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From: Tobias <tob...@gm...> - 2004-01-20 22:32:20
|
hi all, I fixed a few bugs, so that it's possible to play a bit again. The most hated bug stays. :) More important is the removal of static sized arrays and the replacement with dynamic arrays (a very simple implementation doing it's job :) ). This means, that we can have an unlimited number of bad guys in a level for example and if there are only 7 badguys in a level, only the space for 7 badguy objects will be allocated. These things can change on demand now. Moreover I did a few code cleanups. Here is still MUCH to do. The most noticeable one is the launch of the base_type, which makes all types using it suitable for certain functions. Greetz... Tobias Gläßer -- |
From: Duong-Khang N. <neo...@us...> - 2004-01-19 20:48:34
|
Hi there, I've just tested the last cvs commit today (19 jan 04 at 20:30 GMT). It seems that there'r more work from now on to get supertux working again :-) However, I can't help right now ... have to take some final exams ;-) Concerning the CVS problems, it was due to the CVS pserver which was brought down for maintenance. See ya ! -- Never say if I could turn back the time, life is going on ! |
From: Tobias <tob...@gm...> - 2004-01-19 13:32:23
|
hi all, I wanted to commit a few clean ups, but sourceforge developer's CVS seems to be down. Greetz... Tobias Gläßer |
From: Ricardo C. <ri...@ae...> - 2004-01-18 15:21:34
|
Hey Ingo, Em Domingo, 18 de Janeiro de 2004 12:55, o Ingo Ruhnke escreveu: > Ricardo Cruz <ri...@ae...> writes: > > I have just noticed that in SuperMario 1, no matter where you > > collide in a brick, the mushroom will allways go to the right... We > > really should do a guideline... > > Simply do what makes sense and is fun, don't do or not do stuff just > because SuperMarioBros1 didn't. Other games can be a great base for > inspiriation, but they should be taken as a cloning guide for each and > every little detail. > Well, I think that the side matters behaver is a lot more fun than when it doesn't. :) Anyway, I just called attention to that fact, since there are maybe here some ppl in this list that would prefer SuperTux to stick to the SM1 and wouldn't like that patch applied (however, i noticed that i forgot to append it :/). I really think that a guideline page for the game would be great, so that everyone can ask for features, argue them and so that the final result will be of good taste to everyone. I think most of us wouldn't like to have a copy of SM, but we should all reach an agreement that would be satisfactory for all. Besides, a public guideline would be cool to let programmers know what's needed to do and to allow users to ask for features, and if all agree with it, it would be added to the guide. > > Why not an IRC meeting with users and developers? > > #supertux, irc.freenode.net, does anybody want to set a meeting date? Finally, someone shows intersting in a meeting ;) i would prefer a Friday or Saturday night. Since most of us live in Europe, it would be easy to set an hour. I think Bill Kendrick should be present, but since he lives in the US, it will be a bit hard to meet everyone. What about 8-9 o'clock GMT? See ya, Ricardo Cruz -- You will pay for your sins. If you have already paid, please disregard this message. |
From: Ingo R. <gr...@gm...> - 2004-01-18 12:55:40
|
Ricardo Cruz <ri...@ae...> writes: > I have just noticed that in SuperMario 1, no matter where you > collide in a brick, the mushroom will allways go to the right... We > really should do a guideline... Simply do what makes sense and is fun, don't do or not do stuff just because SuperMarioBros1 didn't. Other games can be a great base for inspiriation, but they should be taken as a cloning guide for each and every little detail. > Why not an IRC meeting with users and developers? #supertux, irc.freenode.net, does anybody want to set a meeting date? -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Tobias <tob...@gm...> - 2004-01-18 11:35:44
|
