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From: Ricardo C. <ri...@ae...> - 2004-03-06 03:52:43
|
Just commited that :) Ricardo Cruz Em S=E1bado, 6 de Mar=E7o de 2004 01:15, o Ricardo Cruz escreveu: > > > To conclude, a feature request : please use the space key at start. > > When i tried this game, i try to tune options with the space key. > > It as with return. > > I think adding space isn't lot of work and can be more intuitive for a > > lot of users. > > That's as easy as adding the following line for menu.c : > case SDLK_SPACE: > > Ricardo Cruz =2D-=20 The doctrine of human equality reposes on this: that there is no man really clever who has not found that he is stupid. -- Gilbert K. Chesterson |
From: Christopher A. W. <cr...@li...> - 2004-03-06 03:36:34
|
> Christopher has created some enemy sketches which would fit very nicly > into a wasteland theme, but beside that there is currently no effort > to create addional themes. I might create myself a jungle-like theme, > but only if the ice-theme is really finished. Should I be working on the ice theme for the time being, then? Christopher Allan Webber | The bottom line |
From: Bill K. <nb...@so...> - 2004-03-06 01:59:04
|
On Fri, Mar 05, 2004 at 11:12:02PM +0100, Ingo Ruhnke wrote: > "sik0fewl =A0" <xxd...@ho...> writes: >=20 > > If there were to be big snowballs, we could do one of two things: >=20 > Little remark, *far* too complicated stuff. In past-Milestone1 > releases stuff like that might be used in the game to add puzzle-like > elements (ie. build a large snowball to reach a high platform), but > Milestone1 should be a really streight jump'n run. Kicking a snowball > here is something that should basically be happening in a fraction of > a second, no time there for playing complicated 'grow a snowball' > games there, its pretty much kick and gone, just meant as a little > gimick to disable three enemies in a row. I like both concepts. :) I agree the simpler should be focused on for no= w, but later combining (for puzzle elements) would be great. :) -bill! |
From: Ricardo C. <ri...@ae...> - 2004-03-06 01:57:55
|
Hey, This is a simple credits screen... We really needed one. Tobias, I putted boguses names and descriptions, since i am not sure of who is involved and what has done. Ricardo Cruz -- Ambition is a poor excuse for not having sense enough to be lazy. -- Charlie McCarthy |
From: Ricardo C. <ri...@ae...> - 2004-03-06 01:52:16
|
Ooops, worked okay in my laptop... Anyway 376 still isn't perfect, but is better... Ricardo Cruz Em Quinta, 4 de Mar=C3=A7o de 2004 01:23, o Tobias Gl=C3=A4=C3=9Fer escreve= u: > > > I also appended another patch that just changes a value in the > > intro, in order to fix the fact that a few text is erased. > > Thanks again. > > =2D-=20 "Ain't that something what happened today. One of us got traded to Kansas City." -- Casey Stengel, informing outfielder Bob Cerv he'd been traded. |
From: Ricardo C. <ri...@ae...> - 2004-03-06 01:37:07
|
Em Sexta, 5 de Mar=E7o de 2004 12:51, o Olivier FAURAX escreveu: > Hi ! > > i get the source from CVS and just tested the game. > > There is a surprising bug : somtimes, when you jump, you fall under the > ground and you lose. > I saw a similar bug applying to a enemy (the little $ of the start) : it > was blocked between ground and screen limit. > That will be fixed when the game is working fine for all computer speeds. > In fullscreen mode, my screen is blinking. Is there a common problem ? > Is that a laptop? Anyway, that's certanely a SDL issue. > To conclude, a feature request : please use the space key at start. > When i tried this game, i try to tune options with the space key. > It as with return. > I think adding space isn't lot of work and can be more intuitive for a > lot of users. > That's as easy as adding the following line for menu.c : case SDLK_SPACE: ;) > How can i join the list ? Is there a lot of trafic ? > http://lists.sourceforge.net/lists/listinfo/super-tux-devel You can choose a daily digest. Ricardo Cruz =2D-=20 Symptom: Floor blurred. =46ault: You are looking through bottom of empty glass. Action Required: Find someone who will buy you another beer. Symptom: Floor moving. =46ault: You are being carried out. Action Required: Find out if you are taken to another bar. If not, complain loudly that you are being kidnapped. -- Bar Troubleshooting |
From: Bill K. <nb...@so...> - 2004-03-06 00:56:38
|
