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From: <ri...@ae...> - 2004-03-03 19:24:46
|
Hey there,=20 =20 Tobias, as you asked, this patch changes the behaviour of the popup=20 help info in the buttons.=20 I have just made it to appear instantaneously (without a delay),=20 since I don't think it is that good to put a timer in each of the=20 buttons. The button bar should have more control over the buttons,=20 just as in usual gui toolkits. Futhermore, I think this is the way=20 to go for usability.=20 =20 I would like to ask how will the tiles/bad_guys buttons look like.=20 Will they be 32x32 or just 32x16? If the last one, will they be=20 cutted or resized?=20 I also think that the buttons to change levels should be changed,=20 since the first time I saw them, I thought it was to scroll the=20 button bar.=20 =20 =20 In another topic, the mouse cursor flicks in the game (exeption for=20 the great nvidia drivers). So, I think we should change it for our=20 own mouse cursor, since it is annoying to use a flicker cursor in=20 the level editor.=20 Futhermore, our own mouse cursor would let us create stuff like=20 actions (when clicking, when over a button...) and animations. It=20 would also allow to create effects, just as water and trails (like=20 cursor trails or sparkles).=20 Anyway, I've made a few hacks for that (maybe it shouldn't be=20 commited). It allows actions and animations. I've drawn a image for=20 the cursors, but it is just butt ugly, since i suck in drawings and=20 I have done that with my toshiba laptop built-in mouse, so I guess=20 I'm excused :)=20 =20 =20 I also appended another patch that just changes a value in the=20 intro, in order to fix the fact that a few text is erased.=20 =20 Cheers,=20 Ricardo Cruz=20 =20 =20 _________________________________________________________ Screensavers e wallpapers gr=E1tis: http://freegames.online.pt |
From: Tobias <tob...@gm...> - 2004-03-03 18:17:27
|
Am Mi, den 03.03.2004 schrieb Steven Geens um 09:44: > Hi, > > When I played the game, I noticed that: > - You couldn't jump while running into a wall. > - Moving into a wall while falling > next to it, would stop your falling, even > when you weren't touching the ground. > > I solved this by moving the code that prevents > you from running or falling into wallls to the front > of player_action method. > line 149 > > Old_Belge thanks for this tiny fix! ;) But please read the mail about patches against the CVS I sent. Greetz... Tobias Gläßer |
From: Tobias <tob...@gm...> - 2004-03-03 18:07:18
|
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 Gläßer |
From: Ingo R. <gr...@gm...> - 2004-03-03 17:01:14
|
"Christopher A. Webber" <cr...@li...> writes: > I took a look at the gameplay section again.... though I like the > snowball rolling idea, at first I was failing to see why it would be > useful. Its usefull for chain reaction, have three snowballs in a row, kick the first one and have them all knocked out (first knocks out the second, second the third, etc). > Well, I don't know if you've thought of this, but what if when a > rolling Mr. Snowball hits another Mr. Snowball... could they combine > into a larger Mr. Snowball? Size of the snowball doesn't matter, so it wouldn't be too usefull I think to have the snowball grow. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Christopher A. W. <cr...@li...> - 2004-03-03 16:24:22
|
> Cool. I took a look. I like it. > I know this means upping the baddy count again, but I think there should > be an alternate "Mister Crystal" with spikes coming out of it. One that > you can't jump on. I took a look at the gameplay section again.... though I like the snowball rolling idea, at first I was failing to see why it would be useful. Well, I don't know if you've thought of this, but what if when a rolling Mr. Snowball hits another Mr. Snowball... could they combine into a larger Mr. Snowball? |
From: Christopher A. W. <cr...@li...> - 2004-03-03 16:11:22
|
> > My plan for Mr Iceblock is to go KO when being hit and then to be > > kickable or carryable. For the flattening thing I'll try to design > > another shape of iceblock or probally a mr.snowball. Cool. I took a look. I like it. I know this means upping the baddy count again, but I think there should be an alternate "Mister Crystal" with spikes coming out of it. One that you can't jump on. |
