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From: Duong-Khang N. <neo...@us...> - 2003-12-28 16:18:51
|
Le Dimanche 28 Décembre 2003 12:46, vous avez écrit : > This game will be played by very little children, so a built-in editor > would be much easier to use for those. By stand-alone I mean there's the game "supertux" and another executable file "supertuxle" or something like that. It's as easy to use as the builtin editor I believe > Well, I just asked this because the world.h, badguy.h and player.h have a > line saying 'C++ Interface:'. > I've also found some comments using //. Is this already ANSI C and/or can > I use it (/* */ are annoying :P)? I think we can use "//" for fast commenting :-). I agree that it's not really C but /**/ takes 235 ms more to write :-D I use /**/ for multiple line comments and oneline comment as much as I can > Did you find the code to be too straight? If you didn't like this, you > probabily had an heart attack when looking at the old gameloop function. ;P > I could put the key events in a different function, I just didn't because > I don't like global variables that much. I don't like the way you use the global variables and the way you call the function from gameloop.c. I think that functions from gameloop.c are not for external use. And last but not least, the way you manipulate pointers don't fit me much. >I'm also not very used to write in C. I code in C++ too, but I keep it apart in my mind while programming in C > I also didn't like (neither understood) the identation you have used in > the game. You should ask Tobias for this :-) Maybe we have to vote for a common coding and identation style. > Cya, > Ricardo -- Never say if I could turn back the time, life is going on ! |
From: Duong-Khang N. <neo...@us...> - 2003-12-28 16:15:17
|
Changes, Fixes, Adds: 1. PLEASE keep spaces & empty lines while patching CVS since I used them to improve sources reading ! 2. Adds: Stereo sound effects. In "gameloop.c" the kicked laptop now produces stereo sound depending on the position of SuperTux 3. Changes: "play_sound( Mix_Chunk * snd)" now is "play_sound( Mix_Chunk * snd, enum Sound_Speaker whichSpeaker )" where whichSpeaker is SOUND_CENTER_SPEAKER, SOUND_LEFT_SPEAKER, SOUND_RIGHT_SPEAKER 4. Adds: "void close_audio(void)". Why has it not been here for a while ? ;-) "st_shutdown()" now calls "close_audio" 5. Bugs report: sometimes, two bad guys get stuck 6. Fixes: "static char * soundfilenames" is no more "static". No warning with "unused variable" is allowed ! 7. modified Makefile 8. added "supertux.h" If it is not in the diff, please look at the attached file -- Never say if I could turn back the time, life is going on ! |
From: Tobias <tob...@gm...> - 2003-12-28 13:36:14
|
Am So, den 28.12.2003 schrieb Bill Kendrick um 05:28: > Okay, I always hated the blob 'glow' thing behind Tux when he got coffee. > So, I quickly used Gimp to whip up some 'firey' yellow/red Tuxes, so he > looks more obviously different (and less obnoxious) when he can shoot. > > Also, I made a minor change to the current Level 2. I made the water wavey. > > -bill! 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 Greetz... Tobias Gläßer |
From: Tobias <tob...@gm...> - 2003-12-28 13:34:05
|
Am So, den 28.12.2003 schrieb Bill Kendrick um 05:56: > I've drawn a new laptop bad guy. I think he looks much better. :) > > I'm also about to make a sound effect for when you stomp him. It doesn't > make sense that it's silent! > > -bill! I like it. :) Greetz... Tobias Gläßer |
From: Tobias <tob...@gm...> - 2003-12-28 13:22:15
|
Hi, I'm currently integrating your Level-Editor into Supertux. This will take 1 or 2 days, stays tuned. :) Greetz... Tobias Gläßer Am So, den 28.12.2003 schrieb Ricardo Cruz um 06:05: > Hey, > > As Tobias Gläßer told me to, I've outputed 'cvs diff' to a file (patch), here > it goes. Seems like the new files were not added to it, so I'm also appending > them. > I suggest the image to be placed in a data/images/leveleditor directory. But > if you want to change, edit leveleditor.c (line 84) to relflect the new > directory. > > I've noticed that you've updated LEVELDESIGN, and so I've also added support > to add bad guys. > > Please, tell me if all the keys are working (press F1 to see all keys), > because SDL doesn't allow me to know if a person is pressing '$', for > instance. In this case, I would have to ask if '4' is being pressed and if > the Shift modifier is active. In some keyboards '$' could be in top of > another key... > > Good work, > Ricardo Cruz -- |
From: Ricardo C. <ri...@ae...> - 2003-12-28 11:02:08
|
Hey, As Tobias Gl=E4=DFer told me to, I've outputed 'cvs diff' to a file (patch= ), here=20 it goes. Seems like the new files were not added to it, so I'm also appendi= ng=20 them. I suggest the image to be placed in a data/images/leveleditor directory. B= ut=20 if you want to change, edit leveleditor.c (line 84) to relflect the new=20 directory. I've noticed that you've updated LEVELDESIGN, and so I've also added supp= ort=20 to add bad guys. Please, tell me if all the keys are working (press F1 to see all keys),=20 because SDL doesn't allow me to know if a person is pressing '$', for=20 instance. In this case, I would have to ask if '4' is being pressed and if= =20 the Shift modifier is active. In some keyboards '$' could be in top of=20 another key... Good work, Ricardo Cruz =2D-=20 Texas law forbids anyone to have a pair of pliers in his possession. |
From: Bill K. <nb...@so...> - 2003-12-28 10:56:16
|
I've drawn a new laptop bad guy. I think he looks much better. :) I'm also about to make a sound effect for when you stomp him. It doesn't make sense that it's silent! -bill! |
From: Bill K. <nb...@so...> - 2003-12-28 10:28:03
|
Okay, I always hated the blob 'glow' thing behind Tux when he got coffee. So, I quickly used Gimp to whip up some 'firey' yellow/red Tuxes, so he looks more obviously different (and less obnoxious) when he can shoot. Also, I made a minor change to the current Level 2. I made the water wavey. -bill! bi...@ne... Got kids? Get Tux Paint! http://newbreedsoftware.com/bill/ http://newbreedsoftware.com/tuxpaint/ |
From: Bill K. <nb...@so...> - 2003-12-28 09:57:26
|
Okay, I tried using SDL_Mixer 1.2.5's "Mix_SetMusicPosition()" API, but it sucked for what I need. So, I replaced the "ji_turn.it" music file (cuz XXMP couldn't play it, and SoundTracker couldn't edit it) with another song. I made alternative versions of both this new song, and the herring song (tho it's currently unused) which have increased tempo. When time hits 50 ticks, the music starts playing quickly. Just like I always wanted! (And the way Super Mario Bros does it, of course!) -bill! bi...@ne... Got kids? Get Tux Paint! http://newbreedsoftware.com/bill/ http://newbreedsoftware.com/tuxpaint/ |
From: Bill K. <nb...@so...> - 2003-12-28 07:31:21
|
When you guys see something like this: April 22, 2000 - July 15, 2002 Would you mind updating the date when you change the source? e.g.: April 22, 2000 - December 27, 2003 :) Thx! PS - I'm working on gameloop.c, sound.c and sound.h right now, to try to get SDL_Mixer to speed up the MOD music when time is running out. :) Wish me luck! -bill! |
From: Bill K. <nb...@so...> - 2003-12-28 05:50:47
|
On Sat, Dec 27, 2003 at 10:23:21PM -0500, Tobias Gl=E4=DFer wrote: >=20 > --=20 Actually, I found this from Nov. 2000! =20 Date: Sun, 5 Nov 2000 18:20:26 +0100 From: Josef Spillner <dr...@ma...> Subject: SuperTux To: bi...@ne... =20 Hi! =20 I haven't have much time too the last days, but today I've found a free minute to take a look at this game again. The result is a new level (wi= th laptops) and a few ideas: I think some parts of gameloop.c have to be rewritten, because the handling of enemies would be inefficient if more= are present. Unfortunately my gimp skills are very bad... I'd also like to add a 'make install' option, probably combined with 'm= ake uninstall' for people who run out of space. =20 ... :^) I'll fwd what he sent me so long ago! -bill! |
From: Bill K. <nb...@so...> - 2003-12-28 05:50:19
|
----- Forwarded message from Josef Spillner ----- Date: Sun, 5 Nov 2000 18:20:26 +0100 From: Josef Spillner Subject: SuperTux To: bi...@ne... Hi! I haven't have much time too the last days, but today I've found a free minute to take a look at this game again. The result is a new level (with laptops) and a few ideas: I think some parts of gameloop.c have to be rewritten, because the handling of enemies would be inefficient if more are present. Unfortunately my gimp skills are very bad... I'd also like to add a 'make install' option, probably combined with 'make uninstall' for people who run out of space. There is also an error: when sliding off an edge with Tux, he dies without any reason. But I doubt I can find this evil bug. So, if you don't have decent plans to keep the internal structure as is, I would like to change it a bit. Josef ----- End forward ----- And here's the file! -bill! |
From: Tobias <tob...@gm...> - 2003-12-27 22:36:06
|
-- |
From: Tobias <tob...@gm...> - 2003-12-27 14:07:36
|
Hi all, I tried it and I must say: not bad. :) I'll fix some bugs and commit it to CVS. Greetz... Tobias Gläßer -- |
From: Tobias <tob...@gm...> - 2003-12-27 12:32:41
|
Am Sa, den 27.12.2003 schrieb Duong-Khang NGUYEN um 05:49: > Le Samedi 27 Décembre 2003 05:14, > sup...@li... a écrit : > > > > > > Hey there, > > > > As I told you, I was doing a built-in level editor for SuperTux. > > I have not been able to develop much (Christmas time ;) ), but I have > > finally managed to complete a workable version. > > > As Bill, I prefer a seperate level editor ! Any different vote for this ? Yes, I'd like to see it in the game. > > It basically has support for scrolling use the keyboard or mouse, changing > > tiles by pressing keys (please, sugest and/or help on an interface) and > > load/save levels. > > This sounds good :wink: ;-) I agree. > > > You are still not able to add a new level, you'll have to create a file > > and images first. And you can't specify level width, time, background color > > or music file. Also it is not possible to add Bad Guys (will be done soon), > > since there is no info regarding this in the LEVELDESIGN file. > > Who maintains this LEVELDESIGN ? (looking at Tobias) Yo. .) > > > I noticed, that a file called enemy.h has been added, I advice you to use > > the same nomenclature, so you should call it badguy.h . And are you > > thinking in turning SuperTux in C++? > > I'll declare war to anyone who want to turn SuperTux into C++ ! Originally, > SuperTux is written in C by Bill, and he thought it in C. If anyone want to > write SuperTux in C++, he must start from scratch and think in C++ way. We're > going to vote for this (ah long life to the Democracy). However, if you guys > really want to write things in C++, I suggest to break the current CVS tree > into 2 different CVS trees: the C++ and the old C one. And I'll be voluntary > to maintain the so old C source tree of course. IMHO, in order to program > WELL in C++, we need a lot of work ! > > > > I am not a C programmer (i prefer C++) and I've tried to put the code not > > as much spagheti as the gameloop one (the new gameloop does not look as > > spagheti anymore ;)) > > I've tonight (it's 4 am, time to go to bed :Z), put it working with the > > CVS and even add it to the menu. > > But, when executed when the game is running and then closed, there is a > > seg fault. Probabily because I use functions from the gameloop file... > > Also, when the game is not running and the level editor is executed, after > > it is closed, the menu background does not update, until we press a key > > (that's not my fault! :)) > > We're going to look for this. > > > > The only thing I know to do with CVS is to get data, I've not upload > > anything for a long time. I also don't know how to use the patch comand. > > So, forgive me, but I will publish the files in my page and then you can > > get them and merge with the cvs. Maybe you could also teach me how to > > upload and patch stuff :) > > > > The files need to be added: > > src/leveleditor.c > > http://rpmcruz.planetaclix.pt/trash/leveleditor.c > > src/leveleditor.h > > http://rpmcruz.planetaclix.pt/trash/leveleditor.h > > data/images/leveleditor/select.png > > http://rpmcruz.planetaclix.pt/trash/select.png > > > > Files I had to change: > > Makefile > > http://rpmcruz.planetaclix.pt/trash/Makefile > > src/menu.c > > http://rpmcruz.planetaclix.pt/trash/menu.c > > src/menu.h > > http://rpmcruz.planetaclix.pt/trash/menu.h > > > > I hope you enjoy my work! > > > > Hopes of good holidays, > > Ricardo Cruz > > > > Thanks for your work, the main programmer (who is he ? :-D) will show you how > to use the CVS. Anyway, i'm going to have a look at this. > > Duong-Khang NGUYEN -- |
From: Tobias <tob...@gm...> - 2003-12-27 12:27:53
|
Am Sa, den 27.12.2003 schrieb Duong-Khang NGUYEN um 07:07: > I've just tried out the leveleditor codes and I have some kind of BAD > impression! I don't want to be harmful but I seriously think that your works > will be more appreciable as a stand-alone leveleditor. > What do you think Tobias & Bill ? A standalone editor would probably just work. :) But on the other hand a built in editor can be more fun for kids, since you could try out your new level on demand then. This requires a good built in level-editor, of course. Greetz... Tobias Gläßer (didn't try it out yet) |
From: Tobias <tob...@gm...> - 2003-12-27 12:25:49
|
Am Fr, den 26.12.2003 schrieb Ricardo Cruz um 22:25: > Hey there, > > As I told you, I was doing a built-in level editor for SuperTux. > I have not been able to develop much (Christmas time ;) ), but I have finally > managed to complete a workable version. I'll try it. :) > It basically has support for scrolling use the keyboard or mouse, changing > tiles by pressing keys (please, sugest and/or help on an interface) and > load/save levels. > You are still not able to add a new level, you'll have to create a file and > images first. And you can't specify level width, time, background color or > music file. Also it is not possible to add Bad Guys (will be done soon), > since there is no info regarding this in the LEVELDESIGN file. Yeah, you are right, I have to add the bad guys to the LEVELDESIGN file. :) > I noticed, that a file called enemy.h has been added, I advice you to use the > same nomenclature, so you should call it badguy.h . And are you thinking in > turning SuperTux in C++? Good point. I created enemy.h very early in the morning, you know what I mean. :) > I am not a C programmer (i prefer C++) and I've tried to put the code not as > much spagheti as the gameloop one (the new gameloop does not look as spagheti > anymore ;)) Nobody wants to turn it to C++. I just want to make it a easier to read and to understand C program. > I've tonight (it's 4 am, time to go to bed :Z), put it working with the CVS > and even add it to the menu. > But, when executed when the game is running and then closed, there is a seg > fault. Probabily because I use functions from the gameloop file... > Also, when the game is not running and the level editor is executed, after it > is closed, the menu background does not update, until we press a key (that's > not my fault! :)) I'll look what I can do. > The only thing I know to do with CVS is to get data, I've not upload anything > for a long time. I also don't know how to use the patch comand. > So, forgive me, but I will publish the files in my page and then you can get > them and merge with the cvs. Maybe you could also teach me how to upload and > patch stuff :) I'll send you a mail. The same that DK got once. Greetz... Tobias Gläßer -- |
From: Duong-Khang N. <neo...@us...> - 2003-12-27 12:07:30
|
I've just tried out the leveleditor codes and I have some kind of BAD impression! I don't want to be harmful but I seriously think that your works will be more appreciable as a stand-alone leveleditor. What do you think Tobias & Bill ? Duong-Khang NGUYEN (who looks like an evil devil at the moment >:-( ) -- Never say if I could turn back the time, life is going on ! |
From: Duong-Khang N. <neo...@us...> - 2003-12-27 10:53:14
|
Le Samedi 27 Décembre 2003 05:14, sup...@li... a écrit : > > > Hey there, > > As I told you, I was doing a built-in level editor for SuperTux. > I have not been able to develop much (Christmas time ;) ), but I have > finally managed to complete a workable version. > As Bill, I prefer a seperate level editor ! Any different vote for this ? > It basically has support for scrolling use the keyboard or mouse, changing > tiles by pressing keys (please, sugest and/or help on an interface) and > load/save levels. This sounds good :wink: ;-) > You are still not able to add a new level, you'll have to create a file > and images first. And you can't specify level width, time, background color > or music file. Also it is not possible to add Bad Guys (will be done soon), > since there is no info regarding this in the LEVELDESIGN file. Who maintains this LEVELDESIGN ? (looking at Tobias) > I noticed, that a file called enemy.h has been