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From: Ricardo C. <ri...@ae...> - 2005-03-09 15:44:13
|
Hi there, Personally, I would try to avoid the mistake done in the Ice World that is= to=20 put similar levels together. I believe there has been an agreement to=20 distribute things better like in Super Mario, so that the game didn't turn= =20 boring so quickly. Cheers, Ricardo Em Ter=E7a, 8 de Mar=E7o de 2005 16:04, o Marek escreveu: > The current plans for the forest world are the following: First, the > forest is light and friendly (grumbel's forest test level catches the > atmosphere very well, IMHO). At some point, the forest should turn into > a ghost forest; this could be done either by splitting the world into > two independent parts representing light and dark forest, or, if it's > worth the effort, to create a ghostforest equivalent for each forest > tile, so the whole world could be turned into a ghost forest by simply > triggering a certain event (similar to beating the secret Star Road > special levels in SMW, which changed the appearance of most enemies). > I agree that you should reuse the water tiles (and maybe other tiles, > too, that you consider fitting). That way, it might be easier to keep > the graphics consistent. Of course you can do it the other way round as > well: If you have a better water tileset, make sure that it fits into > the ice tileset so it can be used for both worlds. > Additionally, you should try to keep the sizes of roads, buildings, > trees etc consistent. (I assume you did pay attention to that, but I > can't tell from the screenshots if you did, that's why I mentioned it.) > > When you draw background images, remember that most levels will scroll > in all directions, so we'll probably need tilable background images. I'm > not sure how this will be done, though; a good way might be to split > background images into three parts: A sky and ground part with fixed > height (horizontally tilable) and a middle part consisting of normal > tiles. That way we could have, for example, rows of trees with tree tops > at the top and roots at the bottom of the level, independent from the > level's height and width. > > Marek > > P.S. There haven't been any CVS updates for quite a while now; I'm > really busy at the moment, but I will continue working on Supertux in > late march. How about you other guys? I think we'll especially need > Matze's help on the code side, since he seems to be the only one who > fully understands it at the moment. :-) > > Jonas B=E4hr wrote: > >Am Dienstag, 8. M=E4rz 2005 14:14 schrieb Iv=E1n S=E1nchez Ortega: > >>Hhhmm. Looks too dark. The color scheme should be clearer, in order to > >> fit the ice world's colors. Maybe you should reuse the water and tree > >> tiles in your map: that would make world maps consistent. > > > >In fact I like the dark setting... What about that: The first levels are > > light (like the ice-world) and the other half is a forest only lit by t= he > > moon... > > > >Jonas > > ------------------------------------------------------- > 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 =2D-=20 Matter will be damaged in direct proportion to its value. |
From: Patric <pa...@ma...> - 2005-03-09 08:09:30
|
> Error: Couldn't load musicfile > /usr/bin/../share/supertux/music/SALCON.MOD > > I have the SDL Mixer and I've tried different .rpms > what should I do. > > thanks in advance... Hi, this is a bug in the current SDL_Mixer release. Please downgrade to 1.2.5. Patric |
From: JKP <fre...@ya...> - 2005-03-09 05:45:15
|
Error: Couldn't load musicfile /usr/bin/../share/supertux/music/SALCON.MOD I have the SDL Mixer and I've tried different .rpms what should I do. thanks in advance... __________________________________ Celebrate Yahoo!'s 10th Birthday! Yahoo! Netrospective: 100 Moments of the Web http://birthday.yahoo.com/netrospective/ |
From: Marek <wa...@gm...> - 2005-03-08 16:04:18
|
