of the ways to attract more developers. I was attracted by the 'playable' 0.0.4 and wanted to fix some bugs and extend the engine. This was the beginning of a new SuperTux era, since Bill Kendrick moved the project to SourceForge after a few bullying mailes from my side. Until 0.0.6 a rather complete code rewrite took place and the communication in the team was and IMHO still is very good. And as it seems 0.0.6 attracted YOU! Had we written little nice documents nobody would know about the project, besides two to three people, and it was probably already dying, because the motivation to release new versions wasn't that exciting. > After the design coding should start and prelimirary multimedia just to test > the code should be made. I can help with C++ coding, not python tought I > think I can learn python in little time. After the game has all the code > complete, real levels, graphics, sound, music and levels should be included, > as defined in the design document. I can help with graphics but I'm not good > at sounds and music(at least not yet!). SuperTux needs artists in the first place. I see a serious danger in too many people working on a quite little free software project like this one. It's no danger for the project, but it can easily happen that two programmes pick the same code or want to fix the same bug. Therefore the mailing-list is seen as central point for ALL patches and bug-fixes. > After the game is complete as the design document says it should, then new > ideas of any kind should be voted yes or no to include them. The funny times when we can implement features easily, will be after 0.1. Voting on every little feature would slow down the project. > Well that's at least my idea of how the game should be made. It just seems > to me like the project is rather deorganized and some persons don't know how > to do things coz it hasn't been defined yet. This project is organized to 70% on this mailing-list, so you may want to read the mailing-list archieve on sourceforge. Other 20% take place in IRC and 10% on the project's homepage, which can be seen as a place for collecting ideas. > Also I don't know if who are the project administrators and who is the one > who has the vision of what should SuperTux be like. I'm interested in that > to talk with that person about the game design. This 'visions' have been discussed with the 'community' in the so called IRC meetings. I think you can find the logs in the mailing-list archieves. IMHO a free software project shouldn't only live from the aims of a 1.0 version, but it should constantly make little steps towards new versions and clean up it's API as long as it can be consired as stable. Greetz... Tobias Gläßer |
From: Bill K. <nb...@so...> - 2004-03-19 01:50:21
|
On Thu, Mar 18, 2004 at 05:48:03PM -0500, Michael George wrote: > Pressing escape in the main menu currently exits the game, even if > you're in a submenu like load or options. I've attached a patch that > only exits if you're actually at the top level. Sounds good to me! :^) Thx! -bill! |
From: Michael G. <mi...@ge...> - 2004-03-19 00:47:39
|
-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 | |>Well that's at least my idea of how the game should be made. It just |>seems to me like the project is rather deorganized and some persons |>don't know how to do things coz it hasn't been defined yet. | | | I don't know from where you get that expression, sure its not all | perfect, but compared to a lot of other projects around its rather | well organized. And anyway, this is a open source project mainly | developed for fun, so no need to have a full fledged design document | to collect publisher money. If you want to flesh out the current | milestone1 docu and add stuff, go ahead. | Just my $.02 - It would be nice if the TODO list on the website had some indication of what people are working on vs. what's unclaimed. For example, a couple of people have sent in small patches that were rejected because the core team is already doing that stuff. It's just a little hard for people who want to be tangentially involved (for whom I think gotm is a great project) to be able to pick up 1-2 hour tasks without worrying about stepping on people's toes. Maybe this goes on on IRC. - --Mike -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.2.3 (GNU/Linux) Comment: Using GnuPG with Thunderbird - http://enigmail.mozdev.org iD8DBQFAWkSMrJDiig1GCW0RAhjOAKCJ4mnzMiBDSyFu/cHcp/cZC46zPwCffUte xFbenNFJcT00apjJZ5NaViE= =QgA0 -----END PGP SIGNATURE----- |
From: Michael G. <mi...@ge...> - 2004-03-19 00:40:37
|
It's a totally deliberate trick: you have to jump back to the platform above before you can make it over. --Mike Ricardo Cruz wrote: > Great level, but I had to edit it, in order to jump to those high brick at > the begining... Did you been able to make the jump? > Anyway, it would be cool to make jump behaving correctly and even to jump > higher when the Power key is pressed as described here (in Jumps): > http://super-tux.sourceforge.net/milestone1/gameplay.html > > Ricardo Cruz > > Em Quinta, 18 de Março de 2004 01:25, o Michael George escreveu: > >>attached > > |
