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From: Ryan F. <rf...@gm...> - 2005-03-17 14:58:07
|
On Thu, 17 Mar 2005 11:47:42 +0100, Marek <wa...@gm...> wrote: > Christopher Allan Webber wrote: > > >Alright, we've had some mentions of this in other threads and on IRC. > >As far as I can tell, the best date for the next big meeting would be > >April 1st, 2nd, or 3rd (Friday, Saturday, Sunday). We should > >determine this soon, so I suggest that all interested parties post > >when would work best for them. We also need a good time that works > >for everyone on the chosen date. > > > >So, post when works best for you! > > > > > Anytime's fine during those three days (of course, as long as it's not > in the middle of the night). > Marek 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? -- Ryan |
From: Marek <wa...@gm...> - 2005-03-17 10:47:20
|
Christopher Allan Webber wrote: >Alright, we've had some mentions of this in other threads and on IRC. >As far as I can tell, the best date for the next big meeting would be >April 1st, 2nd, or 3rd (Friday, Saturday, Sunday). We should >determine this soon, so I suggest that all interested parties post >when would work best for them. We also need a good time that works >for everyone on the chosen date. > >So, post when works best for you! > > Anytime's fine during those three days (of course, as long as it's not in the middle of the night). Marek |
From: S.Groundwater <sl...@gl...> - 2005-03-17 02:35:59
|
>> I suggest that all interested parties post >> when would work best for them. We also need a good time that works for everyone on the chosen date. Friday 15 o'clock to Sunday 21 o'clock, works for me too. I have time for Tux pretty much whenever. (I'll call in sick to work if needed) BTW, I don't think there are too many admins. It's good to have backup in case someone goes missing, which I think is what happen to the last admins. I do think a project leader is a good idea. Without someone to make ultimate decisions we might just spin in circles and not get anywhere. Ideally things would get worked out here on the list but having someone to say Yes/No seems like a good idea, as long as they agree with me :) I personally just want to make cool art for a Tux game. If I don't like the way the projects is going because I don't agree with the leader(s) then I'm free to fork or move on. The GPL is good that way. So let's go. |
From: Alexander B. <Bro...@we...> - 2005-03-16 21:59:55
|
Hello Christopher, > I suggest that all interested parties post > when would work best for them. We also need a good time that works > for everyone on the chosen date. I have time anywhere betwen Friday 15 o'clock and Sunday 21 o'clock (GMT+1 Timezone [Berlin]) Alexander |
From: Christopher A. W. <cw...@du...> - 2005-03-16 21:42:01
|
Alright, we've had some mentions of this in other threads and on IRC. As far as I can tell, the best date for the next big meeting would be April 1st, 2nd, or 3rd (Friday, Saturday, Sunday). We should determine this soon, so I suggest that all interested parties post when would work best for them. We also need a good time that works for everyone on the chosen date. So, post when works best for you! |
From: devrdander <dev...@ge...> - 2005-03-16 18:53:58
|
I would guess the requirements would be somewhere close to that of OS 10.X which I believe is a G3+ with 128megs of ram. However from my experience with OS 10 I would call that the Min system requirements, and recommend atleast a G3 333 with 256mb ram, due to the OS Overhead, to play the game smoothly. Chris Redden wrote: > Supertux 0.1.1 requires 10.2 or up. I haven't compiled or done much > testing on Supertux 0.1.2, but I would imagine the requirements are > the same. > > As far as hardware goes, it played very smoothly on my iMac G3 400 > Mhz. I would guess it runs well on any computer that's capable of > using OS X. > > This would make the only requirement MacOS 10.2 or higher. > > Chris > > > On 16-Mar-05, at 1:57 AM, Ryan Flegel wrote: > >> On Tue, 15 Mar 2005 22:52:20 +0100, Daniel Betz >> <dan...@gm...> wrote: >> >>> Hi there, >>> >>> I'am writing a review for SuperTux, And there, I have to write the >>> minimum system-requires for Macintosh. Can someone gave me them?? >>> >>> (sry for my bad english, I'm a german) >> >> >> I'm not sure if we have any Mac mailing list regulars, so I'll *try* >> to answer this. As far as I know, SuperTux 0.1.1 should run fine on OS >> X 10.2 and 10.3 (and possibly later versions). >> >> As for hardware requirements, I really have no idea. An iMac G3 should >> be able to handle SuperTux quite well, though. >> >> And Mac users out there to enlighten us? >> >> -- >> 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 >> > > > > ------------------------------------------------------- > 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: Chris R. <chr...@ut...> - 2005-03-16 18:47:33