On Sat, Mar 06, 2004 at 12:50:26AM +0100, Ingo Ruhnke wrote: > > Here a very very rough sketch on how I imagine the worldmap to look > like (ie. very similar to MarioBros3/MarioWorld): > > * http://pingus.seul.org/~grumbel/tmp/supertux-map.jpg > > Not sure if this will make it into milestone1, but it shouldn't be all > that hard to create. Cute looking. One peeve I've had, though, with people's use of penguins, is they seem to forget penguins are from the SOUTH POLE, and things like Santa Claus and pine trees are from the NORTH ;^) Just a peeve, though. ;^) We can take artistic liberties. Obviously 99.99% of people out there don't give a crap about penguins and what kinds of trees might be nearby (if any ;) ) -bill! |
From: Ricardo C. <ri...@ae...> - 2004-03-06 00:49:29
|
Just to add for those that know nothing about cvs, that you need to do: cvs -d:pserver:ano...@cv...:/cvsroot/super-tux login cvs -z3 -d:pserver:ano...@cv...:/cvsroot/super-tux co=20 supertux to get the repository to a local dir. (Press Enter in the password) Ricardo Cruz Em Quarta, 3 de Mar=C3=A7o de 2004 23:53, o Tobias Gl=C3=A4=C3=9Fer escreve= u: > Hi all developers, > > could you please make a patch against the CVS, if you have made changes > that should belong to the official SuperTux CVS? > > Little instruction: (Ricardo and DK know it :)) > > 1. > Your new content of ~/.cvsrc (without the dashs) > --------- > cvs -z4 > diff -u3 -p > update -dP > checkout -P > --------- > > 2. > cd your-supertux-working-directory > cvs diff > > Send the patch to this list. > > This has the advantage, that the patch doesn't destroy my local working > directory and is formated in a defacto standard. :) > > Greetz... > > Tobias Gl=C3=A4=C3=9Fer > > > > ------------------------------------------------------- > SF.Net is sponsored by: Speed Start Your Linux Apps Now. > Build and deploy apps & Web services for Linux with > a free DVD software kit from IBM. Click Now! > http://ads.osdn.com/?ad_id=3D1356&alloc_id=3D3438&op=3Dclick > _______________________________________________ > Super-tux-devel mailing list > Sup...@li... > https://lists.sourceforge.net/lists/listinfo/super-tux-devel =2D-=20 Prosperity makes friends, adversity tries them. -- Publilius Syrus |
From: Ingo R. <gr...@gm...> - 2004-03-06 00:05:27
|
Here a very very rough sketch on how I imagine the worldmap to look like (ie. very similar to MarioBros3/MarioWorld): * http://pingus.seul.org/~grumbel/tmp/supertux-map.jpg Not sure if this will make it into milestone1, but it shouldn't be all that hard to create. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Ingo R. <gr...@gm...> - 2004-03-06 00:00:05
|
Michael George <mi...@ge...> writes: > Grumbel seems pretty intent on not having the whole setting in > antarctica, and I completely agree, but I was wondering if this will > happen by milestone 1? it seems everyone's working on / talking > about snowballs and iceblock men and evil snowstorms. Milestone1 is 'scheduled' for the end of the month, so there isn't really all that much time left, so I would like to keep it simple for the start. If we get two ice themes (one above the ground, another cave based), probally another one for boss-levels and another one for the worldmap ready, together with background-tiles, enemies and around 15 levels and even get that tested and especially fun to play (difficult, but should be doable), than the goal of Milestone1 is reached. The goal is after all to get a small, but fun game, not the best jump'n run ever. If we get additional themes finished (enemies, tiles, etc), then they can be included as well, if however they only get half finished, we should better leave them out in milestone1 and better polish them and create a milestone2. > Is anyone working on alternate settings? If so, jungle, desert, > underwater/air (does the engine support this stuff?), cave, or what? Christopher has created some enemy sketches which would fit very nicly into a wasteland theme, but beside that there is currently no effort to create addional themes. I might create myself a jungle-like theme, but only if the ice-theme is really finished. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Ricardo C. <ri...@ae...> - 2004-03-05 23:33:08
|