The current plans for the forest world are the following: First, the forest is light and friendly (grumbel's forest test level catches the atmosphere very well, IMHO). At some point, the forest should turn into a ghost forest; this could be done either by splitting the world into two independent parts representing light and dark forest, or, if it's worth the effort, to create a ghostforest equivalent for each forest tile, so the whole world could be turned into a ghost forest by simply triggering a certain event (similar to beating the secret Star Road special levels in SMW, which changed the appearance of most enemies). I agree that you should reuse the water tiles (and maybe other tiles, too, that you consider fitting). That way, it might be easier to keep the graphics consistent. Of course you can do it the other way round as well: If you have a better water tileset, make sure that it fits into the ice tileset so it can be used for both worlds. Additionally, you should try to keep the sizes of roads, buildings, trees etc consistent. (I assume you did pay attention to that, but I can't tell from the screenshots if you did, that's why I mentioned it.) When you draw background images, remember that most levels will scroll in all directions, so we'll probably need tilable background images. I'm not sure how this will be done, though; a good way might be to split background images into three parts: A sky and ground part with fixed height (horizontally tilable) and a middle part consisting of normal tiles. That way we could have, for example, rows of trees with tree tops at the top and roots at the bottom of the level, independent from the level's height and width. Marek P.S. There haven't been any CVS updates for quite a while now; I'm really busy at the moment, but I will continue working on Supertux in late march. How about you other guys? I think we'll especially need Matze's help on the code side, since he seems to be the only one who fully understands it at the moment. :-) Jonas Bähr wrote: >Am Dienstag, 8. März 2005 14:14 schrieb Iván Sánchez Ortega: > > >>Hhhmm. Looks too dark. The color scheme should be clearer, in order to fit >>the ice world's colors. Maybe you should reuse the water and tree tiles in >>your map: that would make world maps consistent. >> >> > >In fact I like the dark setting... What about that: The first levels are light >(like the ice-world) and the other half is a forest only lit by the moon... > >Jonas > > > |
From: <iva...@es...> - 2005-03-08 15:19:39
|
-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 A fecha Martes, 8 de Marzo de 2005 16:10, Jonas Bähr escribió algo así como: > In fact I like the dark setting... What about that: The first levels are > light (like the ice-world) and the other half is a forest only lit by the > moon... First, have a look at BlueRockz's forest background: http://gluebox.com/creatures/BlueRockz/ See the brightly coloured trees, the childish appearance of that image? In my opinion, SuperTux should keep being that way. Anyway, it would be nice if there would be included some "dark" (i.e. "lit only by the moon") levels, near the end of the forest world... maybe just the last levels before the castle... errrr... tower? - -- - ---------------------------------- Iván Sánchez Ortega <iva...@es...> <iv...@ac...> Un ordenador no es un televisor ni un microondas, es una herramienta compleja. -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.4.0 (GNU/Linux) iD8DBQFCLcJ/R56dWuhgxGgRAh6GAJ9aemJrFSEE2HdbfLOYg34w4E+gIACeK/NZ Pl9Cn+vWM7NI2vnnR3qS5PY= =59VZ -----END PGP SIGNATURE----- |
From: Jonas <jon...@we...> - 2005-03-08 15:10:59
|
Am Dienstag, 8. M=E4rz 2005 14:14 schrieb Iv=E1n S=E1nchez Ortega: > Hhhmm. Looks too dark. The color scheme should be clearer, in order to fit > the ice world's colors. Maybe you should reuse the water and tree tiles in > your map: that would make world maps consistent. In fact I like the dark setting... What about that: The first levels are li= ght=20 (like the ice-world) and the other half is a forest only lit by the moon... Jonas =2D-=20 Try Krusader... http://krusader.sf.net - twinpanel filemanager for KDE |
From: <iva...@es...> - 2005-03-08 13:14:24
|