|
Supertux 0.1.1 requires 10.2 or up. I haven't compiled or done much testing on Supertux 0.1.2, but I would imagine the requirements are the same. As far as hardware goes, it played very smoothly on my iMac G3 400 Mhz. I would guess it runs well on any computer that's capable of using OS X. This would make the only requirement MacOS 10.2 or higher. Chris On 16-Mar-05, at 1:57 AM, Ryan Flegel wrote: > On Tue, 15 Mar 2005 22:52:20 +0100, Daniel Betz <dan...@gm...> > wrote: >> Hi there, >> >> I'am writing a review for SuperTux, And there, I have to write the >> minimum system-requires for Macintosh. Can someone gave me them?? >> >> (sry for my bad english, I'm a german) > > I'm not sure if we have any Mac mailing list regulars, so I'll *try* > to answer this. As far as I know, SuperTux 0.1.1 should run fine on OS > X 10.2 and 10.3 (and possibly later versions). > > As for hardware requirements, I really have no idea. An iMac G3 should > be able to handle SuperTux quite well, though. > > And Mac users out there to enlighten us? > > -- > 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: Alexander B. <Bro...@we...> - 2005-03-16 18:43:38
|
Hello Marek, >> Are newcomers welcome? > > Of course. Good. If I'll have time I will participate. Alexander |
From: Christopher A. W. <cw...@du...> - 2005-03-16 18:27:20
|
Alexander Brock <Bro...@we...> writes: > Hello Christopher, > >> What about others? > > Are newcomers welcome? > > Alexander If you can attend and think you might be able to contribute in any way, then, by all means! |
From: Marek <wa...@gm...> - 2005-03-16 18:19:24
|
Alexander Brock wrote: >> What about others? > > > Are newcomers welcome? Of course. |
From: Alexander B. <Bro...@we...> - 2005-03-16 18:13:39
|
Hello Christopher, > What about others? Are newcomers welcome? Alexander |
From: Christopher A. W. <cw...@du...> - 2005-03-16 17:47:21
|
Marek <wa...@gm...> writes: > 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. Agreed. > 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? Hum, this is unfortunate in some ways.. I was hoping we'd have a chnace at a meeting betweenthe 22nd and the 27th. However, I understand that I'm not the only one around. :) I am free on the first, second and third of April (a Friday, a Saturday and a Sunday). What about others? Christopher Allan Webber |
From: Marek <wa...@gm...> - 2005-03-16 14:30:17
|
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. 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. 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. > 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. :-) 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? Marek |
From: Ricardo C. <ri...@ae...> - 2005-03-16 13:37:29
|
Hello there, 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. Yo= u=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. 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 gettin= g=20 too complex and, from what I've seen from the last re-code, less flexible.= =20 Small games like Alex 4 [1] kick SuperTux's ass big time, in terms of=20 playability. 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 artic= le=20 about it for a quite popular Portuguese magazine (PCGuia). So, what about=20 organizing a few days in August or December for a meeting and some hacking? Cheers, RIcardo [1] http://allegator.sourceforge.net/ Em Sexta, 11 de Mar=E7o de 2005 23:32, o Christopher Allan Webber escreveu: > 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 > =2D-=20 I think, therefore I am... I think. |
From: Ryan F. <rf...@gm...> - 2005-03-16 06:57:49
|