Hi, For the next meeting, please let us know at least for 3 days in advance :) Anyway, it was a nice meeting, with a lot of emphasis for graphics. Was it just me or Tobias and Ingo were really discussing with each other=20 using the same arguments, but different words? ;D (Tobias - level theme, Ingo - tiles collection) heh Ricardo Cruz Em Quarta, 3 de Mar=E7o de 2004 14:19, o Ingo Ruhnke escreveu: > IRC Log of yesterdays meeting is available at: > > http://pingus.seul.org/~grumbel/tmp/supertux-meeting1.log =2D-=20 "Well, you see, it's such a transitional creature. It's a piss-poor reptile and not very much of a bird." =2D Melvin Konner, from "The Tangled Wing", quoting a zoologist who has studied the archeopteryz and found it "very much like people" |
From: Christopher A. W. <cr...@li...> - 2004-03-05 23:03:29
|
> Is anyone working on alternate settings? If so, jungle, desert, > underwater/air (does the engine support this stuff?), cave, or what? In short, yes. I've shown before the sketches I have made for characters in alternate locations. However, I don't know if they'll be ready for milestone 1, as I don't know how far off milestone 1 is. > Can you get some concept art up on the site? If this stuff is going on, > it seems like it ought to be coordinated to some degree. I guess that's up to grumbel. Regardless, I've simplified the "browsing for my latest concept art" by putting up this directory... it includes the XCF files, in case you wish to mess with the images. http://lingocomic.com/gfx/goodies/supertux/ Christopher Allan Webber | The bottom line |
From: Michael G. <mi...@ge...> - 2004-03-05 22:38:49
|
-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 Hi, Grumbel seems pretty intent on not having the whole setting in antarctica, and I completely agree, but I was wondering if this will happen by milestone 1? it seems everyone's working on / talking about snowballs and iceblock men and evil snowstorms. Is anyone working on alternate settings? If so, jungle, desert, underwater/air (does the engine support this stuff?), cave, or what? Can you get some concept art up on the site? If this stuff is going on, it seems like it ought to be coordinated to some degree. - --Mike (kittyhawk) -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.2.3 (GNU/Linux) Comment: Using GnuPG with Thunderbird - http://enigmail.mozdev.org iD8DBQFASP9IrJDiig1GCW0RAk8wAJ9MupRiqxQxmDU7PXM7rquI/UT4EACfU9c+ 7wB+7uN3Beuk1DTW5lXBXuI= =ghJz -----END PGP SIGNATURE----- |
From: Ingo R. <gr...@gm...> - 2004-03-05 22:27:16
|
"sik0fewl =A0" <xxd...@ho...> writes: > If there were to be big snowballs, we could do one of two things: Little remark, *far* too complicated stuff. In past-Milestone1 releases stuff like that might be used in the game to add puzzle-like elements (ie. build a large snowball to reach a high platform), but Milestone1 should be a really streight jump'n run. Kicking a snowball here is something that should basically be happening in a fraction of a second, no time there for playing complicated 'grow a snowball' games there, its pretty much kick and gone, just meant as a little gimick to disable three enemies in a row. --=20 WWW: http://pingus.seul.org/~grumbel/=20 JabberID: gr...@ja...=20 ICQ: 59461927 |
From: sik0fewl <xxd...@ho...> - 2004-03-05 21:01:19
|
Ingo Ruhnke <grumbel@gm...> writes: >Size of the snowball doesn't matter, so it wouldn't be too usefull I think >to have the snowball grow. Just throwing out some ideas.. If there were to be big snowballs, we could do one of two things: * Have the large snowball shrink to a small snowball (like Tux/Mario does after getting injured). Maximum number of snowballs able to combine would probably have to be two. * Have the large snowball break back down into smaller snowballs after it is jumped on. The two smaller snowballs must be jumped on afterwards in order to be killed. This number _could_ be increased to 3 or 4, however, I think 2 would be ideal. Another possible option is to have the levels start out with large snowballs (instead of combining while playing the level). There could even be 2-3 different sized snowballs containg 2, 3 and 4 snowballs. Just a thought. -- Ryan _________________________________________________________________ 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: Ingo R. <gr...@gm...> - 2004-03-05 18:21:23
|
offipso <of...@ab...> writes: > Just my opinion, but OH PLEASE NO! I hated that guy in the SMB games > with such a passion that my SNES controller trembles when I start one of > those levels. I'm surprised it hasn't broken yet... I kind of know that feeling =:) However if it is destroyable and doesn't respawn (as it did in some levels...), it is a fun oppenend, especially since its almost impossible to jump on him, so that one need alternative ways to kill it (hit with an ice-block, etc.). -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: offipso <of...@ab...> - 2004-03-05 16:56:34
|
Just my opinion, but OH PLEASE NO! I hated that guy in the SMB games with such a passion that my SNES controller trembles when I start one of those levels. I'm surprised it hasn't broken yet... Dan Koestler > > > I think it would be nice to have a Super Mario like 'evil' > cloud that throws kinda bullets or (as seen in SM) another > enemies --- I like the idea of having a cloud that throws some > snowflakes. Those could be aimed towards the protagonist > and either smash once reaching the ground or begin walking > around and hunting Tux. > > > Benjamin Jung > |
From: Benjamin P. J. <bp...@gm...> - 2004-03-05 12:23:00
|
> > ><snip> >I dunno. Just trying to create some concept art that will be easy >enough to make into sprites later. Tell me what you think.... >I'm also looking for suggestions. The only other suggestions I can >remember are a spider and a yeti. Any others? > > >Christopher Allan Webber > > > I think it would be nice to have a Super Mario like 'evil' cloud that throws kinda bullets or (as seen in SM) another enemies --- I like the idea of having a cloud that throws some snowflakes. Those could be aimed towards the protagonist and either smash once reaching the ground or begin walking around and hunting Tux. Benjamin Jung |
From: Olivier F. <of...@if...> - 2004-03-05 12:07:08
|
Hi ! i get the source from CVS and just tested the game. There is a surprising bug : somtimes, when you jump, you fall under the=20 ground and you lose. I saw a similar bug applying to a enemy (the little $ of the start) : it=20 was blocked between ground and screen limit. In fullscreen mode, my screen is blinking. Is there a common problem ? To conclude, a feature request : please use the space key at start. When i tried this game, i try to tune options with the space key. It as with return. I think adding space isn't lot of work and can be more intuitive for a=20 lot of users. How can i join the list ? Is there a lot of trafic ? Thanks for your work. --=20 Un optimiste, c'est un homme qui plante deux glands et qui s'ach=E8te un hamac. Olivier FAURAX http://ofaurax.free.fr |
From: Christopher A. W. <cr...@li...> - 2004-03-05 06:27:21
|
Decided I'd take a few minutes in-between papers to try and get some work done for the game... didn't have enough time to do the sprites, so I decided to pull up a few more character concepts. I dunno if either of these are helpful, but take a look anyway: this could be a standard walking enemy.... or a boss... or perhaps the baby of a boss? I dunno. Maybe you have better ideas. http://lingocomic.com/gfx/goodies/crummich.png I was just doodling, but this seems to fit the style of the game pretty well... the only problem? It looks too much like a good guy. Do we have any use for any other good guys? http://lingocomic.com/gfx/goodies/critterhead.png I dunno. Just trying to create some concept art that will be easy enough to make into sprites later. Tell me what you think.... I'm also looking for suggestions. The only other suggestions I can remember are a spider and a yeti. Any others? Christopher Allan Webber | The bottom line |
From: Benjamin P. J. <bp...@gm...> - 2004-03-04 12:06:11
|
>>I've just tried to draw a small 32x32 penguin -- also tried to animate >>the thing a bit ... and ok: it's far from finished now -- anyhow, if >>you want to have a look: >>http://www.phreakzone.com/tmp/tux_small.png >> >> > >Looks good, doesn't really fit the large-tux, but still might be >usefull as 'key' character or something like this (ie. YoshiIsland >style keys, but instead of keys a character or something like that). >Havn't thought to much about this, but it might be interesting. > > I see .... I'll have to try and kinda "immitate" some things of the current style --- the sketches that I've seen look really cute! :) Is there a way to contribute (possible) graphics/sketches by sending an e-mail to someone/someplace ? Though I must admit that my idea of a Super Tux does not fit the general concept I've done 2 more frames, also my checkbox, the back arrow and the small tux-life.png might be interresting: --> http://www.phreakzone.com/tmp/supertux.html Benjamin Jung -- -- -- ICQ: 50371063 IRC: litespeed @freenode |
From: Duong-Khang N. <neo...@us...> - 2004-03-03 20:13:21
|
