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From: offipso <of...@ab...> - 2003-12-31 09:31:17
|
As a learning experience I added the Mario-like ability to hold a laptop in your claws (paws, penguin-hands?) and shoot it. You approach a closed laptop with fire held down, and Tux'll pick it up, holding it until you release fire. It may not be perfect, and I didn't add the ability to use it as a shield, so don't go running into enemies with it. I'm not too confident about my patching abilities, but I'm under the impression this'll work...if not I'll be checking my mail in a couple of hours and can figure out another way then. http://www.abeminds.com/supertux.hold.patch -Dan Koestler |
From: Armin D. <ar...@ar...> - 2003-12-31 08:47:07
|
In function 'shape' the following code may lead to a segmentation fault if yy is exactly 15, because the array tiles has got only 15 elements (0 to 14). if (yy >= 0 && yy <= 15 && xx >= 0 && xx <= level_width) c = tiles[yy][xx]; Changing the '<=' to '<' will fix this, I think.. I encountered this using MinGW on a Windows XP machine, where the blue screen guys look somewhat familiar... |
From: Tobias <tob...@gm...> - 2003-12-31 03:14:21
|
Hi all, it's 04:08 AM here and I'm tired. If you update to the latest CVS, you'll notice several changes, but I want you to know, that many of them are work in progress. I've migrated level-code to level.h/c applied Ricardo's patches, heard on the make problems of an amiga user added EXPERIMANTEL save support and fixed two dumb bugs. Moreover I've made the first step to our new level-structure (not the structure of a level-file, but the structure of level-file-collections) , which is based on level-subsets. I'm so tired. Good night. :) Greetz... Tobias Gläßer -- |
From: Bill K. <nb...@so...> - 2003-12-30 22:52:23
|
On Tue, Dec 30, 2003 at 11:20:16PM +0100, Ingo Ruhnke wrote: > > Just a bunch of random scribels, nothing really useble or great: > > http://pingus.seul.org/~grumbel/tmp/supertex.jpg BTW - Ever consider doing some art for Tux Paint? (See URL below) :^) :^) -bill! bi...@ne... Got kids? Get Tux Paint! http://newbreedsoftware.com/bill/ http://newbreedsoftware.com/tuxpaint/ |
From: Tobias <tob...@gm...> - 2003-12-30 22:42:10
|
Am Di, den 30.12.2003 schrieb Bill Kendrick um 17:37: > On Tue, Dec 30, 2003 at 11:20:16PM +0100, Ingo Ruhnke wrote: > > > > Just a bunch of random scribels, nothing really useble or great: > > > > http://pingus.seul.org/~grumbel/tmp/supertex.jpg > > Dude... Cool!!! > > -bill! Damn... I agree. :) Greetz... Tobias Gläßer |
From: Bill K. <nb...@so...> - 2003-12-30 22:37:40
|
On Tue, Dec 30, 2003 at 11:20:16PM +0100, Ingo Ruhnke wrote: > > Just a bunch of random scribels, nothing really useble or great: > > http://pingus.seul.org/~grumbel/tmp/supertex.jpg Dude... Cool!!! -bill! |
From: Tobias <tob...@gm...> - 2003-12-30 22:21:16
|
Am Di, den 30.12.2003 schrieb Ingo Ruhnke um 17:14: > Once real graphics are coming in you will have a real problem with > just 9 visible tiles, so you better remove any border around them and > pack them as close as possible, building 3 or 4 rows. Well, simply > make it flexible so that it can be changed later, people might prefer > using the editor in large non-game resolutions (ie. 1280x1024 etc) so > not being too much fixed on any layout might be a good thing. > > Depending on what your goal is with Supertux (ie just fixup the > current code a bit or create a Yoshis Island killer that people will > remember in 10 years) it might be better to not do any quick ugly > hacks to get the desired effects, but instead use one of the SDL-based > GUI toolkits, which should make live much easier in the long run. Hi grumbel, I've already searched GUI-SDL toolkits at freshmeat, but I didn't find what I looked for. Do you know one you would call THE GUI-SDL toolkit? Greetz... Tobias Gläßer |
From: Ingo R. <gr...@gm...> - 2003-12-30 22:20:25
|
Just a bunch of random scribels, nothing really useble or great: http://pingus.seul.org/~grumbel/tmp/supertex.jpg -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Ingo R. <gr...@gm...> - 2003-12-30 22:14:35
