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From: Ricardo C. <ri...@ae...> - 2004-01-03 11:23:14
|
Hey there, I have been trying to get the cvs, but the error is allways the same: ------------------ [rick2@docelar supertux]$ getcvs Logging in to :pserver:ano...@cv...:2401/cvsroot/super-tux CVS password: cvs [login aborted]: end of file from server (consult above messages if any) cvs [checkout aborted]: end of file from server (consult above messages if any) ------------------- Tobias, probably you should give member privileges to contributors, because getting cvs anonymously is not nice. Firstly, there is a lag and now seems impossible to. That would also have the positive effect that it would stick ppl to the project. Ricardo Cruz -- When the going gets tough, the tough go shopping. |
From: Ricardo C. <ri...@ae...> - 2004-01-03 11:03:11
|
Hey, The hardest thing about bitmask is to know what side is colliding... Have = you=20 managed to full fill that? You could also have a look at one of the Ingo's games, like Windestille or= =20 Pingus (they are c++, but may be helpfull). Ricardo Em S=C3=A1bado, 3 de Janeiro de 2004 03:22, o Tobias Gl=C3=A4=C3=9Fer escre= veu: > Am Fr, den 02.01.2004 schrieb Bill Kendrick um 16:04: > > On Fri, Jan 02, 2004 at 06:04:51PM -0500, Tobias Gl=C3=A4=C3=9Fer wrote: > > > One possibility is to check if the "rectangle" of an object hits the > > > "rectangle" of another object, like we currently do, but I don't like > > > this method, because it isn't very precise. On the other hand it's > > > relativly fast. > > > > I almost always stick to 'bounding box' (what you described above) > > because it's fast, simple to program, and for most fast action games > > it's "close enough." > > > > The trick is to give the player a slight advantage. (e.g., their > > bullet can hit just outside the enemy's x,y/w,h range, but the > > enemy's bullet actually has to be a little INSIDE the player's rectangl= e, > > otherwise it's ignored) > > > > Super Tux is a fast action game, but can go slowly (e.g., the player > > can walk around a little to try to make a precise hit, or just be > > standing there when a bad guy aimlessly bumps into Tux), so it MIGHT > > be worth doing more precise collision detection. > > > > I think, though, that so far the bounding box method has done well > > in Super Tux, so I would much rather we worry about adding gameplay > > elements (more enemies, more kinds of objects to deal with, and > > more levels and level art). If we REALLY need to fix the mechanics, > > we can do it later. :^) > > > > The biggest complaint in the 3 years since I first released Super Tux > > was that there was only one level and few enemies. :^) Not that > > Tux didn't collide with laptops 'precisely' ;^) > > > > > > > > -bill! > > > > PS - FYI, I recently had to do line-intersection for collision detection > > for a vector-drawn game I'm prototyping for my new job... :^) > > I first do bounding-box to decide whether I need to BOTHER with the > > slow line-related math, of course. Keep this trick in mind!! > > I'm trying my luck with bitmask-collisions, but first doing bounding-box > tests is obviously. > > My aim with this rewrite is to make it very is easy to add funky new > enemies and items. I'm sure that's a better way of doing something in > the long run, than to add more code to already bloated code. > > Greetz... > > Tobias Gl=C3=A4=C3=9Fer > > > =2D-=20 It's time to boot, do your boot ROMs know where your disk controllers are? |
From: Bill K. <nb...@so...> - 2004-01-02 22:35:20
|
On Fri, Jan 02, 2004 at 11:24:49PM +0100, Ingo Ruhnke wrote: > If you ask me, it would best of as an SMB3 clone together with a > MarioWorld like map combined with some of the very nice graphic > effects of a Yoshis Island. MarioWorld from SNES? Hrm. I didn't like the map aspect of that game. It's my least favorite part, really.. :^/ Again, in Super Tux, Tux is trying to save Gown. He has a definite progression from the Antarctic to Washington State, and shouldn't have to wander around maps on the way. :^) Just go! go! gooo! :^) -bill! |
