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From: Tobias <tob...@gm...> - 2003-12-29 21:13:47
|
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...> - 2003-12-29 21:13:23
|
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 Gläßer 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 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. > 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 -- |
From: Ricardo C. <ri...@ae...> - 2003-12-29 21:06:40
|
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 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. 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 -- People who make no mistakes do not usually make anything. |
From: Ricardo C. <ri...@ae...> - 2003-12-29 21:02:20
|
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 -- If we see the light at the end of the tunnel, it's the light of an oncoming train. -- Robert Lowell |
From: Tobias <tob...@gm...> - 2003-12-29 20:43:06
|
Hi all, I moved the themes into their own directory. You'll find them now in /data/images/themes/*. If you have problems with CVS because of this, I suggest to make a 'cvs co'. :) Greetz... Tobias Gläßer -- |
From: Ricardo C. <ri...@ae...> - 2003-12-29 19:55:56
|
Hi, I don't agree much with the use of animals... I mean, I wouldn't like to s= ee=20 my little cousin playing a game where wolves are considered to be "bad"=20 animals. However, I am all forward to the use of animals like turtles and others th= at=20 are already considered to be "good". Of course, that the look shouldn't be= =20 like the real ones, they should look worst. It would be also cool to have an insects and a plants (like walking trees = :P)=20 world :) Keep up the good work, Ricardo Em Segunda, 29 de Dezembro de 2003 18:17, o Tobias Gl=C3=A4=C3=9Fer escreve= u: > Am Mo, den 29.12.2003 schrieb Duong-Khang NGUYEN um 05:27: > > > Hi all, > > > > > > I suggest following solution. > > > Let's have ONE really good (geek) level-set. (I doubt that there will > > > be enough good graphics-people joining this project) > > > But, if there exist a graphic with the same name in the leveltheme > > > (note: not a level-set), this graphic could be used instead. > > > This would be a simple and working solution. > > > > > > Do you agree? :) > > > > > > Greetz... > > > > > > Tobias Gl=C3=A4=C3=9Fer > > > > Yep, it sounds good :-D . Anyway I agree with "grumbel" that we should > > make some "unreal-world" graphics. I think it's a little bit boring with > > "laptop, BSOD, keyboards, mouses, USB port ..." :-) or things like that. > > A money bag is something "unsual" but better. Try to get some distance = of > > the computer world guys ! We spend our life on computer already. > > Yo, I agree, but it would be great to retain the current badguys at > least. I have anyway no more geek-style ideas, so why shouldn't our next > badguys and graphics at all come from the realm of elves and animals? > *eh > > Greetz... > > Tobias Gl=C3=A4=C3=9Fer (just stood up =2D-=20 The steady state of disks is full. -- Ken Thompson |
From: Tobias <tob...@gm...> - 2003-12-29 19:38:48
|
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 Gläßer -- |
From: Bill K. <nb...@so...> - 2003-12-29 18:36:18
|
On Mon, Dec 29, 2003 at 01:52:42AM -0500, Tobias Gl=E4=DFer wrote: > Maybe I'm a bit careless, but I think it is enough to remember this, > when preparing a new release? Ok, I'll be responsible for seeing that > from now on. :) Well, it's also good for people like me who pull from CVS, and then go "wait, is this code REALLY 2.5 years old!? or only a day!?" :) -bill! bi...@ne... Got kids? Get Tux Pa= int!=20 http://newbreedsoftware.com/bill/ http://newbreedsoftware.com/tuxpa= int/ |
From: Bill K. <nb...@so...> - 2003-12-29 18:17:45
|
On Sun, Dec 28, 2003 at 06:56:40PM -0500, Tobias Gl=E4=DFer wrote: > I know what you mean. I've played similar games, which used a built in > editor and this had some key advantages. > - Directly testing the new level by hitting a key for example. Not that I'm particularly for or against having the editor inside the app., there IS a possibility of using "system()" to execute a 2nd SDL app while the first is running (assuming the first isn't in full-screen, whic= h I doubt it would be, if it's a level editor :) ) > - Seeing the level like it looks in the game. If we moved some of the code to shared sources/libraries, that'd help ;^)= ;^) -bill! |
From: Bill K. <nb...@so...> - 2003-12-29 18:14:03
|
On Sun, Dec 28, 2003 at 05:20:34PM +0100, Duong-Khang NGUYEN wrote: > You should ask Tobias for this :-) Maybe we have to vote for a common coding > and identation style. I vote for the way Emacs does it for me when I hit [Tab] :^) (Though I still use vi a lot these days, cuz it loads faster ;) ) -bill! |
From: Bill K. <nb...@so...> - 2003-12-29 18:06:52
|
Replies should now go to the list (e.g., "Reply-To" is set). I prefer it this way, and it seems most people on the list do, as well. I realize it's easy to reply to list using most mail clients (e.g., [L] in Mutt), but force of habit compels most of us to hit [R] :^) You've been warned! -bill! |
From: Bill K. <nb...@so...> - 2003-12-29 18:05:03
|
On Mon, Dec 29, 2003 at 01:15:35AM +0000, Ricardo Cruz wrote: > > Hey there! > > I've noticed that there is a difference, in the code, between the tux is > going to the right and to the tux is being looking to the right. > This leads to some bugs (for instance, after pressed the jump and change the > direction during the jumping, tux will still be looking at the other side) > and it also causes a lot of code, that makes scrolling back hard to > implement, without repeating code. NOTE: The fact that Tux moves differently when jumping was coded in on purpose! If he jumps to the left, if you suddenly decided to move right (backwards) while jumping, he won't move right nearly as fast as he was moving to the left. He also won't turn to FACE the right until he lands. This is a gameplay style specifically borrowed from Super Mario Bros. Sorry if it affects the backwards-scrolling code... of course, that's only in there for debugging, anyway. It's not supposed to scroll backward to begin with. :^) -bill! |
From: Bill K. <nb...@so...> - 2003-12-29 17:59:35
|
On Sun, Dec 28, 2003 at 09:19:37PM +0100, Ingo Ruhnke wrote: > For the moment I would focus more on having one really good set of > tiles, enemies, etc. instead of having all much different level sets. My idea was to have a set of very cliche levels... ice level, desert level, jungle level, etc. To that end, my plan was to create the levels and tilesets as I went along. "Okay, now I'm doing the desert level... time to make desert tiles." The enemies would be the same, for the most part. Remember, they're evil monsters from Redmond, Washington. Unless we said that there was mind-control involved, why would the 'local' creatures suddenly turn evil? (Then again, that could be a clever idea :^) ) <snip> > PS: Would anybody care to set the list to automatically insert a > 'reply-to' back to the list? > -> http://www.metasystema.net/essays/reply-to.mhtml I'll have to see if I can get the SF.net list to do that. I've been wanting to for a while, just haven't had the time... -bill! |
From: Bill K. <nb...@so...> - 2003-12-29 17:56:26
|
On Sun, Dec 28, 2003 at 02:36:02PM -0500, Tobias Gl=E4=DFer wrote: > Hmm, its better than before at least. But wouldn't it be better, if Tux > actually had something in his hands you can shoot with? Something like = a > gun for geeks and nerds? A KEYBOARD? *eh Well, remember, Tux is a caffinated geek... hence the Penguin Mints (tm ;= ^) ) and the coffee. He drank some coffee and now he's spitting it out at players. (Please, no peeing jokes ;) I already got enough of that with my Flying Windows screensaver ;) ) -bill! |
From: Bill K. <nb...@so...> - 2003-12-29 17:54:58
|
On Sun, Dec 28, 2003 at 05:23:40PM +0100, Duong-Khang NGUYEN wrote: > The new laptop looks better I think. However the way it moves looks like a > crab :-D Hehe, okay, we can name then "Crabtops" ;) -bill! |
From: Bill K. <nb...@so...> - 2003-12-29 17:54:34
|
On Sun, Dec 28, 2003 at 08:38:24PM +0100, Ingo Ruhnke wrote: > > I don't think that the position of Tux itself should be used for > calculating the sound position, but instead the center of the > screen/camera. Agreed. We could use this for all bad-guy sounds. For example, when a laptop ricochets (hits a wall and bounces the other direction), the stereo value can help the player remember "oh crap, he's to the left of me, and now coming back!" :^) -bill! |
From: Tobias <tob...@gm...> - 2003-12-29 12:20:57
|
Am Mo, den 29.12.2003 schrieb Duong-Khang NGUYEN um 06:09: > Hi there, > > I think that the current commit frequency is quite good: just one per day or > one per 2 days. I won't be able to work if there'r people who commit the > sources changes ten times a day. That's why I think I don't need the CVS > access. Anyway, let Tobias do the "dark-side" programming work as he always > does :-D What I mean is you're doing good job, Tobias :-) What should I say, besides "thank you"! :) Greetz... Tobias Gläßer -- |
From: Tobias <tob...@gm...> - 2003-12-29 12:17:13
|
Am Mo, den 29.12.2003 schrieb Duong-Khang NGUYEN um 05:27: > > Hi all, > > > > I suggest following solution. > > Let's have ONE really good (geek) level-set. (I doubt that there will be > > enough good graphics-people joining this project) > > But, if there exist a graphic with the same name in the leveltheme > > (note: not a level-set), this graphic could be used instead. > > This would be a simple and working solution. > > > > Do you agree? :) > > > > Greetz... > > > > Tobias Gläßer > > Yep, it sounds good :-D . Anyway I agree with "grumbel" that we should make > some "unreal-world" graphics. I think it's a little bit boring with "laptop, > BSOD, keyboards, mouses, USB port ..." :-) or things like that. A money bag > is something "unsual" but better. Try to get some distance of the computer > world guys ! We spend our life on computer already. Yo, I agree, but it would be great to retain the current badguys at least. I have anyway no more geek-style ideas, so why shouldn't our next badguys and graphics at all come from the realm of elves and animals? *eh Greetz... Tobias Gläßer (just stood up -- |
From: Duong-Khang N. <neo...@us...> - 2003-12-29 11:15:26
|
Hi there, I've just updated my working directory and tested the leveleditor sources. IMNSHO, it's a well done job. However, I'll look at in details when I have more time. PS: You forgot to add "data/images/leveleditor/select.png", Tobias ! -- Never say if I could turn back the time, life is going on ! |
From: Duong-Khang N. <neo...@us...> - 2003-12-29 11:07:18
|
Hi there, I think that the current commit frequency is quite good: just one per day or one per 2 days. I won't be able to work if there'r people who commit the sources changes ten times a day. That's why I think I don't need the CVS access. Anyway, let Tobias do the "dark-side" programming work as he always does :-D What I mean is you're doing good job, Tobias :-) -- Never say if I could turn back the time, life is going on ! |
From: Duong-Khang N. <neo...@us...> - 2003-12-29 10:31:20
|
> Hi all, > > I suggest following solution. > Let's have ONE really good (geek) level-set. (I doubt that there will be > enough good graphics-people joining this project) > But, if there exist a graphic with the same name in the leveltheme > (note: not a level-set), this graphic could be used instead. > This would be a simple and working solution. > > Do you agree? :) > > Greetz... > > Tobias Gläßer Yep, it sounds good :-D . Anyway I agree with "grumbel" that we should make some "unreal-world" graphics. I think it's a little bit boring with "laptop, BSOD, keyboards, mouses, USB port ..." :-) or things like that. A money bag is something "unsual" but better. Try to get some distance of the computer world guys ! We spend our life on computer already. -- Never say if I could turn back the time, life is going on ! |
From: Ricardo C. <ri...@ae...> - 2003-12-29 02:31:54
|
Hi, I've done this simple patch to allow multi-line text. I just see if a given character is '\n' in the drawtext() and if so, it basically changes the line. I think this would be pretty cool for writting multi-line history and to display a credits dialog. I have done another multi-line method in mine showhelp() at the leveleditor, but I think using something universal would be better. Unfortanely, drawcenteredtext() does not work with multi-lines :( If this is important, I could use another method or something... Ricardo -- No one so thoroughly appreciates the value of constructive criticism as the one who's giving it. -- Hal Chadwick |
From: Ricardo C. <ri...@ae...> - 2003-12-29 02:00:03
|
This shadow stuff I've mentioned seems to already be done, but maybe we co= uld=20 make menu entries to draw bigger shadows, since it looks prettier. It would be pretty easy to do. However, should the argument be a constant= =20 like LARGER_SHADOW or should the length be specified. Ricardo Em Segunda, 29 de Dezembro de 2003 02:00, escreveu: > Here it goes the patch, I've just replaced UPDATE by NO_UPDATE in the > title.c and keep the rest. Bye, bye flickering! :) > > I've made an hugly hack to add support to shadows. I found shadows at the > menu entries to be very beatiful. Give it a try, add the following two li= ne > at the drawtext() in the screen.c : > if(surf !=3D letters_black) > drawtext(text, x+1, y+1, letters_black, update); > > If you like the result, I could add another parameter to drawtext() in > order to add or not shadow. I think the menu entries look really good with > it :) > > See you, > Ricardo > > Em Segunda, 29 de Dezembro de 2003 02:34, o Tobias Gl=C3=A4=C3=9Fer escre= veu: > > > Tobias, in the menu.c, you should replace all NO_UPDATE by UPDATE and > > > then remove the SDL_Flip(screen); line. This is the cause of the menu > > > flickering, because the background is being drawn by intro.c or > > > gameloop.c, the text entries are only drawn after and repeat the scre= en > > > blitting, that was done before. > > > Another solution would be to disable UPDATE in the intro.c and > > > gameloop.c and keep the rest as it is. > > > > Thanks for your hint. :) > > > > > > Greetz... > > > > Tobias Gl=C3=A4=C3=9Fer =2D-=20 There's nothing like the face of a kid eating a Hershey bar. |
From: Ricardo C. <ri...@ae...> - 2003-12-29 01:56:50
|
Here it goes the patch, I've just replaced UPDATE by NO_UPDATE in the titl= e.c=20 and keep the rest. Bye, bye flickering! :) I've made an hugly hack to add support to shadows. I found shadows at the= =20 menu entries to be very beatiful. Give it a try, add the following two line= =20 at the drawtext() in the screen.c : if(surf !=3D letters_black) drawtext(text, x+1, y+1, letters_black, update); If you like the result, I could add another parameter to drawtext() in ord= er=20 to add or not shadow. I think the menu entries look really good with it :) See you, Ricardo Em Segunda, 29 de Dezembro de 2003 02:34, o Tobias Gl=C3=A4=C3=9Fer escreve= u: > > Tobias, in the menu.c, you should replace all NO_UPDATE by UPDATE and > > then remove the SDL_Flip(screen); line. This is the cause of the menu > > flickering, because the background is being drawn by intro.c or > > gameloop.c, the text entries are only drawn after and repeat the screen > > blitting, that was done before. > > Another solution would be to disable UPDATE in the intro.c and > > gameloop.c and keep the rest as it is. > > Thanks for your hint. :) > > > Greetz... > > Tobias Gl=C3=A4=C3=9Fer > > =2D-=20 When in doubt, tell the truth. -- Mark Twain |
From: Ricardo C. <ri...@ae...> - 2003-12-29 01:12:00
|
Hey there! I've noticed that there is a difference, in the code, between the tux is going to the right and to the tux is being looking to the right. This leads to some bugs (for instance, after pressed the jump and change the direction during the jumping, tux will still be looking at the other side) and it also causes a lot of code, that makes scrolling back hard to implement, without repeating code. However, that was my first impression... Would be cool to have back scrolling, ah? Ricardo -- Moebius always does it on the same side. |