Your patch is applied Ricardo. :) Greetz... Tobias Gläßer Am So, den 18.01.2004 schrieb Ricardo Cruz um 03:49: > Hey Tobias, > > It is really damn cool that now each object has its own file ;) Great work! > I wanted to fix the fact that when a bad guys is falling or being squashed, > the Tux image overlaps the bad_guy one. Now this can be easily achieved, > since everyone has its own drawing funcs. > Gameloop.c has been reduced in 45% :)) It's also a good suprise to see much, > much less global variables. > > In the screen.c, maybe funcs pointers should be used, instead of if's... > There are some filenames that I don't like that much and don't really show > what they do (special, scene and world). I'll make suggestions later. > And stuff in type.c should go to the screen.c and gameloop.c or a timer.c > file. > > About the gameplay, there are a few very visible bugs :) not sure how hard > are they to be fixed. > Right now, I have made a minor patches. It replaces all those evil if's in > the game_event() by switches. When Ctrl was being pressed Tux was walking, > instead of running, and vice-versa, it also fixes this thing. > > Great game, :) > Ricardo Cruz > > Em Domingo, 18 de Janeiro de 2004 08:42, o Tobias Gläßer escreveu: > > Hi all, > > > > althought I know about at least 5 bugs or so, I have commited > > all my work to CVS now. > > > > Things that aren't release ready or still in planing stages (you can > > help here): > > - Collision code. (Bitmaps aren't supported rigth now and there are a > > lot of collision bugs, too) > > - OpenGL mode. (Fonts and alpha don't work) > > - Fixing new bugs. (They are marked with FIXME in the code) > > - ... a lot of more things I can't think of now. :) > > > > This commit only reflects the current status of the rewrite and > > is known to introduce many bugs people will hate soon. > > > > I'd like to see patches for these areas. ;) > > > > Greetz... > > > > Tobias Gläßer (It's 03:39 here: I really had a hard coding night, so > > don't badmouth me, when I stand up ;)) ) > > > > @Bill: Hopefully I didn't destroy your baby. :) -- |
From: Ricardo C. <ri...@ae...> - 2004-01-18 10:50:24
|
That happened to me too, that was fixed when i got my registration. Tell your sourceforge username, and Tobias Gl=E4=DFer or Bill Kendrick wil= l=20 register you. Ricardo Cruz Em Domingo, 18 de Janeiro de 2004 10:43, o Duong-Khang NGUYEN escreveu: > Hi there, > > I tried to update my supertux working directory but I always get : > > cvs [update aborted]: end of file from server (consult above messages if > any) > > Is there any problem with sourceforge CVS servers ? =2D-=20 [Sir Stafford Cripps] has all the virtues I dislike and none of the vices I admire. -- Winston Churchill |
From: Tobias <tob...@gm...> - 2004-01-18 10:49:56
|
Am So, den 18.01.2004 schrieb Ricardo Cruz um 03:49: > Hey Tobias, > > It is really damn cool that now each object has its own file ;) Great work! > I wanted to fix the fact that when a bad guys is falling or being squashed, > the Tux image overlaps the bad_guy one. Now this can be easily achieved, > since everyone has its own drawing funcs. > Gameloop.c has been reduced in 45% :)) It's also a good suprise to see much, > much less global variables. > snip > In the screen.c, maybe funcs pointers should be used, instead of if's... > There are some filenames that I don't like that much and don't really show > what they do (special, scene and world). I'll make suggestions later. > And stuff in type.c should go to the screen.c and gameloop.c or a timer.c > file. snap I fully agree. As I said it's isn't perfect and I would have done the whole things you describe here, if I had more time. I'd really like a few suggestions for the filenames. Timer.c is very obvious and good for example. > About the gameplay, there are a few very visible bugs :) not sure how hard > are they to be fixed. I know. :) Some of them can be fixed by fine-tuning #defines. Other bugs like the FIXME-gameplay-bug-#1 will unfortunately need much more work. > Right now, I have made a minor patches. It replaces all those evil if's in > the game_event() by switches. When Ctrl was being pressed Tux was walking, > instead of running, and vice-versa, it also fixes this thing. A patch? Cool! Where is it? I can't see attached to your mail. :( Or do you mean, you have commited it to CVS already? Greetz... Tobias Gläßer |