On Tue, 15 Mar 2005 22:52:20 +0100, Daniel Betz <dan...@gm...> wrote: > Hi there, > > I'am writing a review for SuperTux, And there, I have to write the > minimum system-requires for Macintosh. Can someone gave me them?? > > (sry for my bad english, I'm a german) I'm not sure if we have any Mac mailing list regulars, so I'll *try* to answer this. As far as I know, SuperTux 0.1.1 should run fine on OS X 10.2 and 10.3 (and possibly later versions). As for hardware requirements, I really have no idea. An iMac G3 should be able to handle SuperTux quite well, though. And Mac users out there to enlighten us? -- Ryan |
From: S.Groundwater <sl...@gl...> - 2005-03-16 03:41:03
|
>> http://gluebox.com/creatures/BlueRockz/snowmaid_island.png > Hum... looks pretty good, but I have to ask... where are all those paths going to? I was kind of thinking, five keys, five spots on a map for those keys to hide. - behind a waterfall - in some dense trees/cave etc. Part of this was a learning experience to figure out how to make a world map work. Anyone working on fixing the level editor? Actually, fixing the score would be higher on the priority list IMO. >It seems that the user usually just wants to go from > point a to point b... unless if those other areas are unlockable? Yea, unlockable, unique levels was my thinking. > Other than that, it looks a bit blurry Agreed, I'm going to tighten up the blur factor (make less blurry). I made a bunch of progress today but it might be towards the end of the week before I post updates. Thanks for the comments. |
From: Daniel B. <dan...@gm...> - 2005-03-15 21:51:35
|
Hi there, I'am writing a review for SuperTux, And there, I have to write the minimum system-requires for Macintosh. Can someone gave me them?? (sry for my bad english, I'm a german) Thanks Daniel |
From: Christopher A. W. <cw...@du...> - 2005-03-15 05:49:20
|
"S.Groundwater" <sl...@gl...> writes: > Hello Everyone. > > Here's my latest world map screen shot, *now with Tux in play: > http://gluebox.com/creatures/BlueRockz/snowmaid_island.png Hum... looks pretty good, but I have to ask... where are all those paths going to? It seems that the user usually just wants to go from point a to point b... unless if those other areas are unlockable? Other than that, it looks a bit blurry, but I think it could be usable with a bit of touching up. Are the landmarks any indication of any "special" type of level in the area? Like the pyramid in world II of Mario 3.. |
From: S.Groundwater <sl...@gl...> - 2005-03-15 03:45:10
|
Hello Everyone. Here's my latest world map screen shot, *now with Tux in play: http://gluebox.com/creatures/BlueRockz/snowmaid_island.png 32x32 world map tile table: http://gluebox.com/creatures/BlueRockz/fm/webotine.html You can see the progress of this graphic by scrolling the top of my ST homepage (sandbox): http://gluebox.com/creatures/BlueRockz/ I think the comments to lighten it up and to reuse tiles helped make it look better. You can't see it in the screen shot, but it holds up pretty well next to the ice world. I understand we are working on a Forest World, but this map looks more like an island, so we'll call it Snowmaid's Island for now. This map could be expanded out to take up more screen real estate (bigger) and then it would look more like a Forest World. This graphic is still in progress so comments and additional help are welcome. Notice we have some distinct map locations for fun things like keys. Regarding Marek's cvs cleanup, I like the idea of an artwork stage area in contribs, this makes sense. (oh wait, I'm not a developer :) Regarding the new admins, great news! SuperTux has a lot going for it, it's good to see some project movement. enjoy, Stephen Groundwater |
From: Ryan F. <rf...@gm...> - 2005-03-14 05:48:09
|
On Fri, 11 Mar 2005 17:32:05 -0600, Christopher Allan Webber <cw...@du...> wrote: > 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. Actually, all that is needed is regular dev access to update the website. I'm the one that usually updates the website, but I've been slacking lately.. too much other stuff going on :/. I usually take care of new distro packages, too, but I have to send them through Tobias to add them to the SF project page. -- Ryan -- Ryan |
From: Marek <wa...@gm...> - 2005-03-13 22:12:34
|