|
Ricardo Cruz <ri...@ae...> writes: > I was thinking in putting some buttons in the left (maybe 9), that could be > pressed using the mouse or via keyboard shortcuts. One of the buttons would > be a Plus that would allow users to select others tiles. Once real graphics are coming in you will have a real problem with just 9 visible tiles, so you better remove any border around them and pack them as close as possible, building 3 or 4 rows. Well, simply make it flexible so that it can be changed later, people might prefer using the editor in large non-game resolutions (ie. 1280x1024 etc) so not being too much fixed on any layout might be a good thing. Depending on what your goal is with Supertux (ie just fixup the current code a bit or create a Yoshis Island killer that people will remember in 10 years) it might be better to not do any quick ugly hacks to get the desired effects, but instead use one of the SDL-based GUI toolkits, which should make live much easier in the long run. Just as a source of inspiration a screenshot of my Windstille[1] editor: http://pingus.seul.org/~grumbel/tmp/windstille/screenshots/windstille_editor4.jpg [1] http://www.nongnu.org/windstille/ -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Tobias <tob...@gm...> - 2003-12-30 21:51:05
|
Hi all, I'll move much level-related code into level.c/h. For example gameloop and leveleditor have to use much of the same code, so this is straight forwared step IMHO. Moreover I'll change the level-structure. There will be level-subsets and one default level-subset, which you should know already. :) data/levels/default/ subset <- Info file about the subset, could contain a little story for example. level1.dat - levelx.dat data/levels/other-level-subset-people-could-enjoy/... $HOME/.supertux/levels/your-own-subset created with the editor/ ... I appreciate every suggestion and every comment as usual. ;) The code still has to go a long way into CVS. Greetz... Tobias Gläßer (who tried to present good concept) -- |
From: Tobias <tob...@gm...> - 2003-12-30 21:39:51
|
Am Di, den 30.12.2003 schrieb Bill Kendrick um 16:31: > On Tue, Dec 30, 2003 at 10:30:51PM -0500, Tobias Gläßer wrote: > > > > Please don't commit anything now Bill. Give me half an hour. :) > > > > I'm "at work" (e.g., across the street at a cafe) on my WinXP work laptop, > so I can't do any Super Tux stuff anyway ;) > > -bill! You sad man. :( A WinXP laptop, oh my god, oh my god. What will Tux say, when he hears this? Greetz... Tobias Gläßer |
From: Bill K. <nb...@so...> - 2003-12-30 21:31:58
|
On Tue, Dec 30, 2003 at 10:30:51PM -0500, Tobias Gl=E4=DFer wrote: >=20 > Please don't commit anything now Bill. Give me half an hour. :) >=20 I'm "at work" (e.g., across the street at a cafe) on my WinXP work laptop= , so I can't do any Super Tux stuff anyway ;) -bill! |
From: Tobias <tob...@gm...> - 2003-12-30 21:30:51
|
Am Di, den 30.12.2003 schrieb Bill Kendrick um 16:07: > On Tue, Dec 30, 2003 at 03:31:52PM -0500, offipso wrote: > > Hey, I've only lurked here for about a day, but I figured it'd be okay > > for me to post some code fixing a problem. I noticed that in the latest > > CVS version of Super Tux if Tux has powerups and falls to his doom the > > powerups will stay at the start of the level. I made a patch file that > > fixes this by adding a nurftux() function, which simply removes Tux's > > coffee and makes him small. > > Yikes! Duh! I should've tested. Sorry ;) > > -bill! Please don't commit anything now Bill. Give me half an hour. :) Greetz... Tobias Gläßer |
From: Bill K. <nb...@so...> - 2003-12-30 21:07:47
|
On Tue, Dec 30, 2003 at 03:31:52PM -0500, offipso wrote: > Hey, I've only lurked here for about a day, but I figured it'd be okay > for me to post some code fixing a problem. I noticed that in the latest > CVS version of Super Tux if Tux has powerups and falls to his doom the > powerups will stay at the start of the level. I made a patch file that > fixes this by adding a nurftux() function, which simply removes Tux's > coffee and makes him small. Yikes! Duh! I should've tested. Sorry ;) -bill! |