From: Duong-Khang N. <neo...@us...> - 2004-01-18 10:40:51
|
Hi there, I tried to update my supertux working directory but I always get : cvs [update aborted]: end of file from server (consult above messages if any) Is there any problem with sourceforge CVS servers ? -- Never say if I could turn back the time, life is going on ! |
From: Ricardo C. <ri...@ae...> - 2004-01-18 08:44:46
|
Hey Tobias, It is really damn cool that now each object has its own file ;) Great work! I wanted to fix the fact that when a bad guys is falling or being squashed= ,=20 the Tux image overlaps the bad_guy one. Now this can be easily achieved,=20 since everyone has its own drawing funcs. Gameloop.c has been reduced in 45% :)) It's also a good suprise to see muc= h,=20 much less global variables. In the screen.c, maybe funcs pointers should be used, instead of if's... There are some filenames that I don't like that much and don't really show= =20 what they do (special, scene and world). I'll make suggestions later. And stuff in type.c should go to the screen.c and gameloop.c or a timer.c= =20 file. About the gameplay, there are a few very visible bugs :) not sure how hard= =20 are they to be fixed. Right now, I have made a minor patches. It replaces all those evil if's in= =20 the game_event() by switches. When Ctrl was being pressed Tux was walking,= =20 instead of running, and vice-versa, it also fixes this thing. Great game, :) Ricardo Cruz Em Domingo, 18 de Janeiro de 2004 08:42, o Tobias Gl=C3=A4=C3=9Fer escreveu: > Hi all, > > althought I know about at least 5 bugs or so, I have commited > all my work to CVS now. > > Things that aren't release ready or still in planing stages (you can > help here): > - Collision code. (Bitmaps aren't supported rigth now and there are a > lot of collision bugs, too) > - OpenGL mode. (Fonts and alpha don't work) > - Fixing new bugs. (They are marked with FIXME in the code) > - ... a lot of more things I can't think of now. :) > > This commit only reflects the current status of the rewrite and > is known to introduce many bugs people will hate soon. > > I'd like to see patches for these areas. ;) > > Greetz... > > Tobias Gl=C3=A4=C3=9Fer (It's 03:39 here: I really had a hard coding nigh= t, so > don't badmouth me, when I stand up ;)) ) > > @Bill: Hopefully I didn't destroy your baby. :) =2D-=20 "Gravitation cannot be held responsible for people falling in love." =2D- Albert Einstein |
From: Tobias <tob...@gm...> - 2004-01-18 02:40:25
|
Hi all, althought I know about at least 5 bugs or so, I have commited all my work to CVS now. Things that aren't release ready or still in planing stages (you can help here): - Collision code. (Bitmaps aren't supported rigth now and there are a lot of collision bugs, too) - OpenGL mode. (Fonts and alpha don't work) - Fixing new bugs. (They are marked with FIXME in the code) - ... a lot of more things I can't think of now. :) This commit only reflects the current status of the rewrite and is known to introduce many bugs people will hate soon. I'd like to see patches for these areas. ;) Greetz... Tobias Gläßer (It's 03:39 here: I really had a hard coding night, so don't badmouth me, when I stand up ;)) ) @Bill: Hopefully I didn't destroy your baby. :) -- |
From: Tobias <tob...@gm...> - 2004-01-17 10:22:09
|
Ricardo, did you actually understand what my rewrite is all about? Maybe I didn't make it clear enough for the whole crew :). It's about huge code restructuring and rewriting esspecially to ALL functions and code related to the gameloop. You'll have to do this patch a second time, I guess. :(( Ok, I'll commit the whole stuff tonight, even if a few parts aren't ready. I'll document the unfinished parts, so that people can help, if they like to. :) Greetz... Tobias Gläßer Am Fr, den 16.01.2004 schrieb Ricardo Cruz um 19:46: > Hey there, > > I have make a patch so that when you collide in the right side of a brick, > the mint goes to the