Hello everyone! (Hello SuperTux-Developers especially, since this is probably quite uninteresing to the rest of you.) I cleaned the data directory of the cvs a little - in case you don't want to go through ca 30 commit messages, here's what i changed: Renamed the old contrib directory to "tools" since that's really what it contains. The contrib directory still exists: It now contains contributed artwork as well as old and unused images (formerly located in a directory called "old" inside each image directory). Artists should put all their files into the contrib directory if it's not decided if the image/sound/music is being used in the game, or if it is not going to be used soon (i.e. images for milestone 3). Developers can get the artwork from the contrib directory when they need it. That way, the data directory will not be flooded with unused stuff and it's a look easier to see what still has to be implemented. I just hope I didn't forget to add anything I moved. Greets, Marek |
From: Christopher A. W. <cw...@du...> - 2005-03-12 01:03:16
|
Hey everyone, Well, it was about a year ago that I started this sprite... and finished it... but then I got really lazy and never shrunk it down to turn it in. Well, I've fixed that now. Get it here! http://www.lingocomic.com/gfx/goodies/supertux/zeekling.tar.gz I also renamed it, to avoid confusion with Trogdor, which is a "wing-a-ling dragon" on Homestar Runner. Also, I introduced one of my professors' kids, Zeek, to SuperTux, and apparently he and his brother are really into it. One of them, I think it was Zeek, sculpted a red SuperTux in his art class. Either way, Zeekling sounded like a good replacement, but I guess it can be called Wingling if one so chooses. Right, as far as I can tell the collision box should start at 16 30, and is, of course, 50 pixels squared. The numbered "sprite" pngs should go in order.. timing seems to go best with: 140 ms: first frame 120 ms: second frame 120 ms: third frame 140 ms: fourth frame Or, at least, that's how I've tested it. Maybe there's a better way. I might have to reorganize this a bit. The .xcf files are structured so that one can change which tail movement goes with which wing movement and so on... currently I think I mixed them up. But that's for another day. I guess I should still make a "death" frame... forgot to do that. So, uh, who's up for coding the little bugger in? :D |
From: Christopher A. W. <cw...@du...> - 2005-03-12 00:33:03
|
Thanks for the email! We aren't sure when the next edition of SuperTux will be coming out yet. However, the next big version should have a whole new forest world to explore, with new bad guys, and more! We've just done a few things so that the website will start to be more updated from now on, so you'll be able to know more about what kinds of changes are going to be happening. By the way, if you are interested, there is a SuperTux fansite: http://cd.bromley.ac.uk/supertux/ They have some interesting things happening there, including forums and player-made levels. I'm sure I speak from everyone on the SuperTux team when I say that we're glad to hear that you and your school enjoy the game so much. Out of curiosity, where is your school located? Thanks again from the nice email. Christopher Allan Webber SuperTux Team Maya 'MERGE' Goldman <me...@ea...> writes: > hi um i was just wondering when the next edition of super tux will be coming out. you see everyone at my school really enjoys the game and we're all awaiting a fantastic new challenge and some of us were curious about when the next edition would come out so i just thought i'd ask. thanks a lot. it means a lot to us that you work so hard. we really appreciate super tux and thought we should tell you that we love it and that you're doing a great job. thanks again! > yours truly, > a fan and her school :) > > > ------------------------------------------------------- > 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: Christopher A. W. <cw...@du...> - 2005-03-11 23:14:22
|
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 | The bottom line |
From: Maya 'M. G. <me...@ea...> - 2005-03-10 01:05:34
|
hi um i was just wondering when the next edition of super tux will be coming out. you see everyone at my school really enjoys the game and we're all awaiting a fantastic new challenge and some of us were curious about when the next edition would come out so i just thought i'd ask. thanks a lot. it means a lot to us that you work so hard. we really appreciate super tux and thought we should tell you that we love it and that you're doing a great job. thanks again! yours truly, a fan and her school :) |