From: Tobias <tob...@gm...> - 2003-12-30 21:04:37
|
I'll commit the stuff soon. But please be patient, because I'm reorganizing a lot code currently, which also effects your leveleditor. Give me two hours. :) Greetz... Tobias Gläßer Am Di, den 30.12.2003 schrieb Ricardo Cruz um 14:22: > Please do so, so that I can send a patch for movements cleanups. > > Cheers, > Ricardo > > Em Terça, 30 de Dezembro de 2003 03:13, o Tobias Gläßer escreveu: > > I'll merge it. :) > > > > Greetz... > > > > Tobias Gläßer > > > > Am Mo, den 29.12.2003 schrieb Ricardo Cruz um 16:06: > > > Hey there! > > > > > > Tobias, I've just downloaded the new cvs. I see you've made a few > > > modifications... > > > Menu is really great! You've also changed the mouse movement... Do you > > > think that its best that the cursor follows mouse? If it is, I'll then do > > > some cleanups. > > > > > > Anyway, as I said before, I've putted frames working, here it goes the > > > patch. I noticed that you have putted this line at the end > > > 'SDL_Delay(50);'. I've changed it to the same as in gameloop, so that the > > > delay is calculated according to the last update. > > > > > > I'll make some works in an input widget to do a dialog for the level > > > editor. > > > > > > Ricardo Cruz -- |
From: Tobias <tob...@gm...> - 2003-12-30 20:46:05
|
I'll merge it (in a slightly modified way). Thanks. Greetz... Tobias Gläßer Am Di, den 30.12.2003 schrieb offipso um 15:31: > Hey, I've only lurked here for about a day, but I figured it'd be okay > for me to post some code fixing a problem. I noticed that in the latest > CVS version of Super Tux if Tux has powerups and falls to his doom the > powerups will stay at the start of the level. I made a patch file that > fixes this by adding a nurftux() function, which simply removes Tux's > coffee and makes him small. > > Hopefully the patch file works...I put it up here > http://www.abeminds.com/supertux.fall.patch . > > And also hopefully anyone can just post code. > > Anyways, hope this helps. > -Dan Koestler > > > > ------------------------------------------------------- > 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: offipso <of...@ab...> - 2003-12-30 20:27:21
|
Hey, I've only lurked here for about a day, but I figured it'd be okay for me to post some code fixing a problem. I noticed that in the latest CVS version of Super Tux if Tux has powerups and falls to his doom the powerups will stay at the start of the level. I made a patch file that fixes this by adding a nurftux() function, which simply removes Tux's coffee and makes him small. Hopefully the patch file works...I put it up here http://www.abeminds.com/supertux.fall.patch . And also hopefully anyone can just post code. Anyways, hope this helps. -Dan Koestler |
From: Ricardo C. <ri...@ae...> - 2003-12-30 19:18:20
|
Please do so, so that I can send a patch for movements cleanups. Cheers, Ricardo Em Ter=C3=A7a, 30 de Dezembro de 2003 03:13, o Tobias Gl=C3=A4=C3=9Fer escr= eveu: > I'll merge it. :) > > Greetz... > > Tobias Gl=C3=A4=C3=9Fer > > Am Mo, den 29.12.2003 schrieb Ricardo Cruz um 16:06: > > Hey there! > > > > Tobias, I've just downloaded the new cvs. I see you've made a few > > modifications... > > Menu is really great! You've also changed the mouse movement... Do you > > think that its best that the cursor follows mouse? If it is, I'll then = do > > some cleanups. > > > > Anyway, as I said before, I've putted frames working, here it goes the > > patch. I noticed that you have putted this line at the end > > 'SDL_Delay(50);'. I've changed it to the same as in gameloop, so that t= he > > delay is calculated according to the last update. > > > > I'll make some works in an input widget to do a dialog for the level > > editor. > > > > Ricardo Cruz =2D-=20 Everyone complains of his memory, no one of his judgement. |
From: Ingo R. <gr...@gm...> - 2003-12-30 15:20:06
|