From: Ingo R. <gr...@gm...> - 2004-01-02 22:24:57
|
offipso <of...@ab...> writes: > Aha, I wasn't sure of that, and my NES wasn't hooked up to check! > Anyway, is Super Tux aiming to be a SMB1 clone, with only features > that appear in that game? If you ask me, it would best of as an SMB3 clone together with a MarioWorld like map combined with some of the very nice graphic effects of a Yoshis Island. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Tobias <tob...@gm...> - 2004-01-02 21:21:43
|
Am Fr, den 02.01.2004 schrieb Bill Kendrick um 16:04: > On Fri, Jan 02, 2004 at 06:04:51PM -0500, Tobias Gläßer wrote: > > > > One possibility is to check if the "rectangle" of an object hits the > > "rectangle" of another object, like we currently do, but I don't like > > this method, because it isn't very precise. On the other hand it's > > relativly fast. > > I almost always stick to 'bounding box' (what you described above) > because it's fast, simple to program, and for most fast action games > it's "close enough." > > The trick is to give the player a slight advantage. (e.g., their > bullet can hit just outside the enemy's x,y/w,h range, but the > enemy's bullet actually has to be a little INSIDE the player's rectangle, > otherwise it's ignored) > > Super Tux is a fast action game, but can go slowly (e.g., the player > can walk around a little to try to make a precise hit, or just be > standing there when a bad guy aimlessly bumps into Tux), so it MIGHT > be worth doing more precise collision detection. > > I think, though, that so far the bounding box method has done well > in Super Tux, so I would much rather we worry about adding gameplay > elements (more enemies, more kinds of objects to deal with, and > more levels and level art). If we REALLY need to fix the mechanics, > we can do it later. :^) > > The biggest complaint in the 3 years since I first released Super Tux > was that there was only one level and few enemies. :^) Not that > Tux didn't collide with laptops 'precisely' ;^) > > > > -bill! > > PS - FYI, I recently had to do line-intersection for collision detection for > a vector-drawn game I'm prototyping for my new job... :^) > I first do bounding-box to decide whether I need to BOTHER with the > slow line-related math, of course. Keep this trick in mind!! I'm trying my luck with bitmask-collisions, but first doing bounding-box tests is obviously. My aim with this rewrite is to make it very is easy to add funky new enemies and items. I'm sure that's a better way of doing something in the long run, than to add more code to already bloated code. Greetz... Tobias Gläßer |
From: Bill K. <nb...@so...> - 2004-01-02 21:04:38
|
On Fri, Jan 02, 2004 at 06:04:51PM -0500, Tobias Gl=E4=DFer wrote: >=20 > One possibility is to check if the "rectangle" of an object hits the > "rectangle" of another object, like we currently do, but I don't like > this method, because it isn't very precise. On the other hand it's > relativly fast. I almost always stick to 'bounding box' (what you described above) because it's fast, simple to program, and for most fast action games it's "close enough." The trick is to give the player a slight advantage. (e.g., their bullet can hit just outside the enemy's x,y/w,h range, but the enemy's bullet actually has to be a little INSIDE the player's rectangle, otherwise it's ignored) Super Tux is a fast action game, but can go slowly (e.g., the player can walk around a little to try to make a precise hit, or just be standing there when a bad guy aimlessly bumps into Tux), so it MIGHT be worth doing more precise collision detection. I think, though, that so far the bounding box method has done well in Super Tux, so I would much rather we worry about adding gameplay elements (more enemies, more kinds of objects to deal with, and more levels and level art). If we REALLY need to fix the mechanics, we can do it later. :^) The biggest complaint in the 3 years since I first released Super Tux was that there was only one level and few enemies. :^) Not that Tux didn't collide with laptops 'precisely' ;^) -bill! PS - FYI, I recently had to do line-intersection for collision detection = for a vector-drawn game I'm prototyping for my new job... :^) I first do bounding-box to decide whether I need to BOTHER with the slow line-related math, of course. Keep this trick in mind!! |