added, I advice you to use > the same nomenclature, so you should call it badguy.h . And are you > thinking in turning SuperTux in C++? I'll declare war to anyone who want to turn SuperTux into C++ ! Originally, SuperTux is written in C by Bill, and he thought it in C. If anyone want to write SuperTux in C++, he must start from scratch and think in C++ way. We're going to vote for this (ah long life to the Democracy). However, if you guys really want to write things in C++, I suggest to break the current CVS tree into 2 different CVS trees: the C++ and the old C one. And I'll be voluntary to maintain the so old C source tree of course. IMHO, in order to program WELL in C++, we need a lot of work ! > I am not a C programmer (i prefer C++) and I've tried to put the code not > as much spagheti as the gameloop one (the new gameloop does not look as > spagheti anymore ;)) > I've tonight (it's 4 am, time to go to bed :Z), put it working with the > CVS and even add it to the menu. > But, when executed when the game is running and then closed, there is a > seg fault. Probabily because I use functions from the gameloop file... > Also, when the game is not running and the level editor is executed, after > it is closed, the menu background does not update, until we press a key > (that's not my fault! :)) We're going to look for this. > The only thing I know to do with CVS is to get data, I've not upload > anything for a long time. I also don't know how to use the patch comand. > So, forgive me, but I will publish the files in my page and then you can > get them and merge with the cvs. Maybe you could also teach me how to > upload and patch stuff :) > > The files need to be added: > src/leveleditor.c > http://rpmcruz.planetaclix.pt/trash/leveleditor.c > src/leveleditor.h > http://rpmcruz.planetaclix.pt/trash/leveleditor.h > data/images/leveleditor/select.png > http://rpmcruz.planetaclix.pt/trash/select.png > > Files I had to change: > Makefile > http://rpmcruz.planetaclix.pt/trash/Makefile > src/menu.c > http://rpmcruz.planetaclix.pt/trash/menu.c > src/menu.h > http://rpmcruz.planetaclix.pt/trash/menu.h > > I hope you enjoy my work! > > Hopes of good holidays, > Ricardo Cruz > Thanks for your work, the main programmer (who is he ? :-D) will show you how to use the CVS. Anyway, i'm going to have a look at this. Duong-Khang NGUYEN -- Never say if I could turn back the time, life is going on ! |
From: Duong-Khang N. <neo...@us...> - 2003-12-27 10:53:13
|
> > On Thu, Dec 25, 2003 at 09:03:18PM +0100, Duong-Khang NGUYEN wrote: > > Changes,fixes, adds: > > > > 1. Changes: setup.c now open audio device even if --disable-sound > > command-line option was given. This is because the user can now decide to > > activate it later via menu. > > I think maybe if they use "--disable-sound", it shouldn't open the audio > device, and either it should be opened the first time they enable sound > from the menu, OR the menu option would just not be there. > > Then perhaps have a "--no-sound" or "--sound=off" option which changes > the OPTION (rather than affect the core initialization) > > Make sense? > Currently, the audio device is initialized only once at the startup by "setup.c" and this regarless the command-line options "--disable-sound" or "--disable-music". If both of them are specified, "setup.c" still tries to initialized the audio device, but DOES NOT print any error message like: "Warning: I could not set up audio for 44100 Hz 16-bit stereo. The Simple DirectMedia error that occured was: No available audio device" In fact, the command-line options "--disable-sound" and "--disable-music" only affect the menu options. And at a higher level, they're completly IGNORED and sound/music menu options are DISABLED if the "setup.c" can not initialize the audio device at the beginning. IOW, "--disable-sound" and "--disable-music" don't affect the core initialization (core initialization = open and init the audio device via SDL_Init and Mix_OpenAudio) Let me know if you have any other ideas. Duong-Khang NGUYEN -- Never say if I could turn back the time, life is going on ! |
From: Ricardo C. <ri...@ae...> - 2003-12-27 03:23:21
|
Hey there, As I told you, I was doing a built-in level editor for SuperTux. I have not been able to develop much (Christmas time ;) ), but I have finally managed to complete a workable version. It basically has support for scrolling use the keyboard or mouse, changing tiles by pressing keys (please, sugest and/or help on an interface) and load/save levels. You are still not able to add a new level, you'll have to create a file and images first. And you can't specify level width, time, background color or music file. Also it is not possible to add Bad Guys (will be done soon), since there is no info regarding this in the LEVELDESIGN file. I noticed, that a file called enemy.h has been added, I advice you to use the same nomenclature, so you should call it badguy.h . And are you thinking in turning SuperTux in C++? I am not a C programmer (i prefer C++) and I've tried to put the code not as much spagheti as the gameloop one (the new gameloop does not look as spagheti anymore ;)) I've tonight (it's 4 am, time to go to bed :Z), put it working with the CVS and even add it to the menu. But, when executed when the game is running and then closed, there is a seg fault. Probabily because I use functions from the gameloop file... Also, when the game is not running and the level editor is executed, after it is closed, the menu background does not update, until we press a key (that's not my fault! :)) The only thing I know to do with CVS is to get data, I've not upload anything for a long time. I also don't know how to use the patch comand. So, forgive me, but I will publish the files in my page and then you can get them and merge with the cvs. Maybe you could also teach me how to upload and patch stuff :) The files need to be added: src/leveleditor.c http://rpmcruz.planetaclix.pt/trash/leveleditor.c src/leveleditor.h http://rpmcruz.planetaclix.pt/trash/leveleditor.h data/images/leveleditor/select.png http://rpmcruz.planetaclix.pt/trash/select.png I've had this data/leveleditor directory, since in the future more images may be putted here, like buttons. I was thinking in using those buttons from TuxPaint. Please, suggest a layout for the level designer. And this select.png file is very ugly. Everyone can draw better than me :P Files I had to change: Makefile http://rpmcruz.planetaclix.pt/trash/Makefile src/menu.c http://rpmcruz.planetaclix.pt/trash/menu.c src/menu.h http://rpmcruz.planetaclix.pt/trash/menu.h I hope you enjoy my work! Hopes of good holidays, Ricardo Cruz -- Where there's a will, there's an Inheritance Tax. |
From: Tobias <tob...@gm...> - 2003-12-27 00:14:41
|
hi all, the cheats ( TAB, END and SPACE ) work only in --debug-mode from now on. Greetz... Tobias Gläßer -- |
From: Tobias <tob...@gm...> - 2003-12-26 23:28:41
|
Hi all, you can now start supertux with 'supertux --debug-mode' to ENABLE BACKSCROLLING! Of course, the --debug-mode is not introduced only for backscrolling. Moreover I split up the st_setup() into several parts. Have fun. :) Greetz... Tobias Gläßer -- |
From: Bill K. <nb...@so...> - 2003-12-26 14:23:53
|
On Fri, Dec 26, 2003 at 02:32:28PM +0100, Duong-Khang NGUYEN wrote: > IMHO, the yellow-red-black tux looks "weird" :-) I vote for the little old > white-black-yellow tux ! What do u think BK ? I think he should look like the digits. Blocky and gold gradient! :^) -bill! bi...@ne... Got kids? Get Tux Paint! http://newbreedsoftware.com/bill/ http://newbreedsoftware.com/tuxpaint/ |
From: Tobias <tob...@gm...> - 2003-12-26 13:50:21
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Am Fr, den 26.12.2003 schrieb Duong-Khang NGUYEN um 07:39: > >-fixing bugs > > Yes, we should check for bugs before releasing a new version. Someone must > announce a "feature frozen" so that people stop patching the current version > and look for bugs. The 0.0.5 version was released in a hurry I think :-) It was a Christmas release and everything happens in a hurry, when it is Christmas. I'll announce a "feature frozen" the next time a plan a release. :) > >-reorganize game_action() and game_draw() code in > > a "object orientated" way. Won't be easy and will > > end in creating enemy.c and enemy.h for example. > > Huh ? Are we going to create a new C++2 ? :-) No. :) I just want, that many code is moved into functions, so that the code becomes easier to read and it will be easier to make changes. I already began this challenge. Greetz... Tobias Gläßer -- |