left, else it goes to the right, like in the SuperMario. > It adds an extra argument to tryemptybox() and add_upgrade(). I also cleaned > add_upgrade(). > When a goddie would disappear to the left of the screen, it was removed too > soon (without being totally out), it also fixes that. > > Tobias, this should not affect your work, so you can commit it. > > I also have made a few changes to leveleditor: added grid and made it > possible to see what's inside a box when the cursor is on it. This affects > screen.c (adds fillrect()), so it should be merged after the adding of opengl > support. > > The gameloop.c is really ugly and huge. Besides, I don't really like the > indentation used... I could only navigate on it because Kate highlites > brackets and allows to compress/expand them. > Gameloop.c has all the gameplay code, so we should separate it. Why not > putting bad_guys code in a bad_guys file (for instance draw funcs) and all > the other structs code in their own file? > > Anyway, SuperTux is a nice piece of software and I am looking forward for the > OpenGL support ;) > > Cheers, > Ricardo Cruz -- |
From: offipso <of...@ab...> - 2004-01-17 05:08:29
|
I agree, I'd really..really..like to see code, even if I'm not really a developer on this project. -Dan On Fri, 2004-01-16 at 19:38, Ricardo Cruz wrote: > Maybe you should put it in cvs, so that ppl can help you... > Just a thought ;) >=20 > Ricardo Cruz >=20 > Em Quarta, 14 de Janeiro de 2004 02:06, o Tobias Gl=C3=A4=C3=9Fer escre= veu: > > Am So, den 11.01.2004 schrieb Tobias Gl=C3=A4=C3=9Fer um 20:40: > > > Hi all, > > > > > > the rewrite itsself is quite far. I'm still fighting with a > > > really strange bugs I can track down, however I can't fix it. > > > Today I made the first experiments with OpenGL. > > > I'm not sure, if it's a good idea to commit a definitvly unplayable > > > version of supertux. What do you think? > > > > > > You can see the first SuperTux-OpenGL-Screenshot here > > > http://lina.linux-gamers.net/stuff/super-tux-opengl.png > > > > > > :) > > > > I have another screenshot for you. :) > > http://lina.linux-gamers.net/stuff/super-tux-title-opengl.png > > > > It's the first time, that the title-screen is rendered (correctly) by > > OpenGL. > > As you can see, the fonts are still in work. :) > > > > Greetz... > > > > Tobias Gl=C3=A4=C3=9Fer > > |
From: Ricardo C. <ri...@ae...> - 2004-01-17 02:36:57
|
I have just noticed that in SuperMario 1, no matter where you collide in a= =20 brick, the mushroom will allways go to the right... We really should do a=20 guideline... Why not an IRC meeting with users and developers? Greats, Ricardo Cruz Em S=E1bado, 17 de Janeiro de 2004 00:46, o Ricardo Cruz escreveu: > Hey there, > > I have make a patch so that when you collide in the right side of a bric= k, > the mint goes to the left, else it goes to the right, like in the > SuperMario. It adds an extra argument to tryemptybox() and add_upgrade().= I > also cleaned add_upgrade(). > When a goddie would disappear to the left of the screen, it was removed > too soon (without being totally out), it also fixes that. > > Tobias, this should not affect your work, so you can commit it. > > I also have made a few changes to leveleditor: added grid and made it > possible to see what's inside a box when the cursor is on it. This affects > screen.c (adds fillrect()), so it should be merged after the adding of > opengl support. > > The gameloop.c is really ugly and huge. Besides, I don't really like the > indentation used... I could only navigate on it because Kate highlites > brackets and allows to compress/expand them. > Gameloop.c has all the gameplay code, so we should separate it. Why not > putting bad_guys code in a bad_guys file (for instance draw funcs) and all > the other structs code in their own file? > > Anyway, SuperTux is a nice piece of software and I am looking forward for > the OpenGL support ;) > > Cheers, > Ricardo Cruz =2D-=20 When I first arrived in this country I had only fifteen cents in my pocket and a willingness to compromise. -- Weber cartoon caption |
From: Ricardo C. <ri...@ae...> - 2004-01-17 00:41:23
|
Hey there, I have make a patch so that when you collide in the right side of a brick, the mint goes to the left, else it goes to the right, like in the SuperMario. It adds an extra argument to tryemptybox() and add_upgrade(). I also cleaned add_upgrade(). When a goddie would disappear to the left of the screen, it was removed too soon (without being totally out), it also fixes that. Tobias, this should not affect your work, so you can commit it. I also have made a few changes to leveleditor: added grid and made it possible to see what's inside a box when the cursor is on it. This affects screen.c (adds fillrect()), so it should be merged after the adding of opengl support. The gameloop.c is really ugly and huge. Besides, I don't really like the indentation used... I could only navigate on it because Kate highlites brackets and allows to compress/expand them. Gameloop.c has all the gameplay code, so we should separate it. Why not putting bad_guys code in a bad_guys file (for instance draw funcs) and all the other structs code in their own file? Anyway, SuperTux is a nice piece of software and I am looking forward for the OpenGL support ;) Cheers, Ricardo Cruz -- Success is relative: It is what we can make of the mess we have made of things. -- T.S. Eliot, "The Family Reunion" |
From: Ricardo C. <ri...@ae...> - 2004-01-17 00:34:10
|
Maybe you should put it in cvs, so that ppl can help you... Just a thought ;) Ricardo Cruz Em Quarta, 14 de Janeiro de 2004 02:06, o Tobias Gl=C3=A4=C3=9Fer escreveu: > Am So, den 11.01.2004 schrieb Tobias Gl=C3=A4=C3=9Fer um 20:40: > > Hi all, > > > > the rewrite itsself is quite far. I'm still fighting with a > > really strange bugs I can track down, however I can't fix it. > > Today I made the first experiments with OpenGL. > > I'm not sure, if it's a good idea to commit a definitvly unplayable > > version of supertux. What do you think? > > > > You can see the first SuperTux-OpenGL-Screenshot here > > http://lina.linux-gamers.net/stuff/super-tux-opengl.png > > > > :) > > I have another screenshot for you. :) > http://lina.linux-gamers.net/stuff/super-tux-title-opengl.png > > It's the first time, that the title-screen is rendered (correctly) by > OpenGL. > As you can see, the fonts are still in work. :) > > Greetz... > > Tobias Gl=C3=A4=C3=9Fer > =2D-=20 Disco is to music what Etch-A-Sketch is to art. |
From: Tobias <tob...@gm...> - 2004-01-13 20:05:12
|
Am So, den 11.01.2004 schrieb Tobias Gläßer um 20:40: > Hi all, > > the rewrite itsself is quite far. I'm still fighting with a > really strange bugs I can track down, however I can't fix it. > Today I made the first experiments with OpenGL. > I'm not sure, if it's a good idea to commit a definitvly unplayable > version of supertux. What do you think? > > You can see the first SuperTux-OpenGL-Screenshot here > http://lina.linux-gamers.net/stuff/super-tux-opengl.png > :) I have another screenshot for you. :) http://lina.linux-gamers.net/stuff/super-tux-title-opengl.png It's the first time, that the title-screen is rendered (correctly) by OpenGL. As you can see, the fonts are still in work. :) Greetz... Tobias Gläßer |
From: Ricardo C. <ri...@ae...> - 2004-01-13 10:55:10
|
Agreed! There should be a hack module to do some stuff that it's still not= =20 very mature and not ready for the main brunch. Stuff like OpenGL, level=20 editor and level formats changes. Of course, that all committed stuff shoul= d=20 be compilable and not cause any seg fault (at least on the beginning), in=20 order to not put other developers stuck. Ricardo Cruz Em Ter=E7a, 13 de Janeiro de 2004 09:08, o Duong-Khang NGUYEN escreveu: > Hi there, > > I think that it's just time to fork the CVS. It's better to create a new > CVS module. Since the original code was not designed to work with OpenGL, > this will introduce a lot of changes and perhaps bugs in the current code. > The new module will be considered as a development or test version so it > doesn't necessarily work. =2D-=20 "Although Poles suffer official censorship, a pervasive secret police and laws similar to those in the USSR, there are thousands of underground publications, a legal independent Church, private agriculture, and the East bloc's first and only independent trade union federation, NSZZ Solidarnosc, which is an affiliate of both the International Confederation of Free Trade Unions and the World Confederation of Labor. There is literally a world of difference between Poland - even in its present state of collapse - and Soviet society at the peak of its "glasnost." This difference has been maintained at great cost by the Poles since 1944. =2D- David Phillips, SUNY at Buffalo, about establishing a gateway from EARN (Eurpoean Academic Research Network) to Poland |
From: Duong-Khang N. <neo...@us...> - 2004-01-13 09:17:00
|
Hi there, I think that it's just time to fork the CVS. It's better to create a new CVS module. Since the original code was not designed to work with OpenGL, this will introduce a lot of changes and perhaps bugs in the current code. The new module will be considered as a development or test version so it doesn't necessarily work. -- Never say if I could turn back the time, life is going on ! |
From: Ricardo C. <ri...@ae...> - 2004-01-13 02:43:21
|
Hey there, In case you guys haven't noticed yet, SuperTux has been reviewed at Linuxgames.com: http://linuxgames.com/news/feedback.php?identiferID=6427&action=flatview Nice, ah? Actually, i haven't red it yet ;P Good work, Ricardo Cruz -- No man in the world has more courage than the man who can stop after eating one peanut. -- Channing Pollock |
From: Ricardo C. <ri...@ae...> - 2004-01-12 22:55:37
|
Ingo, I don't think that any exclusive OpenGL features will be used, so SDL/GL can surely co-exist. It could have just a couple of eye candy additions.. Ricardo Cruz Em Segunda, 12 de Janeiro de 2004 19:29, o Ingo Ruhnke escreveu: > Ricardo Cruz <ri...@ae...> writes: > > I think that OpenGL support would be really cool, not only for > > performance reasons, but also for future eye candy features. For > > instance, we could do some parallax tricks on the background, > > anti-aliasing support, better transparency... > > If you want eye-candy I would dump the 2d-SDL version completly. > Mixing the newest eye-candy while still trying to provide an old > software 2d target will just give quite a huge headache, it would > basically require to fork of two different versions, since you can't > rely on some special-fx for an endboss or in a level without breaking > the 2d target. If you on the other side don't use any of the eye-candy > so that OpenGL and SDL can co-oexist, OpenGL would be quite a waste, > since 640x480 in 2D is quite handable without OpenGL if no > alphablending or rotations are in use, the OpenGL target wouldn't be > of much use. -- "I don't think they could put him in a mental hospital. On the other hand, if he were already in, I don't think they'd let him out." |
From: Ricardo C. <ri...@ae...> - 2004-01-12 22:52:38
|
Actually, there isn't any SuperMario clone, so this wouldn't be=20 "yet-another-stupid-1:1-clone" ;) There aren't even much platform games for= =20 linux (not a single commercial one, i think). But you are right, SuperMario 3 is much better than 1 (I never tried World= ).=20 But we should discuss some minor stuff like when Tux has the shooting power= =20 and he touches in an enemy, should he became little (as in SM1) or should h= e=20 became big but without the shooting power (as in SM3). About this, I prefer= =20 the SM3 behaver. An IRC discussion would be fine. Ricardo Cruz If anyone is interested, my ICQ # is 288663822 Please, post yours, if you have. Em Segunda, 12 de Janeiro de 2004 19:41, o Ingo Ruhnke escreveu: > Tobias Gl=E4=DFer <tob...@gm...> writes: > > So the question is: "Should we keep SuperTux simple or should we > > grow it to a featurefull (at least more or equal features than > > MarioXY) Jump'N'Run." > > I would like to see its heading in a SuperMario3/SuperMarioWorld > direction (scrolling in all direction, levelmap to travel back and > replay levels, lots of extras), with everything added or changed that > makes sense. After all this should be a good game, not > yet-another-stupid-1:1-clone. =2D-=20 I bought some used paint. It was in the shape of a house. -- Steven Wright |
From: Tobias <tob...@gm...> - 2004-01-12 21:09:27
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Am Mo, den 12.01.2004 schrieb Ingo Ruhnke um 15:52: > Chris Spencer <csp...@ca...> writes: > > > If you don't know if it is simple ask a four year old to play it. > > I don't care about four year olds, such kids do better play with other > kids in there neighbourhood or kindergarten, than wasting time in > front of a tv or monitor. What I care about is creating a good game, > nothing more, nothing less. If it will get really good everybody from > 6-99 will have fun with it, no matter if adult, child or teenager. > > > It's a statement about Linux being the superior operating system. > > Well, I wouldn't call that a polical statement, but more kind of a > lie, since its simply not true. Beside the FreeSoftware aspect Linux > is pretty much inferior in everything else (want a secure server use > OpenBSD, want a desktop system use MacOSX). Anyway, a really good game > will probally serve that message better, than a crappy one filled with > polical blabla. I partly agree with you. :) Free Software is a very important aspect, that makes it worth to promote Gnu/Linux in the one or other way. And sure you can have a very secure webserver with Linux, if you are a good admin. You could even use SELinux, which might be even superior to OpenBSD in security issues. Linux is as you know only a kernel unlike MacOSX, because of that, the comparison is unfair. *g What really annoys me on a Gnu/Linux/X System is X. But I'm sure that this situation will change relativly fast, because the www.freedesktop.org is taken very serious by KDE, Gnome and co. And last but not least it depends very much on which distro you use and which kind of user you are. On the one hand there are easy to use desktop-linux-distributions like Lycoris for example and on the other hand there are newbie-shocking-Gentoo-like-distributions. Greetz... Tobias Gläßer -- |
From: Ingo R. <gr...@gm...> - 2004-01-12 20:52:15
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Chris Spencer <csp...@ca...> writes: > If you don't know if it is simple ask a four year old to play it. I don't care about four year olds, such kids do better play with other kids in there neighbourhood or kindergarten, than wasting time in front of a tv or monitor. What I care about is creating a good game, nothing more, nothing less. If it will get really good everybody from 6-99 will have fun with it, no matter if adult, child or teenager. > It's a statement about Linux being the superior operating system. Well, I wouldn't call that a polical statement, but more kind of a lie, since its simply not true. Beside the FreeSoftware aspect Linux is pretty much inferior in everything else (want a secure server use OpenBSD, want a desktop system use MacOSX). Anyway, a really good game will probally serve that message better, than a crappy one filled with polical blabla. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Ingo R. <gr...@gm...> - 2004-01-12 20:43:24
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Chris Spencer <csp...@ca...> writes: > I think the user interface needs to remain simple. It's for young > kids. To adults it makes a political statement. Of course the interface should be simple and useable, never said that it should be something else. > We ought to stress the political point as much or more than worrying > about the entertainment aspect. Sorry, but this is utter bullshit, if you want to make a polical statement, join some polical party or polical movement and actually make a statement. That is not what games are for, that is actually something that can pretty much ruin a game if done wrong. Fun should be goal number one, nothing else, if it still runs on old hardware thats a nice addition, if not, I don't really care. Anway, even a aged TNT2 should be enough to get decent OpenGL and until SuperTux gets playable almost everybody will have such a thing. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |