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From: Nabil S. <nab...@bl...> - 2005-03-28 18:28:30
|
Hi, I'm new here. I would like to help the development of such a good game, and for that I would like to know which software you use for the graphics. Can you also write tutorials about techniques you use to make them. Thanks in advance. Nabil Stendardo |
From: Matze B. <ma...@br...> - 2005-03-28 17:33:08
|
On Sat, 26 Mar 2005, S.Groundwater wrote: > Hello everyone. > > Here's a screenshot of some files I've been working on. > http://gluebox.com/creatures/BlueRockz/YETI_screenshot1.png Looks good. > > It's a Yeti badguy that I've dropped in wansti's noloktest.stl file. > The files posted can be saved over the cvs dummy-guy images if you feel > like testing him out. Well so far we had planned a totally different behaviour for the yeti boss (as you can lookup in the wiki), not sure why Marek did the dummy-guy like he did him and what creature he imagined to put there. (Yes I know there is no code for the Yeti boss yet, but I'll create that code sometime soon...) Anyway maybe we can use him as Yetis small brother or give him another color and use him as an ape ;-) > > Check out my sandbox page if you want to see all of the Yeti animation > files, plus the acrctis_dark_interior background. > http://gluebox.com/creatures/BlueRockz/ This dark_interior background is definately cool and will be used for the boss (and mini-boss in case we create one). > > I have yeti.h, yeti.cpp and yetitest.stl files (copied from nolok) if > people like him. > > Anyways, comments|suggestions|gripes are welcome. > > good times Greetings, Matze |
From: Matze B. <ma...@br...> - 2005-03-28 17:28:07
|
On Mon, 28 Mar 2005, S.Groundwater wrote: > Hello everyone, > > I created a new spawn-point/trigger graphic today. > It's a hatch (door.) > http://gluebox.com/creatures/BlueRockz/hatch_screenshot.png Hi that's nice. Though this definately looks like a door and not like a spawnpoint :) > > The full animation set is here: > http://gluebox.com/creatures/BlueRockz/ > > To make it work I copied Matze's door.h/door.cpp files and modified them > for new hatch graphics. > > (Matze, I hope it's OK to post a link back to your files, the triggers are > great!) > http://gluebox.com/creatures/BlueRockz/hatch.h > http://gluebox.com/creatures/BlueRockz/hatch.cpp Sure this code is GPL and there to be usefull. I'm happy if you're using this for creating new graphics. There's absolutely no need to ask (despite you are in the "official" list of developers anyway :) > > for supertux.strf file : > ; Hatch > (sprite (name "hatch") > (action > (name "default") > (x-offset 0) > (y-offset 32) > (images "shared/hatch-1.png")) > (action > (name "open") > (x-offset 0) > (y-offset 32) > (images "shared/hatch-1.png" > "shared/hatch-2.png" > "shared/hatch-3.png" > "shared/hatch-4.png" > "shared/hatch-5.png" > "shared/hatch-6.png" > "shared/hatch-6.png" > )) > ) > Now that I've seen this might I ask you for a thing in our TODO list that I'd really like to see implemented: Some graphics to visually represent resetpoints. Maybe you can remember some mario games that had bells that you could ring in order to activate a resetpoint or some goal-marks like the ones we have already at the end of the map, just smaller and with a band or something in them that you can remove while running through the bars. The point is that we should give the players some visual representation of the resetpoint so that he knows he will respawn there if he dies after it. (It might also allow for some nice level-design tricks for having an easier normal way without resetpoints and a harder way with resetpoints.) I'll happily create the code needed to get this thing running, we'd just need some graphics. Greetings, Matze |
From: Luke-Jr <lu...@da...> - 2005-03-28 16:23:53
|
Just noticed that plans are to be OpenGL-only in the future... Is there really a good reason for this? I have seen a few systems in which OpenGL mode is too slow to be playable, but software rendering is very good and smooth... |
From: Christopher A. W. <cw...@du...> - 2005-03-28 16:22:44
|