From: Ingo R. <gr...@gm...> - 2004-03-03 15:17:59
|
"Benjamin P. Jung" <bp...@gm...> writes: > 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. > As I've only just joined the mailing list (is there a history > anywhere?) my first question is: > what's the general 'style' of the super tux graphics? Current style to target looks like this: http://super-tux.sourceforge.net/milestone1/images/supertux-gamescreen.jpg Improvements however are welcome. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Ingo R. <gr...@gm...> - 2004-03-03 15:04:51
|
Ingo Ruhnke <gr...@gm...> writes: > My plan for Mr Iceblock is to go KO when being hit and then to be > kickable or carryable. For the flattening thing I'll try to design > another shape of iceblock or probally a mr.snowball. Added a few sketches of MrSnowball and described the behaviour and interactions of the badguys a bit: http://super-tux.sourceforge.net/milestone1/gameplay.html -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Benjamin P. J. <bp...@gm...> - 2004-03-03 15:00:24
|
Hi everybody, unfortunately I had no time joining the discussion about the Super Tux project last night -- currently I'm busy reading the LOG. I'd really like to contribute to the game by doing some GFXs as I find it a brilliant idea to have a cute'n'good looking arcade-style Jump'n'Run under the GPL. 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 As I've only just joined the mailing list (is there a history anywhere?) my first question is: what's the general 'style' of the super tux graphics? Is there some kind of guide lines e.g. 'we want graphics in the style of Super Mario Bros.' or 'it should be comic-like with a black outline' ... ??!?! Benjamin Jung e-mail :: bpjung at gmx dot net ICQ :: 50371063 IRC :: itespeed @freenode |
From: Steven G. <old...@ho...> - 2004-03-03 14:58:22
|
Hi, When I played the game, I noticed that: - You couldn't jump while running into a wall. - Moving into a wall while falling next to it, would stop your falling, even when you weren't touching the ground. I solved this by moving the code that prevents you from running or falling into wallls to the front of player_action method. line 149 Old_Belge _________________________________________________________________ |
From: Ingo R. <gr...@gm...> - 2004-03-03 14:38:51
|
"Christopher A. Webber" <cr...@li...> writes: > Also, has anyone else yet designed the "Mr. Iceblock" sprite? I have a iceblock and bomb sprite ready, but I am not to happy with them. They are useable, but the animation could be a lot better, I would also like to have the block 'rotate/swing' a bit while walking, thus giving more natural movement. http://pingus.seul.org/~grumbel/tmp/mrbomb.gif http://pingus.seul.org/~grumbel/tmp/iceblock.gif My plan for Mr Iceblock is to go KO when being hit and then to be kickable or carryable. For the flattening thing I'll try to design another shape of iceblock or probally a mr.snowball. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Ingo R. <gr...@gm...> - 2004-03-03 14:33:23
|
IRC Log of yesterdays meeting is available at: http://pingus.seul.org/~grumbel/tmp/supertux-meeting1.log -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Andrew A. M. <an...@am...> - 2004-03-03 08:30:26
|
After seeing the super-tux game of the month status and the list of needed enemies, I decided to make a "Mr. Bomb" animation. An animated gif is here: http://users.amcomputing.com/~andy/images/bomber_2_anim.gif And the xcf is here: http://users.amcomputing.com/~andy/images/bomber_2_anim.xcf Mr. Bomb evolved from my first attempt thanks to the feedback from paroneayea on irc. http://users.amcomputing.com/~andy/images/bomber.gif -Andy |
From: Christopher A. W. <cr...@li...> - 2004-03-03 06:53:36
|