From: Ingo R. <gr...@gm...> - 2004-03-19 00:32:26
|
Eduardo Hern=C3=A1ndez <cos...@ho...> writes: > Anyways I wanted to say I think that a complete design of SuperTux > should be the first aim of the project first, with defined > milestones and such. After the design document is complete the game > development should try to stick to it even if a 'neat feature' is > tought afterwards. I can help with design it if that position is > aviable. Goals for Milestone1 are documented at: * http://super-tux.sourceforge.net/milestone1/ Planing much further then milestone1 however is relativly useless, since one first needs to know how milestone1 turned out, what worked and what didn't, etc. > Well that's at least my idea of how the game should be made. It just > seems to me like the project is rather deorganized and some persons > don't know how to do things coz it hasn't been defined yet. I don't know from where you get that expression, sure its not all perfect, but compared to a lot of other projects around its rather well organized. And anyway, this is a open source project mainly developed for fun, so no need to have a full fledged design document to collect publisher money. If you want to flesh out the current milestone1 docu and add stuff, go ahead. > Also I don't know if who are the project administrators and who is > the one who has the vision of what should SuperTux be like. I'm > interested in that to talk with that person about the game design. Join IRC, #supertux, irc.freenode.net, most people involved with the game hang out there. --=20 WWW: http://pingus.seul.org/~grumbel/=20 JabberID: gr...@ja...=20 ICQ: 59461927 |
From: settra <se...@fr...> - 2004-03-18 23:56:11
|
Or it could be viewed from the side, wich would give something like that ps: for both post, do not think they are the final cursors, they are just ideas :D > > Super-tux-devel mailing list > > Sup...@li... > > https://lists.sourceforge.net/lists/listinfo/super-tux-devel > > > |
From: settra <se...@fr...> - 2004-03-18 23:38:41
|
I tried a quicky one, just to get some opinions, normal state: tux slightly turns the head as if to say no (no selection) link state: tux stops saying no clicked state: tux opens the mouse and looks at the user smiling (or something like that) if it receives good critics, i'll work more on it. On Fri, 2004-03-19 at 04:58, Tobias Gl=E4=DFer wrote: > I'd like to point out, that I encourage this effort! > At all artists listening, please help us! > The mouse cursor implementation is no problem, if > you give as the cursors. >=20 > Greetz... >=20 > Tobias Gl=E4=DFer > _______________________________________________ > Super-tux-devel mailing list > Sup...@li... > https://lists.sourceforge.net/lists/listinfo/super-tux-devel >=20 |
From: <cos...@ho...> - 2004-03-18 23:32:21
|
Hey, I'm new here and never participated in an open source project before but I feel like I want to help. I don't even know if the right way of using a mailing list is sending an email to this address but I think it's worth a shot. Anyways I wanted to say I think that a complete design of SuperTux should be the first aim of the project first, with defined milestones and such. After the design document is complete the game development should try to stick to it even if a 'neat feature' is tought afterwards. I can help with design it if that position is aviable. After the design coding should start and prelimirary multimedia just to test the code should be made. I can help with C++ coding, not python tought I think I can learn python in little time. After the game has all the code complete, real levels, graphics, sound, music and levels should be included, as defined in the design document. I can help with graphics but I'm not good at sounds and music(at least not yet!). After the game is complete as the design document says it should, then new ideas of any kind should be voted yes or no to include them. Well that's at least my idea of how the game should be made. It just seems to me like the project is rather deorganized and some persons don't know how to do things coz it hasn't been defined yet. Also I don't know if who are the project administrators and who is the one who has the vision of what should SuperTux be like. I'm interested in that to talk with that person about the game design. -Coz _________________________________________________________________ MSN Amor: busca tu ½ naranja http://latam.msn.com/amor/ |
From: Ricardo C. <ri...@ae...> - 2004-03-18 22:43:17
|
Great level, but I had to edit it, in order to jump to those high brick at= =20 the begining... Did you been able to make the jump? Anyway, it would be cool to make jump behaving correctly and even to jump= =20 higher when the Power key is pressed as described here (in Jumps): http://super-tux.sourceforge.net/milestone1/gameplay.html Ricardo Cruz Em Quinta, 18 de Mar=E7o de 2004 01:25, o Michael George escreveu: > attached =2D-=20 War is never imperative. -- McCoy, "Balance of Terror", stardate 1709.2 |
From: Michael G. <mi...@ge...> - 2004-03-18 22:42:10
|
Pressing escape in the main menu currently exits the game, even if you're in a submenu like load or options. I've attached a patch that only exits if you're actually at the top level. I'm not sure if you think it's worthwhile to always treat the escape key like a "back" button rather than a "close menu" button, but if you want me to I can change this to be the behavior for all of the menus. --Mike |
From: Ricardo C. <ri...@ae...> - 2004-03-18 22:34:59
|
Dunno why, but it is working fine now. Ricardo Cruz Em Quinta, 18 de Mar=E7o de 2004 15:05, o Ricardo Cruz escreveu: > Hi, > I get the following output when I run configure: > > [rick2@docelar supertux]$ sh configure > configure: error: cannot run /bin/sh ./config.sub > > What's the prob? > > Ricardo Cruz =2D-=20 "And they told us, what they wanted... Was a sound that could kill some-one, from a distance." -- Kate Bush |
From: Tobias <tob...@gm...> - 2004-03-18 21:57:18
|
Am Di, den 16.03.2004 schrieb Ricardo Cruz um 04:28: > While that's a good idea, I think we should commit that along with our own > mouse cursor implementation. In X11 systems (with the expection of nvidia > drivers), the mouse cursor is badly synchronized with the screen refresh, > resulting in flickering. > I already post an implementation for that. I can improve it, but firstly we > would need graphics for mouse cursors (states: normal, link, click, > scroll...). They can have animations and use alpha. I'd like to point out, that I encourage this effort! At all artists listening, please help us! The mouse cursor implementation is no problem, if you give as the cursors. Greetz... Tobias Gläßer |
From: Tobias <tob...@gm...> - 2004-03-18 19:47:19
|
Hi all, after the 0.0.7 TODO list was postet a nice discussion about the new level-format took place, but accomplishing every wish is impossible. ;) Here is my probably final implementation idea: [Background tiles] // with optional paralax scrolling [Static tiles] // Tiles tux can collide with and which have a static place in the map [Enemy/Dynamic 'tiles'] // bad_guys and moving platforms are examples [Foreground tiles] // no interaction with tux, it's only for eyecandy and above the other 'layers' - again with optional parallax scrolling - A level itsself will have the possibility to set much more details like gravity etc. (the old format already had such options, but they were unextendible without breaking old levels) - A level maker can load as many tilesets (formely known as themes) as he/she wants and new/old tilesets itsself can be added/extended very easily with special configuration files and structures. You'll see it. ;) - To implement all this the lispreader will be used, which can be seen in CVS now. Lispreader is only a parser and not a lisp interpreter. Having multiple layers for parallax effects is surplus for the Milestone1 goals. Furthermore features like the already implemented background image and the coming wheather effects will provide enough eyecandy for 0.1. I want to remember all people, who don't like this plan, that the Milestone1's aim is mainly to create _a better_ SMB1 clone and not to create the "next generation" of Jump'N'Run games. We have to reach the big 1.0 goals step by step and the keyword is evolution. If new people to SuperTux development took a look into the 0.0.5 sources, they would agree that SuperTux is on the right track. :) Greetz... Tobias Gläßer -- |
From: Tobias <tob...@gm...> - 2004-03-18 19:26:59
|
Hi all, https://sourceforge.net/project/showfiles.php?group_id=69183 you can find a debian i386 release for 0.0.6 on the SF file server now. :) I'd like to encourage you to make a SuperTux package for your favourite distribution. Thanks to wickey <wi...@gm...> Greetz... Tobias Gläßer -- |
From: Ingo R. <gr...@gm...> - 2004-03-18 18:45:26
|
Ricardo Cruz <ri...@ae...> writes: > I would go with the following layers: > > - slower speed background (moving in a slower speed than the games one); > - normal speed background (moving in normal speed); > - normal tiles - the ones that Tux has interaction with; > - normal speed foreground; > - slower speed foreground. We only need two basic layers: background and foreground, both scroll the same speed, Tux and objects are draw inbetween them most of the time: [more paralax layers] [Foreground] [Tux] [Background] [more paralax layers] Above and below these basic layers you can add as much paralax scrolling backgrounds as you like, no need to limit them. Only question is if foreground or background or both become the layer that is used for collision detection. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: <mi...@ge...> - 2004-03-18 16:23:20
|
> > Just to point out, that this would be the opportunity to define some deeper > > changes in the level format and overall. > > Maybe we should use smaller tiles (20x20 ?) and resolution. > > What should smaller tiles be good for? I wouldn't mind to have larger > tiles (40x40) if the resolution would be 800x600, but with 640x480 > 32x32 is a pretty nice size. > It would be nice for adding more detail to a level, although I think a better way to acheive this would be through more tiles (thus allowing more detail). One feature I think would be nice (although probably only in the editor, not the level format) would be to allow large tile groups, to make big objects (more than one or two tiles) easily. This would be implemented entirely in the editor, but there would need to be a way in the tile collection to create these prefabs. This is probably a post-milestone feature, but might be worth considering while constructing the tile-group-format. --Mike |
From: Ingo R. <gr...@gm...> - 2004-03-18 16:05:30
|
Ricardo Cruz <ri...@ae...> writes: > Just to point out, that this would be the opportunity to define some deeper > changes in the level format and overall. > Maybe we should use smaller tiles (20x20 ?) and resolution. What should smaller tiles be good for? I wouldn't mind to have larger tiles (40x40) if the resolution would be 800x600, but with 640x480 32x32 is a pretty nice size. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Ricardo C. <ri...@ae...> - 2004-03-18 15:03:40
|
Hi, I get the following output when I run configure: [rick2@docelar supertux]$ sh configure configure: error: cannot run /bin/sh ./config.sub What's the prob? Ricardo Cruz -- The Shuttle is now going five times the sound of speed. -- Dan Rather, first landing of Columbia |
From: Ricardo C. <ri...@ae...> - 2004-03-18 12:56:08
|
Sorry for disappointing you, but I've already corrected that in cvs ;) Anyway, don't give up and start sending patches :) Ricardo Cruz Em Quinta, 18 de Mar=E7o de 2004 12:38, o Olivier FAURAX escreveu: > My first patch ;) > > Hope this help =2D-=20 Good day to avoid cops. Crawl to school. |
From: Olivier F. <oli...@es...> - 2004-03-18 12:38:52
|
My first patch ;) Hope this help -- "Vous avez la tête dure." Mr H. au sujet de la pénétration des ondes sonores dans la boite cranienne. Olivier Faurax, Elève ESIL Dpt Informatique (Promo 2004) http://www.esil.univ-mrs.fr/~ofaurax |
From: Matze B. <ma...@br...> - 2004-03-18 11:50:06
|
Hi, I just tried the 0.0.6 release of supertux. It's getting very nice. I also tried the internal level editor and created a new level. It's attached to this mail. Hope you can use it. Greetings, Matze |
From: Ricardo C. <ri...@ae...> - 2004-03-18 07:10:43
|
Just had a look at badguy_collision() and the lines that write to base.y=20 should be removed. Ricardo Cruz Em Quarta, 17 de Mar=E7o de 2004 17:19, o Ricardo Cruz escreveu: > Hey, > > As you may have noticed there is a bug in the collisions system that mak= es > when player jumps into the laptop to be reported more than one. > > I finally squished it, since I was adding the line before the > badguy_collisions() and it looks like that base.y is overwritten in there. > > Ricardo Cruz =2D-=20 Any time things appear to be going better, you have overlooked something. |
From: Ingo R. <gr...@gm...> - 2004-03-18 01:37:35
|
Here a little sketch of a possible final boss: http://pingus.seul.org/~grumbel/tmp/supertux-boss.jpg Behaviour would be relativly simply, the Evilpenguin walks a bit forward and backward on his three tiles and shoots eggs or snowballs in the direction of Tux, Tux has to collect them, jump on the wooden-platform, which might be moving and shoot them back at the Evilpenguin. Eggs could be implemented the same has the laptops which one can carry arround currently. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Michael G. <mi...@ge...> - 2004-03-18 01:19:42
|
attached |
From: Ricardo C. <ri...@ae...> - 2004-03-17 23:32:24
|
I am not as stupid as I sound ;D I've tried that already. It looks like we need to disable something... Ricardo Cruz Em Quarta, 17 de Mar=E7o de 2004 22:29, o Bill Kendrick escreveu: > On Wed, Mar 17, 2004 at 10:26:21PM +0000, Ricardo Cruz wrote: > > Hey there, > > > > In the OpenGL mode, the screen is not being corrected cleared, the code > > is the following: > > glClearColor(r/256, g/256, b/256, 1.0); > > glClear(GL_COLOR_BUFFER_BIT); > > Hum... maybe 'promote' r g and b to float during the division, like so? > > r/256.0 > > or: > > ((float) r) / 256.0 > > > ??? > > -bill! > > > ------------------------------------------------------- > This SF.Net email is sponsored by: IBM Linux Tutorials > Free Linux tutorial presented by Daniel Robbins, President and CEO of > GenToo technologies. Learn everything from fundamentals to system > administration.http://ads.osdn.com/?ad_id=3D1470&alloc_id=3D3638&op=3Dcli= ck > _______________________________________________ > Super-tux-devel mailing list > Sup...@li... > https://lists.sourceforge.net/lists/listinfo/super-tux-devel =2D-=20 When neither their poverty nor their honor is touched, the majority of men live content. -- Niccolo Machiavelli |