From: Bill K. <nb...@so...> - 2004-01-02 20:56:26
|
On Fri, Jan 02, 2004 at 03:34:17PM -0500, offipso wrote: > Haha, awesome. Agreed! You know, I think it might cool to use the pencil art as the _actual_ art. (I was reading that the creator of Yoshi's Island was encouraged to make his game look more 'real', since Donkey Kong Country (which was pre-rendered using 3D ray tracing) had just come out and was so popular. His response was to make it look even MORE cartoony and sketched. I had never played Yoshi's Island, but looked at a screenshot the other day.) Since we're dealing with 16bpp or 24bpp on fast-ish machines, I think we could do PNGs with very cartoony looking graphics. :^) (Like the large JPEG) Or should we stick to 'sprites', like the small PNG that was posted? -bill! |
From: offipso <of...@ab...> - 2004-01-02 20:28:56
|
Haha, awesome. I especially like the little Godzilla-Tux in the bottom right. -Dan On Fri, 2004-01-02 at 14:04, Ingo Ruhnke wrote: > Ingo Ruhnke <gr...@gm...> writes: > > > Just a bunch of random scribels, nothing really useble or great: > > > > http://pingus.seul.org/~grumbel/tmp/supertex.jpg > > Some more: > > http://pingus.seul.org/~grumbel/tmp/supertux2.jpg |
From: Ingo R. <gr...@gm...> - 2004-01-02 20:23:24
|
Ingo Ruhnke <gr...@gm...> writes: > Ingo Ruhnke <gr...@gm...> writes: > >> Just a bunch of random scribels, nothing really useble or great: >> >> http://pingus.seul.org/~grumbel/tmp/supertex.jpg > > Some more: > > http://pingus.seul.org/~grumbel/tmp/supertux2.jpg And a little sprite test: http://pingus.seul.org/~grumbel/tmp/supertux2.png -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Tobias <tob...@gm...> - 2004-01-02 19:39:07
|
Am Fr, den 02.01.2004 schrieb Ricardo Cruz um 13:02: > Hey there! > > Nice to see that the gameloop is being worked, since here is where the action > takes place. > I've already done a collision func to test collisions between two surfaces, > but I am sure this is not the right way to go. What I do is to check if > there are pixels from both images that are different from the colorkey and > that are in the same position. > (since supertux uses the alpha bit, you would had to replace colorkey by > alpha). > However, this method is slow and I think that it is unnecessary in this game. > a better approach would be the use of a bitmask per surface, as explained and > implemented over here: > http://www.ifm.liu.se/~ulfek/projects/2d_Collision_Detection.html Hey, I really like the bitmask approach! Thanks! :) Greetz... Tobias Gläßer > Ricardo > > Em Sexta, 2 de Janeiro de 2004 23:04, o Tobias Gläßer escreveu: > > Hi all, > > > > I'm making progress and you'll probably see the next CVS commit > > tonight. I'm currently thinking about the new collision detection > > and decided to move them all into one place. (i.e. collision.c/h ?) > > We need a function, wich can do collision detection, but there are many > > possibilities on how to do this. > > > > One possibility is to check if the "rectangle" of an object hits the > > "rectangle" of another object, like we currently do, but I don't like > > this method, because it isn't very precise. On the other hand it's > > relativly fast. > > > > The other way to do collision detection would be a pixel-per-pixel > > solution, where we test, if two non-alpha pixels hit each other. > > Maybe someone has already written such a function or a class in C++, > > which could be ported. > > > > My experience in this area is low (tux bless google), but I guess > > some of you have experience and can give me some hints and tips. :) > > > > Greetz... > > > > Tobias Gläßer -- |
From: Ingo R. <gr...@gm...> - 2004-01-02 19:04:57
|
Ingo Ruhnke <gr...@gm...> writes: > Just a bunch of random scribels, nothing really useble or great: > > http://pingus.seul.org/~grumbel/tmp/supertex.jpg Some more: http://pingus.seul.org/~grumbel/tmp/supertux2.jpg -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Ricardo C. <ri...@ae...> - 2004-01-02 17:58:11
|
Hey there! Nice to see that the gameloop is being worked, since here is where the act= ion=20 takes place. I've already done a collision func to test collisions between two surfaces= ,=20 but I am sure this is not the right way to go. What I do is to check if=20 there are pixels from both images that are different from the colorkey and= =20 that are in the same position. (since supertux uses the alpha bit, you would had to replace colorkey by=20 alpha). However, this method is slow and I think that it is unnecessary in this ga= me.=20 a better approach would be the use of a bitmask per surface, as explained a= nd=20 implemented over here: http://www.ifm.liu.se/~ulfek/projects/2d_Collision_Detection.html Ricardo Em Sexta, 2 de Janeiro de 2004 23:04, o Tobias Gl=C3=A4=C3=9Fer escreveu: > Hi all, > > I'm making progress and you'll probably see the next CVS commit > tonight. I'm currently thinking about the new collision detection > and decided to move them all into one place. (i.e. collision.c/h ?) > We need a function, wich can do collision detection, but there are many > possibilities on how to do this. > > One possibility is to check if the "rectangle" of an object hits the > "rectangle" of another object, like we currently do, but I don't like > this method, because it isn't very precise. On the other hand it's > relativly fast. > > The other way to do collision detection would be a pixel-per-pixel > solution, where we test, if two non-alpha pixels hit each other. > Maybe someone has already written such a function or a class in C++, > which could be ported. > > My experience in this area is low (tux bless google), but I guess > some of you have experience and can give me some hints and tips. :) > > Greetz... > > Tobias Gl=C3=A4=C3=9Fer =2D-=20 "Hi. This is Dan Cassidy's answering machine. Please leave your name and= =20 number... and after I've doctored the tape, your message will implicate you in a federal crime and be brought to the attention of the F.B.I... BEEEP" -- Blue Devil comics |
From: Tobias <tob...@gm...> - 2004-01-02 17:04:33
|
Hi all, I'm making progress and you'll probably see the next CVS commit tonight. I'm currently thinking about the new collision detection and decided to move them all into one place. (i.e. collision.c/h ?) We need a function, wich can do collision detection, but there are many possibilities on how to do this. One possibility is to check if the "rectangle" of an object hits the "rectangle" of another object, like we currently do, but I don't like this method, because it isn't very precise. On the other hand it's relativly fast. The other way to do collision detection would be a pixel-per-pixel solution, where we test, if two non-alpha pixels hit each other. Maybe someone has already written such a function or a class in C++, which could be ported. My experience in this area is low (tux bless google), but I guess some of you have experience and can give me some hints and tips. :) Greetz... Tobias Gläßer -- |
From: offipso <of...@ab...> - 2004-01-02 05:43:45
|
Oh no, I know, remarkably, how to use anonymous access to get the CVS version of Super Tux. Rather what I meant was I didn't know if the reason the patches weren't applied was because of a lag in CVS of some sort. And as I don't have developer access to CVS, I'll have to wait until the problem--if there is one--rights itself, I suppose. -Dan Koestler On Fri, 2004-01-02 at 00:41, Ricardo Cruz wrote: > You just need to type the following comands: > cvs -d:pserver:ano...@cv...:/cvsroot/super-tux login > cvs -z3 -d:pserver:ano...@cv...:/cvsroot/super-tux co > supertux > > When asked for a password, just press Enter. > It will download the cvs to a supertux directory. > > Cheers, > Ricardo > > Em Sexta, 2 de Janeiro de 2004 05:27, o offipso escreveu: > > Heh yes, I was wondering about that, although I don't know the workings > > of CVS. > > > > -Dan > > > > On Fri, 2004-01-02 at 00:14, Ricardo Cruz wrote: > > > Sorry, but I am downloading the cvs and my changes regarding the > > > leveleditor mouse movement and Dan's regarding holding the laptop are not > > > there... > > > > > > Ricardo > > > > ------------------------------------------------------- > > This SF.net email is sponsored by: IBM Linux Tutorials. > > Become an expert in LINUX or just sharpen your skills. Sign up for IBM's > > Free Linux Tutorials. Learn everything from the bash shell to sys admin. > > Click now! http://ads.osdn.com/?ad_id=1278&alloc_id=3371&op=click > > _______________________________________________ > > Super-tux-devel mailing list > > Sup...@li... > > https://lists.sourceforge.net/lists/listinfo/super-tux-devel |
From: Ricardo C. <ri...@ae...> - 2004-01-02 05:37:41
|
You just need to type the following comands: cvs -d:pserver:ano...@cv...:/cvsroot/super-tux login cvs -z3 -d:pserver:ano...@cv...:/cvsroot/super-tux co supertux When asked for a password, just press Enter. It will download the cvs to a supertux directory. Cheers, Ricardo Em Sexta, 2 de Janeiro de 2004 05:27, o offipso escreveu: > Heh yes, I was wondering about that, although I don't know the workings > of CVS. > > -Dan > > On Fri, 2004-01-02 at 00:14, Ricardo Cruz wrote: > > Sorry, but I am downloading the cvs and my changes regarding the > > leveleditor mouse movement and Dan's regarding holding the laptop are not > > there... > > > > Ricardo > > ------------------------------------------------------- > This SF.net email is sponsored by: IBM Linux Tutorials. > Become an expert in LINUX or just sharpen your skills. Sign up for IBM's > Free Linux Tutorials. Learn everything from the bash shell to sys admin. > Click now! http://ads.osdn.com/?ad_id=1278&alloc_id=3371&op=click > _______________________________________________ > Super-tux-devel mailing list > Sup...@li... > https://lists.sourceforge.net/lists/listinfo/super-tux-devel -- T-shirt of the Day: Head for the Mountains -- courtesy Anheuser-Busch beer Followup T-shirt of the Day (on the same scenic background): If you liked the mountains, head for the Busch! -- courtesy someone else |
From: Bill K. <nb...@so...> - 2004-01-02 05:34:33
|
On Fri, Jan 02, 2004 at 12:27:25AM -0500, offipso wrote: > Heh yes, I was wondering about that, although I don't know the workings > of CVS. Last I saw, 'anonymous' CVS access would often provide files from longer ago than if you used your 'developer' account to log in and grab files. Has to do with some of the trouble they've been having with servers, I guess. I only do developer access, so I haven't noticed it, and am not 100% sure if the issue still exists. I tried to dig up some refs to the problem, but didn't find any very quickly, so I guess take my word for it (until someone comes up with a better idea ;) ) -bill! |
From: offipso <of...@ab...> - 2004-01-02 05:22:20
|
Heh yes, I was wondering about that, although I don't know the workings of CVS. -Dan On Fri, 2004-01-02 at 00:14, Ricardo Cruz wrote: > Sorry, but I am downloading the cvs and my changes regarding the leveleditor > mouse movement and Dan's regarding holding the laptop are not there... > > Ricardo |
From: Ricardo C. <ri...@ae...> - 2004-01-02 05:10:48
|
Sorry, but I am downloading the cvs and my changes regarding the leveledit= or=20 mouse movement and Dan's regarding holding the laptop are not there... Ricardo Em Sexta, 2 de Janeiro de 2004 08:22, o Tobias Gl=C3=A4=C3=9Fer escreveu: > Am Do, den 01.01.2004 schrieb Ricardo Cruz um 20:48: > > Hey there, > > > > I am doing some hacks to do a dialog to ask the level width, song > > filename and all that stuff needed by the level editor. > > You can see a screenshot of it here: > > http://rpmcruz.planetaclix.pt/trash/supertux.png > > > > Please, Tobias, update the cvs with the patch I have sent to the level > > editor (regarding the movements) and I will then send you a patch on th= is > > (still not functional). > > Ehrm, believe it or not ;) but it is already applied. > > Greetz... > > Tobias Gl=C3=A4=C3=9Fer > > =2D-=20 A pessimist is a man who has been compelled to live with an optimist. -- Elbert Hubbard |
From: Tobias <tob...@gm...> - 2004-01-02 02:22:16
|
Am Do, den 01.01.2004 schrieb Ricardo Cruz um 20:48: > Hey there, > > I am doing some hacks to do a dialog to ask the level width, song filename > and all that stuff needed by the level editor. > You can see a screenshot of it here: > http://rpmcruz.planetaclix.pt/trash/supertux.png > > Please, Tobias, update the cvs with the patch I have sent to the level editor > (regarding the movements) and I will then send you a patch on this (still not > functional). Ehrm, believe it or not ;) but it is already applied. Greetz... Tobias Gläßer |
From: Ricardo C. <ri...@ae...> - 2004-01-02 01:45:59
|
Hey there, I am doing some hacks to do a dialog to ask the level width, song filename and all that stuff needed by the level editor. You can see a screenshot of it here: http://rpmcruz.planetaclix.pt/trash/supertux.png Please, Tobias, update the cvs with the patch I have sent to the level editor (regarding the movements) and I will then send you a patch on this (still not functional). I would also like someone to answer if it is currently possible to know the number of levels. And, if not, if someone could write something to do it. Maybe by checking file names... Anyway, I think that the menu should be written in a way that wouldn't need a function to every single menu. In a way, that you just needed to say the name of the entries and it would draw and manage them, returning the entry chosen. I have already done this in a C++ game of mine, I could try to port it... I have done some cleanup to the menu; removed some useless brackets, replaced a couple of ifs with switchs and putted the constants MENU_*_ITEM to really be the menu entries number. Ricardo -- Most public domain software is free, at least at first glance. |
From: offipso <of...@ab...> - 2004-01-02 01:17:49
|
Heh, thanks for the offer, but I do actually have the ROMs for them. I should've mentioned I didn't have the NES or the emulators handy to test it then, though. And I'm glad to hear, from the previous posts, that it's open to new features. -Dan Koestler On Thu, 2004-01-01 at 20:10, Ricardo Cruz wrote: > Well, I think that SuperTux basics are still in development, so there wasn't > any discussion yet about if it should be a clone of what or what should be > inovated... > > If you want to try an old Super Mario, just get ZSnes (http://www.zsnes.com/) > and get the rom with all SMB from my server: > http://rpmcruz.planetaclix.pt/trash/marioall.zip > > (It is not illegal to download a rom, if you have bought the original game.) > > Ricardo > > |
From: offipso <of...@ab...> - 2004-01-02 01:15:06
|
Okay, well, I'm obviously subscribed to the mailing list, so I'll keep an ear out and maybe try some stuff with the levels.=20 Can't wait to add in some crazy stuff, like flying, slopes, or moving ground!=20 -Dan Koestler > It migth be funny to work on the leveleditor for example. > You could also contribute new themes and levels, if you like. >=20 > I guess I'll need a few days to get the most important code ready. >=20 > Greetz... >=20 > Tobias Gl=C3=A4=C3=9Fer >=20 |
From: Tobias <tob...@gm...> - 2004-01-02 01:09:15
|
Am Do, den 01.01.2004 schrieb offipso um 20:07: > Uhoh, it sounds like I might end up reinventing the wheel, and it might > turn out to be easier to just add it in the final code. Will it be a > long while before the final functions are done? Weeks? > > So I may have to find another area to work on, then, but it seems all > the fun stuff has to do with game_action! > > -Dan Koestler It migth be funny to work on the leveleditor for example. You could also contribute new themes and levels, if you like. I guess I'll need a few days to get the most important code ready. Greetz... Tobias Gläßer > > Yes and no. I don't want to stop anybody from working on SuperTux, of > > course. But if you work on these two functions I'll ignore your patches > > and you'll have to rewrite them, when the two functions are ready. > > > > I won't rewrite all the code at once and send appetizers in the CVS, > > so you can see how the new code works and perhaps you can even help me. > > That would be great. *eh > > > > There are still many other fields in SuperTux you could work on thought. > > ;) > > > > Greetz... > > > > Tobias Gläßer (who just became unpopular :-) ) |
From: Ricardo C. <ri...@ae...> - 2004-01-02 01:06:14
|
Well, I think that SuperTux basics are still in development, so there wasn't any discussion yet about if it should be a clone of what or what should be inovated... If you want to try an old Super Mario, just get ZSnes (http://www.zsnes.com/) and get the rom with all SMB from my server: http://rpmcruz.planetaclix.pt/trash/marioall.zip (It is not illegal to download a rom, if you have bought the original game.) Ricardo Em Quinta, 1 de Janeiro de 2004 22:53, o offipso escreveu: > Aha, I wasn't sure of that, and my NES wasn't hooked up to check! > Anyway, is Super Tux aiming to be a SMB1 clone, with only features that > appear in that game? > > -Dan Koestler > > On Thu, 2004-01-01 at 17:36, Bill Kendrick wrote: > > On Thu, Jan 01, 2004 at 03:57:50PM -0500, offipso wrote: > > > Thanks! The only problems I can see with it are that the laptop is > > > drawn behind Tux, and I really don't know how to fix that yet. There > > > are also some strange problems when you kick it into a wall which is > > > directly next to you. I know that you can hold the shell in Mario 3 and > > > run into an enemy, and both will die, and I'm pretty sure you can do > > > the same in Mario 1. > > > > As I said, you can't carry enemies in Super Mario 1. If you walked into, > > or jump on, a closed turtle, you'd simply kick it. > > > > -bill! > > > > > > ------------------------------------------------------- > > This SF.net email is sponsored by: IBM Linux Tutorials. > > Become an expert in LINUX or just sharpen your skills. Sign up for IBM's > > Free Linux Tutorials. Learn everything from the bash shell to sys admin. > > Click now! http://ads.osdn.com/?ad_id=1278&alloc_id=3371&op=click > > _______________________________________________ > > Super-tux-devel mailing list > > Sup...@li... > > https://lists.sourceforge.net/lists/listinfo/super-tux-devel > > ------------------------------------------------------- > This SF.net email is sponsored by: IBM Linux Tutorials. > Become an expert in LINUX or just sharpen your skills. Sign up for IBM's > Free Linux Tutorials. Learn everything from the bash shell to sys admin. > Click now! http://ads.osdn.com/?ad_id=1278&alloc_id=3371&op=click > _______________________________________________ > Super-tux-devel mailing list > Sup...@li... > https://lists.sourceforge.net/lists/listinfo/super-tux-devel -- Let me put it this way: today is going to be a learning experience. |
From: offipso <of...@ab...> - 2004-01-02 01:02:22
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Uhoh, it sounds like I might end up reinventing the wheel, and it might turn out to be easier to just add it in the final code. Will it be a long while before the final functions are done? Weeks?=20 So I may have to find another area to work on, then, but it seems all the fun stuff has to do with game_action!=20 -Dan Koestler > Yes and no. I don't want to stop anybody from working on SuperTux, of > course. But if you work on these two functions I'll ignore your patches > and you'll have to rewrite them, when the two functions are ready.=20 >=20 > I won't rewrite all the code at once and send appetizers in the CVS, > so you can see how the new code works and perhaps you can even help me. > That would be great. *eh >=20 > There are still many other fields in SuperTux you could work on thought. > ;) >=20 > Greetz... >=20 > Tobias Gl=C3=A4=C3=9Fer (who just became unpopular :-) ) |