Hey... now that looks really good. "S.Groundwater" <sl...@gl...> writes: > Hello everyone, > > I created a new spawn-point/trigger graphic today. > It's a hatch (door.) > http://gluebox.com/creatures/BlueRockz/hatch_screenshot.png > > The full animation set is here: > http://gluebox.com/creatures/BlueRockz/ > > To make it work I copied Matze's door.h/door.cpp files and modified them > for new hatch graphics. > > (Matze, I hope it's OK to post a link back to your files, the triggers are > great!) > http://gluebox.com/creatures/BlueRockz/hatch.h > http://gluebox.com/creatures/BlueRockz/hatch.cpp > > for supertux.strf file : > ; Hatch > (sprite (name "hatch") > (action > (name "default") > (x-offset 0) > (y-offset 32) > (images "shared/hatch-1.png")) > (action > (name "open") > (x-offset 0) > (y-offset 32) > (images "shared/hatch-1.png" > "shared/hatch-2.png" > "shared/hatch-3.png" > "shared/hatch-4.png" > "shared/hatch-5.png" > "shared/hatch-6.png" > "shared/hatch-6.png" > )) > ) > > -enjoy |
From: Alexander B. <Bro...@we...> - 2005-03-28 10:04:42
|
Hello, > Yeah, I pretty much agree. Except that I also think that the left > (viewer's perspective) arm in dummyguy dead, stand, etc looks like > it's been dislocated from the shoulder. Yes, I think it is placed too high, and I can't see the difference between dummyguy-stand and dummguy-dead (there is a little difference, but it's impossible to see it with human eyes). Alexander |
From: S.Groundwater <sl...@gl...> - 2005-03-28 03:57:52
|
Hello everyone, I created a new spawn-point/trigger graphic today. It's a hatch (door.) http://gluebox.com/creatures/BlueRockz/hatch_screenshot.png The full animation set is here: http://gluebox.com/creatures/BlueRockz/ To make it work I copied Matze's door.h/door.cpp files and modified them for new hatch graphics. (Matze, I hope it's OK to post a link back to your files, the triggers are great!) http://gluebox.com/creatures/BlueRockz/hatch.h http://gluebox.com/creatures/BlueRockz/hatch.cpp for supertux.strf file : ; Hatch (sprite (name "hatch") (action (name "default") (x-offset 0) (y-offset 32) (images "shared/hatch-1.png")) (action (name "open") (x-offset 0) (y-offset 32) (images "shared/hatch-1.png" "shared/hatch-2.png" "shared/hatch-3.png" "shared/hatch-4.png" "shared/hatch-5.png" "shared/hatch-6.png" "shared/hatch-6.png" )) ) -enjoy |
From: S.Groundwater <sl...@gl...> - 2005-03-28 03:56:55
|
Hello everyone, I created a new spawn-point/trigger graphic today. It's a hatch (door.) http://gluebox.com/creatures/BlueRockz/hatch_screenshot.png The full animation set is here: http://gluebox.com/creatures/BlueRockz/ To make it work I copied Matze's door.h/door.cpp files and modified them for new hatch graphics. (Matze, I hope it's OK to post a link back to your files, the triggers are great!) http://gluebox.com/creatures/BlueRockz/hatch.h http://gluebox.com/creatures/BlueRockz/hatch.cpp for supertux.strf file : ; Hatch (sprite (name "hatch") (action (name "default") (x-offset 0) (y-offset 32) (images "shared/hatch-1.png")) (action (name "open") (x-offset 0) (y-offset 32) (images "shared/hatch-1.png" "shared/hatch-2.png" "shared/hatch-3.png" "shared/hatch-4.png" "shared/hatch-5.png" "shared/hatch-6.png" "shared/hatch-6.png" )) ) -enjoy |
From: Christopher A. W. <cw...@du...> - 2005-03-27 22:02:57
|
Alexander Brock <Bro...@we...> writes: > Hello, > >> Check out my sandbox page if you want to see all of the Yeti animation >> files, plus the acrctis_dark_interior background. >> http://gluebox.com/creatures/BlueRockz/ > > I like the color, the head an the arms. I don't like the feet, because > it looks like a little baby sitting on the ground (That's just my > impression). > > Alexander Yeah, I pretty much agree. Except that I also think that the left (viewer's perspective) arm in dummyguy dead, stand, etc looks like it's been dislocated from the shoulder. > > > ------------------------------------------------------- > 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: Alexander B. <Bro...@we...> - 2005-03-27 03:19:20
|