-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 A fecha Martes, 8 de Marzo de 2005 15:11, S.Groundwater escribió algo así como: > This image map is still in progress but it's close enough to bust out for > review. Comments and criticism are welcome. Hhhmm. Looks too dark. The color scheme should be clearer, in order to fit the ice world's colors. Maybe you should reuse the water and tree tiles in your map: that would make world maps consistent. OTOH, I like that bridge and that tower. The grass around the tower is nice too. Nice work. - -- - ---------------------------------- Iván Sánchez Ortega <iva...@es...> <iv...@ac...> El afán de riquezas oscurece el sentido de lo justo y lo injusto. -- Antífanes. (Siglo IV a.C.). -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.4.0 (GNU/Linux) iD8DBQFCLaUkR56dWuhgxGgRAjhOAKCLN0d24MXWWXBY3KSKNRiwWNvMfgCguQQ6 dzNtDyOzLWm23mAdhE0ZaPE= =2EA5 -----END PGP SIGNATURE----- |
From: S.Groundwater <sl...@gl...> - 2005-03-08 12:39:29
|
Hello Everyone. This image map is still in progress but it's close enough to bust out for review. Comments and criticism are welcome. (it's built on a 32x 32 grid) http://gluebox.com/creatures/BlueRockz/forestmap_working.png |
From: Marek <wa...@gm...> - 2005-03-03 11:48:53
|
Katrin Oestreich wrote: > hallo, > > irgendwie verzweifel ich im 11. Level. Ich komme nicht über den ersten > Abgrund. > Gibt es da einen speziellen Trick? Hallo! Du musst einfach Anlauf nehmen und rennen, dann springt Tux höher und weiter; so schaffst Du es über den Abgrund. Rennen kannst Du, indem Du die Feuer-Taste (standardmäßig ist das die linke Strg-Taste) gedrückt hältst. Viel Spaß beim Spielen! Marek |
From: Katrin O. <k.o...@fr...> - 2005-03-03 11:11:51
|
hallo, irgendwie verzweifel ich im 11. Level. Ich komme nicht =FCber den ersten = Abgrund.=20 Gibt es da einen speziellen Trick? Liebe Gr=FC=DFe Katrin Oestreich |
From: Caroline B. <Car...@mo...> - 2005-03-01 18:40:32
|
From: Caroline B. <Car...@mo...> - 2005-03-01 18:37:15
|
From: Pang D. <pan...@ya...> - 2005-03-01 06:16:02
|
I compiled SDL-1.2.8 ,SDL_image-1.2.4 and SDL_mixer-1.2.6 after that ,I install and compile the supertux 0.1.2. when play the game, no sound .In option menu, the sound and music item can not select( show gray color). Please help me solve the problem thanks! Send instant messages to your online friends http://uk.messenger.yahoo.com |
From: Matze B. <ma...@br...> - 2005-03-01 02:06:42
|
Am Montag, den 28.02.2005, 01:41 +0100 schrieb Patric: > > All active developers are running linux. We do use portable libraries and > > I also cross-compile each release for win32, but from our side > > (which means: do it yourself and we'll be happy to include it) you won't > > get things like instructions on how to build on windows or project files > > for windows IDEs. > > > Ok, Linux is no problem for me. > Can you at least describe your development environment > (IDE/(Cross-)Compiler/Tools)? I for myself use a bunch of terminal and vim. Others use emacs or the complete kdevelop IDE. Greetings, Matze |
From: S.Groundwater <sl...@gl...> - 2005-02-28 20:51:39
|
Marek, thanks for the constructive comments, and for the offer to submit upwards artwork that meets the team standards. I recognize that maintaining quality and a consistent look is important. This is a fair request to make of anyone submitting work for ST. I'll take a step back and see if I can't come up with some visual moves that are more in line with the excellent work Grumble has laid down so far. Go Tux, Go! No seriously, there's a big nolok badguy thingy coming your way... - Steve G. >>Comments are welcome. >> >> > Hi there! > First of all, I really like the graphics you made, they look very cool. > However, I'm having some trouble including them into the game, as your > graphics style is a lot different from grumbel's, who created most of > the current artwork. While his style produces images that look > hand-drawn (which is because they most probably _are_ hand-drawn :) ), > yours look more comic-book-like (very similar to Worms 2). Therefore, > with the exception of smaller badguys such as Poison Ivy, your images > look kinda misplaced inside the game; at least that's my opinion. If you > could change them a little to match grumbel's style better, I'll gladly > include them. > The current Dummyguy was created by me when I wrote Nolok, just to have > some images for him (hence the name); since I suck at drawing, I chose > this extremely simple form. In his final version, we agreed that he will > be replaced by a Nolok animation, so replacing him with a monkey on a > skateboard doesn't really make sense. Still, I'd like to see the monkey > in the game as a normal badguy - if you could take care of the style > issues mentioned above. > > Marek > \ |