Quite a few of you have already seen the work I've been doing developing concept art and what will soon become actual sprites for the game. (for example: http://www.lingocomic.com/gfx/goodies/wingling_color.png ) A few questions and comments. First of all, some data would be helpful to we who are desiging sprites, like the general sprite size. Provided that's been finalized by now... it seemed earlier that it hadn't been. Also, has anyone else yet designed the "Mr. Iceblock" sprite? I'd like to take a crack at it if not... either way though, I was reading on the "enemies" section of the milestone 1 page, and I noticed it said that Mr. Iceblock should flatten when stepped on. I think a better idea would be that he shatters... after all, he is ice. And it would be a cool effect. Christopher Allan Webber | The bottom line |
From: Bill K. <nb...@so...> - 2004-03-02 11:37:35
|
I just saw it in my KDE News Ticker! http://happypenguin.org/newsitem?id=4455 -bill! bi...@ne... "Hey Shatner, ya remember that episode of http://newbreedsoftware.com/bill/ Space Trek where your show got cancelled?" |
From: Ingo R. <gr...@gm...> - 2004-03-01 02:04:27
|
A little static-compiled (i386) pre-release of my Windstille/SuperTux level editor, it can currently neither load nor save levels in Supertux format, simply because that format isn't fixed currently. Beside that it seems to work rather well and should be relativly easy to extent with whatever features come up. http://pingus.seul.org/~grumbel/tmp/windstille-0.2.1-supertux.tar.bz2 -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Ricardo C. <ri...@ae...> - 2004-02-28 14:53:34
|
Em Sexta, 27 de Fevereiro de 2004 03:23, o Tobias Gl=C3=A4=C3=9Fer escreveu: > Am Do, den 26.02.2004 schrieb ri...@ae... um 14:16: > > Hey there, > > > > While implementing the button bar in the level editor, the following > > problem appeard: > > that's something I'm working on. :) > I'd like to prevent double work on a single TODO. ;) > I just got the last cvs and noticed that, but you'll have to hard code all= =20 the entries for the button bar... Not implementing a setup file for the tiles now would be lack of vision,=20 since it would make more work later. Futhermore, I even think it would be=20 easier to implement a setup file and so a dynamic button bar. Just my 2 cents, Ricardo Cruz =2D-=20 Q: How many journalists does it take to screw in a lightbulb? A: Three. One to report it as an inspired government program to bring light to the people, one to report it as a diabolical government plot to deprive the poor of darkness, and one to win a Pulitzer prize for reporting that Electric Company hired a lightbulb-assassin to break the bulb in the first place. |
From: Ingo R. <gr...@gm...> - 2004-02-27 00:09:06
|
Ingo Ruhnke <gr...@gm...> writes: > My windstille editor is already pretty useable [...] Little screenshot: http://pingus.seul.org/~grumbel/tmp/windstille-editor-2004-02-27.jpg -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Tobias <tob...@gm...> - 2004-02-26 22:20:21
|
Am Do, den 26.02.2004 schrieb Ingo Ruhnke um 16:25: > ri...@ae... writes: > > > I have previously mentioned this; I think SuperTux main need is > > levels and currently, using the level editor is not that fun So I > > think we should hold on a bit, since an interface is already in the > > way. > > My windstille editor is already pretty useable (supports multiple > tilemaps, objects, tilebrushes, undo/redo, multiple buffers, minimap, > is scriptable, etc) and I already created a handfull of levels with > it. I'll try to create a release in the next few days, for the moment > people can check it out at (requires ClanLib-0.7 CVS and guile-1.6, > start with ./supertux -e in the src/ directory): > > svn co svn://clanlib.org/Games/Windstille/trunk/ > > > The code is also in no situation for being hacked by other ppl, > > since it is not that flexible. > > It doesn't has to be all that much flexible, as long as it can hold > the feature that are needed for a 0.1 release it shouldn't be a > problem and even the 0.0.5 release already gets close to that. 0.1 > isn't meant as a YoshiIsland killer, just as a little useable and fun > Jump'n Run and that should be doable. > > > Futhermore, it was also decided that prior to the 0.0.6, SuperTux > > will be rewritten in C++. > > Unless I am completly mistaken, there are no plans in the near future > to rewrite it in C++, that was more a plan for the far future (ie. > past 0.1) and more of a slow migration. Rewrite is definitivly the wrong word. A soft migration in cases, where C++ design and features ( string vs char and ptox vs. this) are superior, is the right description. Greetz... Tobias Gläßer |