Hello, > Check out my sandbox page if you want to see all of the Yeti animation > files, plus the acrctis_dark_interior background. > http://gluebox.com/creatures/BlueRockz/ I like the color, the head an the arms. I don't like the feet, because it looks like a little baby sitting on the ground (That's just my impression). Alexander |
From: S.Groundwater <sl...@gl...> - 2005-03-27 02:31:23
|
Hello everyone. Here's a screenshot of some files I've been working on. http://gluebox.com/creatures/BlueRockz/YETI_screenshot1.png It's a Yeti badguy that I've dropped in wansti's noloktest.stl file. The files posted can be saved over the cvs dummy-guy images if you feel like testing him out. Check out my sandbox page if you want to see all of the Yeti animation files, plus the acrctis_dark_interior background. http://gluebox.com/creatures/BlueRockz/ I have yeti.h, yeti.cpp and yetitest.stl files (copied from nolok) if people like him. Anyways, comments|suggestions|gripes are welcome. good times |
From: Christopher A. W. <cw...@du...> - 2005-03-24 06:27:36
|
Hey... I think there are some great improvements in this version. I like the trumpets.. or horns.. or whatever those are. I think it needs one more track of percussion, though. Unfortunately, I don't know how to manage any music-making software, so I tried to make a demo by playing your song through my speakers while having my laptop's internal microphone pick up me smacking it with my palms. Not quite as good as drums... but I hope you'll get the idea. (You might have to turn it up a bit to hear the music... it's much quieter than my hand smacking.) Get it at: http://dustycloud.org/tmp/percussion-attempt.ogg BTW... whatever happened to including zhay's music? - Chris Marek <wa...@gm...> writes: > Hi there! > I gave the SuperTux Theme a major rework; the idea I had in mind was > to add short themes of every world to it. In this version, you can > hear the cave melody from world1 as well as the forest1 theme. For > every world we add during the milestones, the SuperTux theme will get > a bit longer. > Here's the new theme in its current state; parts I am not fully > content with yet are the opening trumpets (probably needs other > samples) and the world1 theme; parts I like are the forest melody and > the finale. > You can download it here: > http://www.tu-bs.de/~y0019680/tmp/theme-new.ogg > As always, comments are welcome. > Enjoy, > 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: Marek <wa...@gm...> - 2005-03-22 11:48:32
|
>How about Sat, Apr 2 at 18:00 GMT. I think this time should be okay >for most timezones (Europe and North America, anyway). Any objections? > > > It seems that this date is more or less okay for everyone, so I'll add it to the Wiki page. That doesn't mean it cannot be changed anymore, but if there are objections, let's hear them now, please. Btw: Tobias, are you reading this? Are you still with us? Or has anyone else heard of him lately? Marek -- -----BEGIN GEEK CODE BLOCK----- Version: 3.1 GCS dpu@ s:+ a-- C++(++++)$ UL++>++++ P+ L+++>+++++ E- W++ N o? K- w--- O M+@ V- !PS !PE Y+ PGP++@ t--- 5-- X- R+(++) tv-- b++@ DI+ D+>++++ G++ e>++++ h--- r++(+++) y+++ ------END GEEK CODE BLOCK------ |
From: Marek <wa...@gm...> - 2005-03-21 18:38:55
|
Oops, I forgot to give you the URL of the news feed, here it is: http://netpanzer.berlios.de/supertux/index.php/RecentChanges?days=1&format=rss You can change the "days" variable to another value if you like. Marek Marek wrote: > > Just a little hint for those who don't know: There's an RSS feed on > the Wiki page that can inform you whenever there has been made an > update to the page. > Marek |
From: Marek <wa...@gm...> - 2005-03-21 17:37:29
|
Just a little hint for those who don't know: There's an RSS feed on the Wiki page that can inform you whenever there has been made an update to the page. Marek Matze Braun wrote: >Good thing to create an agenda before the meeting :) >I took the liberty and edited the page a bit edit it again or post >comments on it, so that at the end we hopefully have an agenda we all >agree to and that some information is available about the stuff we want >to discuss. > >Greetings, > Matze > |
From: Matze B. <ma...@br...> - 2005-03-21 17:31:15
|
Good thing to create an agenda before the meeting :) I took the liberty and edited the page a bit edit it again or post comments on it, so that at the end we hopefully have an agenda we all agree to and that some information is available about the stuff we want to discuss. Greetings, Matze Am Donnerstag, den 17.03.2005, 16:58 +0100 schrieb Marek: > Hi everyone! > I added a page to the SuperTux Wiki to list date and possible topics for > the upcoming IRC meeting. Please check out the page regularly and add > lots of comments and proposals, so we have some kind of a common basis > when the meeting starts. > Note: I know it contains a lot of stuff that already is in the Wiki > somewhere, I just wanted to have an overview of topics for the meeting. > Feel free to add links to existing Wiki pages. > > Here's the link: > http://netpanzer.berlios.de/supertux/index.php > > Later, > 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: Matze B. <ma...@br...> - 2005-03-20 22:10:36
|
Am Mittwoch, den 16.03.2005, 13:44 +0000 schrieb Ricardo Cruz: > Hello there, >=20 > This is quite a suprise. I've been asking for a new maintainer for so = long,=20 > so this is definitively good news. Although, I think this is just a too= =20 > bloated team of admins, so I'd suggest to attribute functions to people= . You=20 > know, webmaster, release coordinator, etc, and maybe even a leader that= =20 > should have the last word on subjects and have a view of the road map. Well these "small" roles like webmaster or release coordinator are probably not that important. In fact we can probably do best by not having any roles. I can't see anyone at the moment who spends enough time in supertux to "lead" the development, so we have to coordinate ourself and discuss some things instead of relying on a "leader". >=20 > Anyway, what the project needs right now, in my opinion, is a sense of= =20 > direction on the coding part. I personally don't like the way coding is= =20 > heading, and I currently very much prefer when the code was C. It is ge= tting=20 > too complex and, from what I've seen from the last re-code, less flexib= le.=20 > Small games like Alex 4 [1] kick SuperTux's ass big time, in terms of=20 > playability. I must agree to Marek here, what we really need is direction for the whole game not just this sub-aspect. Writing code gets alot easier the more you know what should come out, so this means we need exact! descriptions of new features, mockups, new graphics, testmaps etc. to really bring the code forward, otherwise we'll just stay optimizing around and fiddeling around with the system design. About this C-rant: I can't agree to any single 1 of your points above so you should really explain them a bit more: - In what sense is it more complex? I personally find the new code alot cleaner in design and interfaces compared to the old code (compare to the old code! not to something else!) - Why would writing the code in C be better? C is a subset of C++ so you can do all you did with C in C++ too, so this can't really be about C vs. C++, but about what datatypes, objects and design patterns to use, but please describe this more exactly, and not just a stupid "C++ sucks, C rules" type statement. - How did you come to the conclusion that the new code is less flexible? The opposite is the case IMO. - I'm still trying to get alex4 compiling here... so some more detailed point on where and why it is better would help alot here, otherwise we won't have a common ground to discuss this. Greetings, Matze > That said, I wouldn't like SuperTux die, because somehow it has a big = base of=20 > players -- I was even asked some information about the project for an a= rticle=20 > about it for a quite popular Portuguese magazine (PCGuia). So, what abo= ut=20 > organizing a few days in August or December for a meeting and some hack= ing? >=20 > Cheers, > RIcardo >=20 > [1] http://allegator.sourceforge.net/ >=20 > Em Sexta, 11 de Mar=E7o de 2005 23:32, o Christopher Allan Webber escre= veu: > > Hello everyone, exciting news! The following users have now been > > given administrative access on SourceForge: > > * Ricardo Cruz (rmcruz) > > * Ingo Ruhnke (grumbel) > > * Marek Moeckel (wansti) > > * Matthias Braun (MatzeB) > > * Christopher A. Webber (paroneayea) > > (Thanks for granting us that, Bill Kendrick.) > > > > Bill Kendrick and Tobias are still admins as well. The main reason > > for this is to allow for more updating of the website regarding > > upcoming changes and such. > > > > matze and rmcruz: sorry, I don't think we told you about this in > > advance. We thought you were good canidates... and didn't suspect > > that you'd complain, anyway :) > > > > Christopher Allan Webber > > |