Hi ppl, I'm sorry that I missed the meeting. It's just because I use daily digest mailinglist mode. Anyway I'm going to read the log. I've just had a look at the new graphics, they're really promising, keep on working guys :-) -- Never say if I could turn back the time, life is going on ! |
From: Bill K. <nb...@so...> - 2004-03-03 19:51:39
|
On Wed, Mar 03, 2004 at 07:32:19PM +0000, ri...@ae... wrote: > There is a development website (made by Ingo Ruhnke) that should > give you a view about the goals: > http://super-tux.sf.net/development/ > > (Bill Kendrick, could you please mention it in the main page, Thx!) Done! Sorry for nto doing it sooner :) <snip> > There has been a lot of discussion regarding this subject. I think > that has not been decided yet, but have a look at Ingo's answer. > In my opinion, we should get away from the current graphics and go > for cartoonish ones, Yep! I'm no artist! (Heh, Ingo, if you feel like redoing art for any of my previous OSS games, feel free! >;^) ) -bill! bi...@ne... "Hey Shatner, ya remember that episode of http://newbreedsoftware.com/bill/ Space Trek where your show got cancelled?" |
From: <ri...@ae...> - 2004-03-03 19:45:55
|
Citando "Benjamin P. Jung" <bp...@gm...>:=20 =20 > =20 > As I've only just joined the mailing list (is there a history=20 anywhere?)=20 =20 There is a development website (made by Ingo Ruhnke) that should=20 give you a view about the goals:=20 http://super-tux.sf.net/development/=20 =20 (Bill Kendrick, could you please mention it in the main page, Thx!)=20 =20 > my first question is:=20 > what's the general 'style' of the super tux graphics? Is there=20 some kind =20 > of guide lines e.g. 'we want graphics in the style of Super Mario=20 Bros.' =20 > or 'it should be comic-like with a black outline' ... ??!?!=20 > =20 > =20 =20 There has been a lot of discussion regarding this subject. I think=20 that has not been decided yet, but have a look at Ingo's answer.=20 In my opinion, we should get away from the current graphics and go=20 for cartoonish ones, and even change the enemies inspiration from=20 the computer world to the fantasy world :P have a look at the ones=20 at the development page.=20 =20 Currently enemies (aka bad guys) cannot be added that easily, but=20 we will be more than happy to add them for you.=20 That been said, good work! ;)=20 =20 > Benjamin Jung=20 > e-mail :: bpjung at gmx dot net=20 > ICQ :: 50371063=20 > IRC :: itespeed @freenode=20 > =20 > =20 > =20 _________________________________________________________ Screensavers e wallpapers gr=E1tis: http://freegames.online.pt |
From: Tobias <tob...@gm...> - 2004-03-03 19:37:37
|
Hi Ricardo, thanks for your patches! I'll review and merge them with CVS. Am Mi, den 03.03.2004 schrieb ri...@ae... um 14:11: > Hey there, > > Tobias, as you asked, this patch changes the behaviour of the popup > help info in the buttons. > I have just made it to appear instantaneously (without a delay), > since I don't think it is that good to put a timer in each of the > buttons. The button bar should have more control over the buttons, > just as in usual gui toolkits. Futhermore, I think this is the way > to go for usability. > > I would like to ask how will the tiles/bad_guys buttons look like. > Will they be 32x32 or just 32x16? If the last one, will they be > cutted or resized? The tiles will have the same size as in the game. -> 32x32 > I also think that the buttons to change levels should be changed, > since the first time I saw them, I thought it was to scroll the > button bar. It's good to receive feedback. I'm going to redesign that stuff. > > In another topic, the mouse cursor flicks in the game (exeption for > the great nvidia drivers). So, I think we should change it for our > own mouse cursor, since it is annoying to use a flicker cursor in > the level editor. > Futhermore, our own mouse cursor would let us create stuff like > actions (when clicking, when over a button...) and animations. It > would also allow to create effects, just as water and trails (like > cursor trails or sparkles). > Anyway, I've made a few hacks for that (maybe it shouldn't be > commited). It allows actions and animations. I've drawn a image for > the cursors, but it is just butt ugly, since i suck in drawings and > I have done that with my toshiba laptop built-in mouse, so I guess > I'm excused :) Toshiba produces excellent laptops, so you aren't excused. ;) > > I also appended another patch that just changes a value in the > intro, in order to fix the fact that a few text is erased. Thanks again. > Cheers, > Ricardo Cruz Greetz... Tobias Gläßer |