From: Ingo R. <gr...@gm...> - 2004-02-26 21:35:13
|
ri...@ae... writes: > I have previously mentioned this; I think SuperTux main need is > levels and currently, using the level editor is not that fun So I > think we should hold on a bit, since an interface is already in the > way. My windstille editor is already pretty useable (supports multiple tilemaps, objects, tilebrushes, undo/redo, multiple buffers, minimap, is scriptable, etc) and I already created a handfull of levels with it. I'll try to create a release in the next few days, for the moment people can check it out at (requires ClanLib-0.7 CVS and guile-1.6, start with ./supertux -e in the src/ directory): svn co svn://clanlib.org/Games/Windstille/trunk/ > The code is also in no situation for being hacked by other ppl, > since it is not that flexible. It doesn't has to be all that much flexible, as long as it can hold the feature that are needed for a 0.1 release it shouldn't be a problem and even the 0.0.5 release already gets close to that. 0.1 isn't meant as a YoshiIsland killer, just as a little useable and fun Jump'n Run and that should be doable. > Futhermore, it was also decided that prior to the 0.0.6, SuperTux > will be rewritten in C++. Unless I am completly mistaken, there are no plans in the near future to rewrite it in C++, that was more a plan for the far future (ie. past 0.1) and more of a slow migration. The current timeline I have in mind is: 0.0.6: gameplay basically working again + editor + opengl support, not everything has to be 100% perfect, just more or less useable 0.0.x: fixing all those stuff that was not so 100% perfect in 0.0.6, bug fixing etc. These releases should be mainly/only for the GotM contributors so that they have something to test/play with 0.1: a final release with a more or less mariobros1 logic, after that we can start ripping the thing apart, rewriting it in C++ or whatever > ps: Ingo, I also share the same opinion as a guy from the gametome; 1 > month it too short for helping a project. Futhermore, 1 month is a > too short period for writting TODOs, reviews... The reviews and ToDos should already be written *before* the game is even allowed to get in the vote (yes, this is not really the case with the current games and the vote got a bit rushed out, but we have to start somewhere). And for a bit of content a month is enough if people use the time to do work instead of having endless discussions. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Tobias <tob...@gm...> - 2004-02-26 21:27:35
|
Am Do, den 26.02.2004 schrieb ri...@ae... um 14:16: > Hey there, > > While implementing the button bar in the level editor, the following > problem appeard: that's something I'm working on. :) I'd like to prevent double work on a single TODO. ;) > Tiles are currently setuped in the code, instead of through a file. > This makes them hardly to be used in the level editor button bar and, > in the future, to implement stuff, just as the sliding. > A setup file for the tiles would need to have information, just as > number of tiles, filenames and the type of each tile (as specified in > the development page by Ingo). > > So, we should all agree with a file format for it, and that would, > maybe, be used also by the other files, just as the highscore, level > subset and the level themselves. > > Personally, I found XML to be a waste of space and a bit hard to > read. So, I would vote for an INI-like file format that are used by > windows and kde. I bet your health that it would be more than > enough ;) > > I have previously, mentioned this and even sended a function that > would get a value, by being feed with a file, group and entry. > Have a look at my suggestion for the look of the Tile's setup format: > > [TILES] > number=3 > > [TILE 0] > file=water.png > type=full > > [TILE 1] > file=cloud.png > type=empty > > [TILE 2] > file=slide.png > type=50L > > > If you agree, I could implement dinamic tile. > > Happy hacking :), > Ricardo Cruz That's alright, let's discuss it after the 0.0.6 release. I have a lack of time to commet your ideas, sorry. You can expect a detailed comment about this issue tomorrow. Greetz... Tobias Gläßer |