Tobias Gl=E4=DFer <tob...@gm...> writes: > I'm currently implementing a save-game feature. Wich solution would > you like to see, the arcade style slot based save solution or a real > file-dialog, which would be much more difficult, of course? Definitvly slot-based, or better yet not even that, just a single save-game should enough, just make sure that there is a way to go back to previous the levels and replay them ala Yoshis Island.=20 --=20 WWW: http://pingus.seul.org/~grumbel/=20 JabberID: gr...@ja...=20 ICQ: 59461927 |
From: Tobias <tob...@gm...> - 2003-12-30 12:52:28
|
Hi all, http://rpmfind.net/linux/RPM/cooker/contrib/i586/supertux-0.0.5-1mdk.i586.html Greetz... Tobias Gläßer -- |
From: Bill K. <nb...@so...> - 2003-12-30 08:11:20
|
There are now RPMs for RedHat 9.0 and Fedora Core 1.0 of Super Tux 0.0.5 :) http://www.newbreedsoftware.com/supertux/download/ -bill! |
From: Bill K. <nb...@so...> - 2003-12-30 08:02:42
|
Tux was losing his mint and coffee upgrades when he started a new level. I've corrected this by not resetting those flags in "loadlevel()" -bill! |
From: Bill K. <nb...@so...> - 2003-12-30 07:51:46
|
Someone has been doing this, which makes Super Tux not compile... :^) void function(type foo, type bar, type baz) { type some_local; type another_local; call_some_other_function(); type even_more_locals; <---- NOT ALLOWED IN C! call_another_function(); ... } I fixed it and commited back to CVS. -bill! bi...@ne... Got kids? Get Tux Paint! http://newbreedsoftware.com/bill/ http://newbreedsoftware.com/tuxpaint/ |
From: Ricardo C. <ri...@ae...> - 2003-12-30 02:35:02
|
A real file dialog would be an waste of effort... Why not having some slots and asking, at the start of the game, which one= =20 should be used, and keep saving the level number at the end of which one. There should be then an option to reset a slot. Ricardo Em Ter=C3=A7a, 30 de Dezembro de 2003 01:38, o Tobias Gl=C3=A4=C3=9Fer escr= eveu: > Hi all, > > I'm currently implementing a save-game feature. > Wich solution would you like to see, the arcade style > slot based save solution or a real file-dialog, which > would be much more difficult, of course? > > Greetz... > > Tobias Gl=C3=A4=C3=9Fer =2D-=20 In order to dial out, it is necessary to broaden one's dimension. |
From: Ricardo C. <ri...@ae...> - 2003-12-30 02:24:41
|
Hello Tobias, Okay, I agree that the sidebar should be out of the real screen. About the= =20 keys, I would prefer 0-9, but maybe F1-F12 is better, since it would allow = to=20 have more buttons. But I did not understand what you meant with the different pain modes... Y= ou=20 are not talking about a built-in pixmap editor, are you? Or are you referri= ng=20 to selections? Selections could be usefull to delete a few tiles at once... Cheers, Ricardo Em Ter=C3=A7a, 30 de Dezembro de 2003 03:13, o Tobias Gl=C3=A4=C3=9Fer escr= eveu: > I'd like to see a sidebar, which doesn't mask the real "painting" area. > It should be possible to press the buttons with keys (F1-F12 in example) > or with the mouse. > It would be cool, if you could select different paint modes. > For example: Normal (like it is now), Rectangle , Circle, Line . > > Greetz... > > Tobias Gl=C3=A4=C3=9Fer > > Am Mo, den 29.12.2003 schrieb Ricardo Cruz um 16:10: > > Hey guys, > > > > As I asked you before, what do you think that the level editor should > > look like? > > I was thinking in putting some buttons in the left (maybe 9), that cou= ld > > be pressed using the mouse or via keyboard shortcuts. One of the buttons > > would be a Plus that would allow users to select others tiles. > > I've just made in a hurry (using gimp) an image to show what I mean. > > Feel free to bash it, but please don't ;) View the image here: > > http://rpmcruz.planetaclix.pt/trash/supertux.png > > > > Good work, > > Ricardo =2D-=20 Lift every voice and sing Till earth and heaven ring, Ring with the harmonies of Liberty; Let our rejoicing rise High as the listening skies, Let it resound loud as the rolling sea. Sing a song full of the faith that the dark past has taught us. Sing a song full of the hope that the present has bought us. =46acing the rising sun of our new day begun, Let us march on till victory is won. -- James Weldon Johnson |