From: Alexander B. <Bro...@we...> - 2005-03-20 17:24:38
|
Hello, > Don't you guys have Easter holidays the following next couple of weeks, as > well? I do have Easter holidays, that's why I have time all the three days. Alexander |
From: Ryan F. <rf...@gm...> - 2005-03-20 14:58:48
|
On Sun, 20 Mar 2005 13:56:37 +0000, Ricardo Cruz <ri...@ae...> wrote: > Don't you guys have Easter holidays the following next couple of weeks, as > well? This upcoming weekend is Easter weekend (Easter is on the 27th). I have Friday to Tuesday off, but won't be able to make it to a meeting because I'm going to be back home. -- Ryan |
From: Ricardo C. <ri...@ae...> - 2005-03-20 13:48:57
|
Em Sexta, 18 de Mar=E7o de 2005 23:12, o Ryan Flegel escreveu: > On Fri, 18 Mar 2005 19:32:21 +0000, Ricardo Cruz <ri...@ae...> wrote: > > I was looking forward a meeting a year ago, I'm not that excited about > > it right now, and I don't think I would make it in the Summer holidays. > > > > About a IRC meeting, I'd prefer if it was in a working day. At the end > > of the afternoon (say 6 o'clock GMT) or at night (9 h). > > Not really plausible, since everybody in North America will still be > in work or at school. Don't you guys have Easter holidays the following next couple of weeks, as= =20 well? Cheers, Ricardo =2D-=20 It's easier to take it apart than to put it back together. -- Washlesky |
From: Kimmo M. <kim...@pp...> - 2005-03-19 18:51:01
|
I don't know where to ask this, so I'll ask it here. C++ ./build/i686-pc-linux-gnu/opt/src/badguy.o src/badguy.cpp:25:26: badguy_specs.h: Tiedostoa tai hakemistoa ei ole src/badguy.cpp:27: error: syntax error before `*' token src/badguy.cpp:29: error: syntax error before `::' token src/badguy.cpp:34: error: syntax error before `::' token src/badguy.cpp:37: error: syntax error before `!=' token src/badguy.cpp:42: error: syntax error before `::' token src/badguy.cpp:51: error: syntax error before `*' token src/badguy.cpp:55: error: ISO C++ forbids declaration of `cur' with no type src/badguy.cpp:55: error: `lisp_cdr' was not declared in this scope src/badguy.cpp:57: error: syntax error before `while' src/badguy.cpp:64: error: syntax error before `*' token src/badguy.cpp:66: error: syntax error before `::' token src/badguy.cpp:74: error: syntax error before `->' token src/badguy.cpp:75: error: syntax error before `<<' token src/badguy.cpp:83: error: ISO C++ forbids declaration of `cur' with no type src/badguy.cpp:83: error: redefinition of `int cur' src/badguy.cpp:55: error: `int cur' previously defined here src/badguy.cpp:83: error: `lisp_cdr' was not declared in this scope src/badguy.cpp:84: error: syntax error before `}' token src/badguy.cpp:86: error: `root_obj' was not declared in this scope src/badguy.cpp:86: error: ISO C++ forbids declaration of `lisp_free' with no type src/badguy.cpp:87: error: syntax error before `}' token src/badguy.cpp:89: error: syntax error before `*' token src/badguy.cpp:101: error: syntax error before `::' token src/badguy.cpp:106: error: syntax error before `.' token src/badguy.cpp:107: error: ISO C++ forbids declaration of `kind' with no type src/badguy.cpp:107: error: cannot convert `std::string' to `int' in initialization src/badguy.cpp:109: error: syntax error before `.' token src/badguy.cpp:110: error: syntax error before `.' token src/badguy.cpp:124: error: syntax error before `.' token src/badguy.cpp:125: error: syntax error before `.' token src/badguy.cpp:136: error: syntax error before `::' token src/badguy.cpp:139: error: ISO C++ forbids declaration of `kind' with no type src/badguy.cpp:139: error: redefinition of `int kind' src/badguy.cpp:107: error: `int kind' previously defined here src/badguy.cpp:139: error: `kind_' was not declared in this scope src/badguy.cpp:140: error: syntax error before `}' token src/badguy.cpp:142: error: syntax error before `::' token src/badguy.cpp:148: error: syntax error before `::' token src/badguy.cpp:154: error: syntax error before `::' token g++ -c -o ./build/i686-pc-linux-gnu/opt/src/badguy.o -I. -Ilib -Isrc -I/usr/include/SDL -D_REENTRANT -I/usr/X11R6/include -pthread -Wall -W -O3 -g3 -O3 -g3 -ffast-math -DDATA_PREFIX='"/usr/local/share/supertux"' -DLOCALEDIR='"/usr/local/share/locale"' src/badguy.cpp ...failed C++ ./build/i686-pc-linux-gnu/opt/src/badguy.o ... ...skipped supertux for lack of <src!>badguy.o... ...failed updating 1 target(s)... ...skipped 1 target(s)... In badguy.cpp seems to be very much errors and badguy_specs.h is missing. I'm trying to compile Supertux CVS with Fedora Core 1. Kimmo Merikivi |
From: Marek <wa...@gm...> - 2005-03-19 00:24:04
|
Hi there! I gave the SuperTux Theme a major rework; the idea I had in mind was to add short themes of every world to it. In this version, you can hear the cave melody from world1 as well as the forest1 theme. For every world we add during the milestones, the SuperTux theme will get a bit longer. Here's the new theme in its current state; parts I am not fully content with yet are the opening trumpets (probably needs other samples) and the world1 theme; parts I like are the forest melody and the finale. You can download it here: http://www.tu-bs.de/~y0019680/tmp/theme-new.ogg As always, comments are welcome. Enjoy, Marek |
From: Ryan F. <rf...@gm...> - 2005-03-18 23:12:13
|
On Fri, 18 Mar 2005 19:32:21 +0000, Ricardo Cruz <ri...@ae...> wrote: > I was looking forward a meeting a year ago, I'm not that excited about it > right now, and I don't think I would make it in the Summer holidays. > > About a IRC meeting, I'd prefer if it was in a working day. At the end of the > afternoon (say 6 o'clock GMT) or at night (9 h). Not really plausible, since everybody in North America will still be in work or at school. -- Ryan |
From: Ricardo C. <ri...@ae...> - 2005-03-18 19:34:07
|
Em Quarta, 16 de Mar=E7o de 2005 14:30, o Marek escreveu: > Ricardo Cruz wrote: > >Hello there, > > > > This is quite a suprise. I've been asking for a new maintainer for so > > long, so this is definitively good news. Although, I think this is just= a > > too bloated team of admins, so I'd suggest to attribute functions to > > people. You know, webmaster, release coordinator, etc, and maybe even a > > leader that should have the last word on subjects and have a view of the > > road map. > > I agree that assigning functions and even a leader is a good idea. The > best thing, however, would be if we could manage without one, that is, > with lots of discussion in the team. I suggest we assign functions to > team members in a meeting and see how much we need those functions. > > > Anyway, what the project needs right now, in my opinion, is a sense of > >direction on the coding part. I personally don't like the way coding is > >heading, and I currently very much prefer when the code was C. It is > > getting too complex and, from what I've seen from the last re-code, less > > flexible. Small games like Alex 4 [1] kick SuperTux's ass big time, in > > terms of playability. > > We currently need direction on every aspect of the game, not only the > coding. We need major decisions on looks, story, gameplay, features, > code etc. that will be included in milestone2. I agree. I guess I find the coding part more important right now, because= =20 this is where I can help and this is what's more active. But yes, especially the graphics are important to define, so that they loo= k=20 a-like. > As for the complexity of the code: I think you can't really compare > SuperTux to games like Alex4 anymore as their goals are completely > different. Compared to Mario games, SuperTux might be about to become a > SuperMarioWorld or even more than that, while Alex4 will probably stay > at a SuperMarioLand stage. Not that this is a bad thing, though, it's > just completely different; and complex games require complex