From: <ri...@ae...> - 2004-02-26 19:37:21
|
Hey, I have previously mentioned this; I think SuperTux main need is=20 levels and currently, using the level editor is not that fun So I=20 think we should hold on a bit, since an interface is already in the=20 way. The code is also in no situation for being hacked by other ppl,=20 since it is not that flexible. Futhermore, it was also decided that=20 prior to the 0.0.6, SuperTux will be rewritten in C++. Ricardo Cruz ps: Ingo, I also share the same opinion as a guy from the gametome; 1=20 month it too short for helping a project. Futhermore, 1 month is a=20 too short period for writting TODOs, reviews... and publish them. Anyway, if it becames popular, I'm sure project mantainers themselves=20 would ask to be the GotM and submit reviews and stuff. Citando Ingo Ruhnke <gr...@gm...>: >=20 > The Happypenguin GotM[1] Vote for March got rushed out a bit earlier > than expected. Anyway, the pool is now open and SuperTux is a > canditade, so lets just cast a few votes and hope that SuperTux will > win and thus get a bit more publicity and especially more=20 developers. >=20 > [1] http://www.happypenguin.org/forums/viewtopic.php?t=3D1243 > [2] http://www.happypenguin.org/forums/viewtopic.php?t=3D1242 >=20 > --=20 > WWW: http://pingus.seul.org/~grumbel/=20 > JabberID: gr...@ja...=20 > ICQ: 59461927 >=20 _________________________________________________________ Vem experimentar jogos gr=E1tis: http://freegames.online.pt |
From: <ri...@ae...> - 2004-02-26 19:26:51
|
Hey there, While implementing the button bar in the level editor, the following=20 problem appeard: Tiles are currently setuped in the code, instead of through a file.=20 This makes them hardly to be used in the level editor button bar and,=20 in the future, to implement stuff, just as the sliding. A setup file for the tiles would need to have information, just as=20 number of tiles, filenames and the type of each tile (as specified in=20 the development page by Ingo). So, we should all agree with a file format for it, and that would,=20 maybe, be used also by the other files, just as the highscore, level=20 subset and the level themselves. Personally, I found XML to be a waste of space and a bit hard to=20 read. So, I would vote for an INI-like file format that are used by=20 windows and kde. I bet your health that it would be more than=20 enough ;) I have previously, mentioned this and even sended a function that=20 would get a value, by being feed with a file, group and entry. Have a look at my suggestion for the look of the Tile's setup format: [TILES] number=3D3 [TILE 0] file=3Dwater.png type=3Dfull [TILE 1] file=3Dcloud.png type=3Dempty [TILE 2] file=3Dslide.png type=3D50L If you agree, I could implement dinamic tile. Happy hacking :), Ricardo Cruz _________________________________________________________ Screensavers e wallpapers gr=E1tis: http://freegames.online.pt |
From: Duong-Khang N. <neo...@us...> - 2004-02-25 13:58:34
|
Hi, Prior to the CVS commit, I've successfully play "loser.xm" without any problem in a "before GL" supertux version. Maybe, you tested it as a level song Tobias and since there's no sped up version of "loser.xm" there, supertux segfaults. I could'nt try it in the current CVS version. Anyway, if Bill doesn't want to use it, I'll remove it from the CVS (sniff...) I think that there're a lot of active MOD artists on http://www.modarchive.com. Perhaps, we can ask them if they'd like to do some mods for supertux. -- Never say if I could turn back the time, life is going on ! |
From: Ingo R. <gr...@gm...> - 2004-02-25 11:01:25
|
The Happypenguin GotM[1] Vote for March got rushed out a bit earlier than expected. Anyway, the pool is now open and SuperTux is a canditade, so lets just cast a few votes and hope that SuperTux will win and thus get a bit more publicity and especially more developers. [1] http://www.happypenguin.org/forums/viewtopic.php?t=1243 [2] http://www.happypenguin.org/forums/viewtopic.php?t=1242 -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |