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From: Christopher A. W. <cw...@du...> - 2005-04-07 05:32:25
|
I've been working on Nolok some more. His small form: http://lingocomic.com/gfx/goodies/supertux/nolok_small.png His big form: http://lingocomic.com/gfx/goodies/supertux/nolokbig.png His big form with a helmet: http://lingocomic.com/gfx/goodies/supertux/nolokbig2.png I don't know if I like the helmet or not. I was trying to adapt it from grumbel's verison. |
From: Ryan F. <rf...@gm...> - 2005-04-06 23:38:51
|
On Apr 6, 2005 8:31 AM, Ricardo Cruz <ri...@ae...> wrote: > > Hi, > > The patch was made inside of lib/video, not root, so you might have to apply > it in there. It should be something like this: > cd lib/video && patch -p0 < /path/patch-filename > > It's pretty small, so you can always apply it by hand. ;) Can you do a universal diff (cvs diff -u)? The diff format is too hard to read. -- Ryan |
From: Ryan F. <rf...@gm...> - 2005-04-06 18:31:49
|
On Apr 6, 2005 12:26 PM, Alex Vancina <al...@co...> wrote: > Hey, I just got my May issue of Linux Journal in the mail and saw that > SuperTux was included in an article on classic platform games :-) > > Here's a quote: > > "Could we possibly do justice to a menu of Linux platform games without > including Tux, our favorite mascot? SuperTux is a classic jump-and-run > platform game in the style of, you guessed it, Super Mario Bros. Under > Tobias (Tobgle) Glaesser's lead, but originally created by Bill Kendrick, > the current alpha release of SuperTux is guaranteed to provide you with > hours of fun. Don't let that first alpha milestone fool you--this is a great > game, one you absolutely need to check out." > > The article goes on to describe the story line and game play and gives a > very favorable review. > Congratulations to all of you who have worked so hard to make this happen! Hey, thanks for the notice. It's very interesting to see that SuperTux is becoming more and more popular. :) -- Ryan |
From: Alex V. <al...@co...> - 2005-04-06 18:26:35
|
Hey, I just got my May issue of Linux Journal in the mail and saw that SuperTux was included in an article on classic platform games :-) Here's a quote: "Could we possibly do justice to a menu of Linux platform games without including Tux, our favorite mascot? /SuperTux/ is a classic jump-and-run platform game in the style of, you guessed it, /Super Mario Bros./ Under Tobias (Tobgle) Glaesser's lead, but originally created by Bill Kendrick, the current alpha release of /SuperTux/ is guaranteed to provide you with hours of fun. Don't let that first alpha milestone fool you--this is a great game, one you absolutely need to check out." The article goes on to describe the story line and game play and gives a very favorable review. Congratulations to all of you who have worked so hard to make this happen! Alex :-) |
From: Ryan F. <rf...@gm...> - 2005-04-06 15:29:20
|
On Apr 6, 2005 8:31 AM, Ricardo Cruz <ri...@ae...> wrote: > > Hi, > > The patch was made inside of lib/video, not root, so you might have to apply > it in there. It should be something like this: > cd lib/video && patch -p0 < /path/patch-filename Yeah, I applied it from there and it gave me bad hunk errors/ > It's pretty small, so you can always apply it by hand. ;) I'll take a look after work (unless somebody wants to do it :). -- Ryan |
From: Ricardo C. <ri...@ae...> - 2005-04-06 14:22:08
|
Hi, The patch was made inside of lib/video, not root, so you might have to app= ly=20 it in there. It should be something like this: cd lib/video && patch -p0 < /path/patch-filename It's pretty small, so you can always apply it by hand. ;) Cheers, Ricardo Em Ter=E7a, 5 de Abril de 2005 19:45, o Ryan Flegel escreveu: > On Apr 5, 2005 9:28 AM, Ricardo Cruz <ri...@ae...> wrote: > > Hey there, > > > > Here goes a patch to make the black fadeout rendering properly. The fix > > is only for the SDL frontend. If someone implements back the function to > > capture the screen on OpenGL, it could fix it as well. > > Cervisia doesn't support SVN, please commit it for me. > > > > By the way, do you think it would be neat to have some pixelation > > effects, like in SMWorld? If yes, I could easily port them from SMC. > > Hey Ricardo, > > The patch failed. Can you try making it against the latest svn? > > Checkout svn with grumbel's instructions, make the changes and then > run "svn diff > fadeout-fix.patch" to create the patch. =2D-=20 Didn't I buy a 1951 Packard from you last March in Cairo? |
From: Enrico K. <enr...@gm...> - 2005-04-06 09:42:37
|
Hi, somebody in irc complained about missing frame-limiting-code. I would= =20 like to add a command-line option that makes this possible: ie. --frame-limit=3Dyes (would set standard 60 frames limit) --frame-limit=3Dno --frame-limit=3DX where X is an integer. I would begin tomorrow since today I don't have time: let me know what you= =20 think. Maybe the option could be saved in ~/.supertux for the next runs of= =20 the game. Bye |
From: S.Groundwater <sl...@gl...> - 2005-04-06 05:08:51
|
Hello. It's impressive how fast everything is getting moved, has been moved to it's new home. (nice job) The wiki is great, very helpful resource. >> http://gluebox.com/creatures/BlueRockz/LunchDate_w_Nolok.jpg > > Hm, that looks probally quite a bit too much like Roy Koopa: > > http://en.wikipedia.org/wiki/Koopa_Kid#Roy_Koopa Thanks for this link, I've played a little Mario but I never really had a grasp of some of this history. Here are some various sketches, mostly of small nolok ideas. http://gluebox.com/creatures/BlueRockz/sketches.jpg I'll be dropping out of sight for a few days... (travel time:) -stephen |
From: Ryan F. <rf...@gm...> - 2005-04-06 04:47:31
|
On Apr 3, 2005 3:49 PM, Ingo Ruhnke <gr...@gm...> wrote: > Hiho, > > as discussed on the IRC meeting we will move SuperTux over to berlios > and the current CVS repository into SVN. The project for SuperTux is > now created at berlios: > > * http://developer.berlios.de/projects/supertux/ Okay, I finally finished moving all the wiki content over from the phpWiki that Matze was hosting on his netPanzer account. We are now running MediaWiki on our own space. The new wiki can be found here: * http://supertux.berlios.de/wiki/ Now that we're running MediaWiki, each page has it's own Talk page. Use these talk pages for discussion of ideas and try to only put concrete or semi-concrete ideas on the actual wiki pages. -- Ryan |
From: Ingo R. <gr...@gm...> - 2005-04-06 01:17:06
|
"S.Groundwater" <sl...@gl...> writes: > http://gluebox.com/creatures/BlueRockz/LunchDate_w_Nolok.jpg Hm, that looks probally quite a bit too much like Roy Koopa: http://en.wikipedia.org/wiki/Koopa_Kid#Roy_Koopa The hard black outlines are also problematic. See link below for some more Nolok stuff (new front/side view): http://supertux.berlios.de/wiki/index.php/Nolok#Large_form Even so I have to say that the 3D model doesn't rightly capture the look of the statue, it might still provide usefull. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Ingo R. <gr...@gm...> - 2005-04-06 00:56:04
|
"S.Groundwater" <sl...@gl...> writes: > I took the suggestions from yesterday and reworked Penny some more. I > fixed the eyes in an attempt to make her less cute. Still way to much 'baby-cute' for my taste, while it should be more 'female-cute', more elegant. Think of a women in a gown or something along the lines. > I tweaked the body shape to try and capture Ingo's Blender render shape, Here a better view on the model: http://pingus.seul.org/~grumbel/tmp/pennyfrontside.png > As for if we're ready for Penny, I thought we needed some images > because the storyline is all about her capture. Plus it's fun to > play a new penguin. We need some images of penny some day, but not necessarily right now and when we need them not necessary a gamesprite. Intro sprite might have quite different requirements. Ok, when we do it like this it might not be to far away from gamesprite, but still needs a different position: http://supertux.berlios.de/wiki/index.php/Story At the moment I am much more interested to nail down what exactly we need, what style it should have and how the overall story fits together and much less in seeing ready to use game sprites. Sketches are more usefull for that then gamesprites. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: S.Groundwater <sl...@gl...> - 2005-04-06 00:42:56
|
http://gluebox.com/creatures/BlueRockz/LunchDate_w_Nolok.jpg --enjoy S.groundwater |
From: C R. <zra...@mi...> - 2005-04-05 18:54:40
|
Well, I finally found an SVN that worked... sorry for the mis-alert. Ratchet On Apr 4, 2005, at 9:56 PM, Ryan Flegel wrote: > On Apr 4, 2005 7:31 PM, C Ratchet <zra...@mi...> wrote: >> Will there *only* be SVN from now on? Mac users have a hard time with >> SVN... really would like to keep CVS as an option... > > I'm not sure if that's really possible and if it is it would probably > be extra work (and we hate extra work :). > > What kind of subversion problems are there on Mac? Aren't the command > line tools available for Mac? > > -- > Ryan > > > ------------------------------------------------------- > SF email is sponsored by - The IT Product Guide > Read honest & candid reviews on hundreds of IT Products from real > users. > Discover which products truly live up to the hype. Start reading now. > http://ads.osdn.com/?ad_id=6595&alloc_id=14396&op=click > _______________________________________________ > Super-tux-devel mailing list > Sup...@li... > https://lists.sourceforge.net/lists/listinfo/super-tux-devel > > --- From Ratchet (Mikey Lubker) Lead Coordinator of the IGDA Indie SIG: http://igda.org/indie Check out my projects: http://sf.net/users/ratchet Are YOU a Good Person? Go here: http://www.wayofthemaster.com/wotm_flash.html |
From: Ryan F. <rf...@gm...> - 2005-04-05 18:45:34
|
On Apr 5, 2005 9:28 AM, Ricardo Cruz <ri...@ae...> wrote: > > Hey there, > > Here goes a patch to make the black fadeout rendering properly. The fix is > only for the SDL frontend. If someone implements back the function to capture > the screen on OpenGL, it could fix it as well. > Cervisia doesn't support SVN, please commit it for me. > > By the way, do you think it would be neat to have some pixelation effects, > like in SMWorld? If yes, I could easily port them from SMC. Hey Ricardo, The patch failed. Can you try making it against the latest svn? Checkout svn with grumbel's instructions, make the changes and then run "svn diff > fadeout-fix.patch" to create the patch. -- Ryan |
From: Ricardo C. <ri...@ae...> - 2005-04-05 15:19:46
|
Hey there, Here goes a patch to make the black fadeout rendering properly. The fix is only for the SDL frontend. If someone implements back the function to capture the screen on OpenGL, it could fix it as well. Cervisia doesn't support SVN, please commit it for me. By the way, do you think it would be neat to have some pixelation effects, like in SMWorld? If yes, I could easily port them from SMC. Cheers, Ricardo -- "The greatest warriors are the ones who fight for peace." -- Holly Near |
From: S.Groundwater <sl...@gl...> - 2005-04-05 15:09:25
|
Hello All, I took the suggestions from yesterday and reworked Penny some more. I fixed the eyes in an attempt to make her less cute. I tweaked the body shape to try and capture Ingo's Blender render shape, plus I went more purple. The SVG look comes from working large then shrinking the image down, it tightens everything up. I tried to adjust for the SVG look, but she's all Gimp. (Not sure what's up with the drawn look idea, I missed that one) As for if we're ready for Penny, I thought we needed some images because the storyline is all about her capture. Plus it's fun to play a new penguin. We can use her or not, I'm just throwing stuff out there :\ New ScreenShot: http://gluebox.com/creatures/BlueRockz/penny_small_screenshot2.png New Animation/Sprite tar: http://gluebox.com/creatures/BlueRockz/small_penny_purple.tar.gz (the above URL works, if you try this link from off my homepage, it's broken until this afternoon) "Christopher Allan Webber" writes: > I guess I will leave it to others to leave their opinions, but I still think this version of Penny looks too "cutesy" and clearly too SVG'd for the drawn look we're going for. "Ingo Ruhnke" writes: > ACK far too cute, color is also way to pink-ish, should be more a mix of purple and blue: > Don't rush, there is no need for a game sprite at this point. We havn't even finally decided if Penny should be playable at all and if, if it will be in this Milestone. Enjoy -- S.Groundwater |
From: Ingo R. <gr...@gm...> - 2005-04-05 11:01:31
|
C Ratchet <zra...@mi...> writes: > So far, we haven't used the OpenGL mode much because of transparency > and mouse-direction switch bugs, however seeing the Milestone2 CVS > makes me want to use it for speed boosts... I use it on Windows and > Mac (haven't gotten it running on Linux or BeOS yet). The Mouse direction issue should be fixed in the latest SDL-CVS or probally the latest release, at least I have seen some patches/discussion happening about it on the SDL mailing list. About the transparency, no idea, might be an endian issue, could you make a screenshot of a situation that shows this problem? > As for editor, I've only used the ingame editor as Flexlay does not > work on my Mac (no clanlib support :( ) I would really like to see > an ingame worldmap editor... Latest ClanLib has Mac support, not sure how solid it is, but its definitvly there. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Ilker S. O. <tux...@gm...> - 2005-04-05 07:51:44
|
I've experienced that problem a few weeks ago.After installing the latest= =20 driver of nvidia, it was solved and now i'm playing SuperTux with OpenGL.Ithink you should update your display device drivers. On Apr 4, 2005 9:19 PM, Alex Vancina <al...@co...> wrote: >=20 > I've never had much luck getting the OpenGL mode to work. >=20 > I'm running SuperTux under Ubuntu "Warty" on an HP Pavilion zv5000 > laptop (1.6 GHz Athlon XP-M, 512MB RAM, nVidia GForce4 32MB). When I > switch from SDL to OpenGL on the Options menu the screen goes black and > stays that way. The game doesn't crash, but I can't "see" anything until > I manual edit the ~/.supertux/config file back to SDL mode. >=20 > Personally, I wouldn't mind SuperTux being OpenGL only if I could get it > working. But, on the other hand, I do think we'd lose a lot of players. >=20 > Anyone have a guess about my OpenGL problem? Other OpenGL apps seem to > work fine... >=20 > Best Regards, > Alex :-) >=20 >=20 > Marek M. wrote: >=20 > > > > Hi everyone! > > During yesterday's meeting, a vast majority voted for making SuperTux > > an OpenGL-only game. Doing so will enable us to make SuperTux look a > > lot better and provide additional features like custom resolution. On > > the other hand, it means that people without OpenGL-enabled hardware > > won't be able to play SuperTux anymore. This will probably only affect > > very few players, but I'd really like to see actual numbers. Can we > > have polls on the SuperTux website? If so, I suggest creating a poll > > to ask players wether they can play OpenGL games, so we can see how > > many people are affected. If not, we should think of another way to > > get some numbers; maybe the Fansite could help out there...? Although > > I am pro-OpenGL, we shouldn't do it if we'd loose too many players > > (i.e. >20%) that way. Another thing I'd like to see numbers on is > > editor-usage (i.e. who is using flexlay and who uses the builtin=20 > editor). > > > > Marek > > > > > > ------------------------------------------------------- > > SF email is sponsored by - The IT Product Guide > > Read honest & candid reviews on hundreds of IT Products from real users= . > > Discover which products truly live up to the hype. Start reading now. > > http://ads.osdn.com/?ad_id=3D6595&alloc_id=3D14396&op=3Dclick > > _______________________________________________ > > Super-tux-devel mailing list > > Sup...@li... > > https://lists.sourceforge.net/lists/listinfo/super-tux-devel > > >=20 > ------------------------------------------------------- > SF email is sponsored by - The IT Product Guide > Read honest & candid reviews on hundreds of IT Products from real users. > Discover which products truly live up to the hype. Start reading now. > http://ads.osdn.com/?ad_id=3D6595&alloc_id=3D14396&op=3Dclick > _______________________________________________ > Super-tux-devel mailing list > Sup...@li... > https://lists.sourceforge.net/lists/listinfo/super-tux-devel > |
From: Ryan F. <rf...@gm...> - 2005-04-05 02:56:25
|
On Apr 4, 2005 7:31 PM, C Ratchet <zra...@mi...> wrote: > Will there *only* be SVN from now on? Mac users have a hard time with > SVN... really would like to keep CVS as an option... I'm not sure if that's really possible and if it is it would probably be extra work (and we hate extra work :). What kind of subversion problems are there on Mac? Aren't the command line tools available for Mac? -- Ryan |
From: C R. <zra...@mi...> - 2005-04-05 02:38:09
|
So far, we haven't used the OpenGL mode much because of transparency and mouse-direction switch bugs, however seeing the Milestone2 CVS makes me want to use it for speed boosts... I use it on Windows and Mac (haven't gotten it running on Linux or BeOS yet). As for editor, I've only used the ingame editor as Flexlay does not work on my Mac (no clanlib support :( ) I would really like to see an ingame worldmap editor... Ratchet On Apr 3, 2005, at 9:32 AM, Marek M. wrote: > > Hi everyone! > During yesterday's meeting, a vast majority voted for making SuperTux > an OpenGL-only game. Doing so will enable us to make SuperTux look a > lot better and provide additional features like custom resolution. On > the other hand, it means that people without OpenGL-enabled hardware > won't be able to play SuperTux anymore. This will probably only affect > very few players, but I'd really like to see actual numbers. Can we > have polls on the SuperTux website? If so, I suggest creating a poll > to ask players wether they can play OpenGL games, so we can see how > many people are affected. If not, we should think of another way to > get some numbers; maybe the Fansite could help out there...? Although > I am pro-OpenGL, we shouldn't do it if we'd loose too many players > (i.e. >20%) that way. Another thing I'd like to see numbers on is > editor-usage (i.e. who is using flexlay and who uses the builtin > editor). > > Marek > > > ------------------------------------------------------- > SF email is sponsored by - The IT Product Guide > Read honest & candid reviews on hundreds of IT Products from real > users. > Discover which products truly live up to the hype. Start reading now. > http://ads.osdn.com/?ad_id=6595&alloc_id=14396&op=click > _______________________________________________ > Super-tux-devel mailing list > Sup...@li... > https://lists.sourceforge.net/lists/listinfo/super-tux-devel > > --- From Ratchet (Mikey Lubker) Lead Coordinator of the IGDA Indie SIG: http://igda.org/indie Check out my projects: http://sf.net/users/ratchet Are YOU a Good Person? Go here: http://www.wayofthemaster.com/wotm_flash.html |
From: C R. <zra...@mi...> - 2005-04-05 01:44:26
|
Will there *only* be SVN from now on? Mac users have a hard time with SVN... really would like to keep CVS as an option... Ratchet On Apr 4, 2005, at 3:08 PM, Ingo Ruhnke wrote: > Little Status report: > > - CVS repository is moved and transformed into a SVN repository: > > http://developer.berlios.de/svn/?group_id=3467 > > - Mailing Lists are up and running, all sf.net subscribers have been > added to the subscriber list at berlios: > > http://developer.berlios.de/mail/?group_id=3467 > > - Webpage is moved as well: > > http://supertux.berlios.de/ > > > Todo: > > - move the Wiki, probally switch from PHPWiki to MediaWiki > - add some redirectors to the sf.net webpage > - fix all references to the sf.net webpage > > -- > WWW: http://pingus.seul.org/~grumbel/ > JabberID: gr...@ja... > ICQ: 59461927 > > > ------------------------------------------------------- > SF email is sponsored by - The IT Product Guide > Read honest & candid reviews on hundreds of IT Products from real > users. > Discover which products truly live up to the hype. Start reading now. > http://ads.osdn.com/?ad_id=6595&alloc_id=14396&op=click > _______________________________________________ > Super-tux-devel mailing list > Sup...@li... > https://lists.sourceforge.net/lists/listinfo/super-tux-devel > > --- From Ratchet (Mikey Lubker) Lead Coordinator of the IGDA Indie SIG: http://igda.org/indie Check out my projects: http://sf.net/users/ratchet Are YOU a Good Person? Go here: http://www.wayofthemaster.com/wotm_flash.html |
From: Matze B. <ma...@br...> - 2005-04-04 21:45:35
|
Am Montag, den 04.04.2005, 23:11 +0200 schrieb Ingo Ruhnke: > Christopher Allan Webber <cw...@du...> writes: > > > I guess I will leave it to others to leave their opinions, but I > > still think this version of Penny looks too "cutesy" and clearly too > > SVG'd for the drawn look we're going for. > > ACK far too cute, color is also way to pink-ish, should be more a mix > of purple and blue: > > http://pingus.seul.org/~grumbel/tmp/supertuxkart/models/penny/pennykart1.png > > > As we've discussed in the meeting, I already produced a version of > > Penny, which I will be making a sprite set of shortly: > > Don't rush, there is no need for a game sprite at this point. We > havn't even finally decided if Penny should be playable at all and if, > if it will be in this Milestone. Let alone what actions she should > have and such. For the moment a bunch of artworks on how she should > look are much more important to get a feel for the character, a > gamesprite itself can follow quite a bit later. Well a sprite for the intro cutscene would be usefull. But a sprite with 1 or 2 frames is probably enough for that. Greetings, Matze |
From: Matze B. <ma...@br...> - 2005-04-04 21:43:03
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Am Montag, den 04.04.2005, 22:02 +0200 schrieb Enrico Kravina: > Hello, Here is my first patch to supertux ( I'm en453 in irc), it just > makes the jumper badbuddy play a sound with volume based on the > distance to the player. I would be glad if you gave me dev-access to > the recently made BerliOS cvs repository. I got this doing "cvs diff" > from the supertux directory. Please use "cvs diff -u" it's considerably easier to read! Some comments about the patch are below. About cvs write access I'd say we wait for a few more patches until you know the code better. > > enrico2@linux:~/supertux-cvs/supertux> cvs diff > ? data/images/SuperTux.xpm > ? lib/special/.sprite.cpp.swp > ? src/badguy/.jumpy.cpp.swp > cvs diff: Diffing . > cvs diff: Diffing contrib > cvs diff: Diffing contrib/images > cvs diff: Diffing contrib/images/shared > cvs diff: Diffing contrib/music > cvs diff: Diffing contrib/old > cvs diff: Diffing contrib/old/background > cvs diff: Diffing contrib/old/icons > cvs diff: Diffing contrib/old/misc > cvs diff: Diffing contrib/old/shared > cvs diff: Diffing contrib/old/tiles > cvs diff: Diffing data > cvs diff: Diffing data/images > cvs diff: Diffing data/images/background > cvs diff: Diffing data/images/editor > cvs diff: Diffing data/images/fonts > cvs diff: Diffing data/images/icons > cvs diff: Diffing data/images/leveleditor > cvs diff: Diffing data/images/shared > cvs diff: Diffing data/images/shared/bell > cvs diff: Diffing data/images/shared/bigtux > cvs diff: Diffing data/images/shared/smalltux > cvs diff: Diffing data/images/status > cvs diff: Diffing data/images/tilesets > cvs diff: Diffing data/images/title > cvs diff: Diffing data/images/worldmap > cvs diff: Diffing data/levels > cvs diff: Diffing data/levels/bonus1 > cvs diff: Diffing data/levels/contribs > cvs diff: Diffing data/levels/misc > cvs diff: Diffing data/levels/test > cvs diff: Diffing data/levels/world1 > cvs diff: Diffing data/levels/world2 > cvs diff: Diffing data/locale > cvs diff: Diffing data/music > cvs diff: Diffing data/sounds > cvs diff: Diffing docs > cvs diff: Diffing intl > cvs diff: Diffing lib > cvs diff: Diffing lib/app > cvs diff: Diffing lib/audio > cvs diff: Diffing lib/gui > cvs diff: Diffing lib/lisp > cvs diff: Diffing lib/math > cvs diff: Diffing lib/special > cvs diff: Diffing lib/utils > cvs diff: Diffing lib/video > cvs diff: Diffing m4 > cvs diff: Diffing mk > cvs diff: Diffing mk/autoconf > cvs diff: Diffing mk/jam > cvs diff: Diffing obj > cvs diff: Diffing po > cvs diff: Diffing src > cvs diff: Diffing src/badguy > Index: src/badguy/jumpy.cpp > =================================================================== > RCS file: /cvsroot/super-tux/supertux/src/badguy/jumpy.cpp,v > retrieving revision 1.9 > diff -r1.9 jumpy.cpp > 45a46,59 > > // setting the sound volume according to the distance > > // to the player > > float xdistance = fabs(Sector::current()->player->get_pos().x - get_pos().x); > > float ydistance = fabs(Sector::current()->player->get_pos().y - get_pos().y); > > // the classic pythagoras... > > float distance = (sqrt(xdistance*xdistance+ydistance*ydistance)); > > // compute volume based on distance (32 turned out to be a good number) > > float volume = MIX_MAX_VOLUME - (int)(distance/(MIX_MAX_VOLUME/32)); > > if (volume < 0) volume = 0; > > if (volume > MIX_MAX_VOLUME) volume = MIX_MAX_VOLUME; > > Mix_Chunk* soundToPlay = IDToSound(SND_SKID); // use existing sound-file to > > // (to save disk memory and work + sounds pretty good) > > Mix_VolumeChunk(soundToPlay, (int)volume); > > SoundManager::get()->play_sound(soundToPlay); Ther's already a function to set sound volume based on distance SoundManager::play_sound so there's no need to reimplement that here. And well the skidding sound is kinda stupid for jumpy... Greetings, Matze |
From: Ingo R. <gr...@gm...> - 2005-04-04 21:11:20
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Christopher Allan Webber <cw...@du...> writes: > I guess I will leave it to others to leave their opinions, but I > still think this version of Penny looks too "cutesy" and clearly too > SVG'd for the drawn look we're going for. ACK far too cute, color is also way to pink-ish, should be more a mix of purple and blue: http://pingus.seul.org/~grumbel/tmp/supertuxkart/models/penny/pennykart1.png > As we've discussed in the meeting, I already produced a version of > Penny, which I will be making a sprite set of shortly: Don't rush, there is no need for a game sprite at this point. We havn't even finally decided if Penny should be playable at all and if, if it will be in this Milestone. Let alone what actions she should have and such. For the moment a bunch of artworks on how she should look are much more important to get a feel for the character, a gamesprite itself can follow quite a bit later. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Matze B. <ma...@br...> - 2005-04-04 20:39:18
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Am Montag, den 04.04.2005, 13:19 -0500 schrieb Alex Vancina: > I've never had much luck getting the OpenGL mode to work. > > I'm running SuperTux under Ubuntu "Warty" on an HP Pavilion zv5000 > laptop (1.6 GHz Athlon XP-M, 512MB RAM, nVidia GForce4 32MB). When I > switch from SDL to OpenGL on the Options menu the screen goes black and > stays that way. The game doesn't crash, but I can't "see" anything until > I manual edit the ~/.supertux/config file back to SDL mode. > > Personally, I wouldn't mind SuperTux being OpenGL only if I could get it > working. But, on the other hand, I do think we'd lose a lot of players. > > Anyone have a guess about my OpenGL problem? Other OpenGL apps seem to > work fine... Ubuntu is based on debian, and the opengl suppport in the debian package has been messed up for some while by the packager. You can grab the sourcecode and compile it yourself as a workaround. Or try if you can get an updated debian package. Greetings, Matze |