code. IMHO, > SuperTux' playability is great; it can still improve, which requires a > lot of care when implementing new features. I really don't think they're not comparable. They are both games and of th= e=20 same genre. SuperTux might be more ambition yes, but it's still a Jump'n ru= n=20 game. Something like a world map could be easily implemented in Alex4. If y= ou=20 look at SuperTux's code that part is pretty much isolated in one file and a= s=20 far as I remember it is not much bigger than the 1000 lines. > On the other hand, I agree that the code is confusing in parts; it's > really hard for me to get to fully understand it. There are probably > still a lot of hacks that need to be replaced by proper functions (i.e. > lots of things I wrote because I didn't fully understand the code :) ). > However, the code in it's current state is rather buggy. I guess Matze > left some major bugs unfixed after the Big Commit (some of which eat up > a lot of resources); that is what I meant when I said before that > currently, only Matze fully understands the code. But I'm sure he'll fix > those as soon as he's got the time again. (*wink* :-) ) > However, I guess you noticed that some of his changes greatly improve > handling the code, especially when it comes to implementing badguys, > level objects and triggers. > Anyway, the code should be a major topic in the meeting. > I'd prefer to call it complex rather than complicated. I mean it doesn't u= se=20 any magic stuff, it's just that things are so spread and rely on each other= =20 and stuff. I don't like this kind of coding. Maybe I've spent too much time= =20 coding C this year. :) About the eating resources thing, that might be because of the ammount of= =20 STL, virtual methods and other expensive stuff use. I've recently developed= a=20 algorithm equation calculator in C, and it's amazing how optimized you can = be=20 when you're so limited. > > That said, I wouldn't like SuperTux die, because somehow it has a big > > base of players -- I was even asked some information about the project > > for an article about it for a quite popular Portuguese magazine (PCGuia= ). > > So, what about organizing a few days in August or December for a meeting > > and some hacking? > > About the article, that's great news! SuperTux seems to have a lot of > fans, and we shouldn't disappoint them. I don't think it's going to die > soon, as it seems we still all enjoy coding (and playing) it. And > although we took a rather long break now, that doesn't mean SuperTux > caught the DNF-Syndrome already. :-) Yeah, I also find it fascinating with the ammount of popularity SuperTux h= as.=20 But notice that this popularity is actually derivated from the fact that it= =20 is a SuperMario based, and is not completely ST's merit. > Matze and I already thought about having a SuperTux coding session in > Karlsruhe, during the LinuxTag days end of june. If anyone else is going > to see the LinuxTag this year, it might be a good opportunity to meet. > But first things first: We need a date for an IRC meeting soon. I > suggest some day between March 29th and April 6th. Suggestions, anyone? > I was looking forward a meeting a year ago, I'm not that excited about it= =20 right now, and I don't think I would make it in the Summer holidays. About a IRC meeting, I'd prefer if it was in a working day. At the end of = the=20 afternoon (say 6 o'clock GMT) or at night (9 h). See ya, Ricardo > Marek > > =2D-=20 The whole world is a scab. The point is to pick it constructively. -- Peter Beard |
From: Marek <wa...@gm...> - 2005-03-17 15:58:02
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Hi everyone! I added a page to the SuperTux Wiki to list date and possible topics for the upcoming IRC meeting. Please check out the page regularly and add lots of comments and proposals, so we have some kind of a common basis when the meeting starts. Note: I know it contains a lot of stuff that already is in the Wiki somewhere, I just wanted to have an overview of topics for the meeting. Feel free to add links to existing Wiki pages. Here's the link: http://netpanzer.berlios.de/supertux/index.php Later, Marek |