From: <s.a...@ch...> - 2005-02-28 18:30:17
|
please can you tell me download this supertux cause it's one of my best = games |
From: Marek <wa...@gm...> - 2005-02-28 01:18:45
|
>Comments are welcome. > > Hi there! First of all, I really like the graphics you made, they look very cool. However, I'm having some trouble including them into the game, as your graphics style is a lot different from grumbel's, who created most of the current artwork. While his style produces images that look hand-drawn (which is because they most probably _are_ hand-drawn :) ), yours look more comic-book-like (very similar to Worms 2). Therefore, with the exception of smaller badguys such as Poison Ivy, your images look kinda misplaced inside the game; at least that's my opinion. If you could change them a little to match grumbel's style better, I'll gladly include them. The current Dummyguy was created by me when I wrote Nolok, just to have some images for him (hence the name); since I suck at drawing, I chose this extremely simple form. In his final version, we agreed that he will be replaced by a Nolok animation, so replacing him with a monkey on a skateboard doesn't really make sense. Still, I'd like to see the monkey in the game as a normal badguy - if you could take care of the style issues mentioned above. Marek |
From: Patric <pa...@ma...> - 2005-02-28 00:42:48
|
> All active developers are running linux. We do use portable libraries and > I also cross-compile each release for win32, but from our side > (which means: do it yourself and we'll be happy to include it) you won't > get things like instructions on how to build on windows or project files > for windows IDEs. Ok, Linux is no problem for me. Can you at least describe your development environment (IDE/(Cross-)Compiler/Tools)? Thank you! Patric |
From: noah b. <noa...@gm...> - 2005-02-28 00:16:09
|
okay, he just falls upside-down. nevermind then. On Sun, 27 Feb 2005 20:32:45 -0500 (EST) "S.Groundwater" <sl...@gl...> wrote: > > what happens when you squish badmonkey? > > does he get smaller? > > He turns into a pile of broken monkey, plus his eyeball falls out. > (see the last image in the table) > > Playing contrib>test>test nolok, I have not been able to squish him, yet. > > > > > On Sun, 27 Feb 2005 20:03:13 -0500 (EST) > > "S.Groundwater" <sl...@gl...> wrote: > > > >> I did up a new Bad Monkey, Super Tux Bad Guy, to replace the current > >> dummy > >> guy. (stick dude) > >> > >> http://gluebox.com/creatures/BlueRockz/ > >> (near the top of page) > >> The SVG/XCF files are there too, if you want them. > >> > >> Screenshot of Bad Monkey in play: > >> http://gluebox.com/creatures/BlueRockz/nolok_monkey_inplay.png > >> > >> Bad Monkey can be seen in action if you save the png's into > >> ~/cvs/supertux/supertux/data/images/shared (keep the same file names, > >> you > >> may want to back up your current stick guy first) > >> > >> Then Play : > >> Contrib > Test > Nolok Test > >> > >> Comments are welcome. > >> > >> > >> > >> > >> > >> > >> > >> > >> > >> > >> > >> ------------------------------------------------------- > >> 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 > > > > > > ------------------------------------------------------- > 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: noah b. <noa...@gm...> - 2005-02-28 00:13:17
|
isn't that a little... disturbing? I could be wrong though. On Sun, 27 Feb 2005 20:32:45 -0500 (EST) "S.Groundwater" <sl...@gl...> wrote: > > what happens when you squish badmonkey? > > does he get smaller? > > He turns into a pile of broken monkey, plus his eyeball falls out. > (see the last image in the table) > > Playing contrib>test>test nolok, I have not been able to squish him, yet. > > > > > On Sun, 27 Feb 2005 20:03:13 -0500 (EST) > > "S.Groundwater" <sl...@gl...> wrote: > > > >> I did up a new Bad Monkey, Super Tux Bad Guy, to replace the current > >> dummy > >> guy. (stick dude) > >> > >> http://gluebox.com/creatures/BlueRockz/ > >> (near the top of page) > >> The SVG/XCF files are there too, if you want them. > >> > >> Screenshot of Bad Monkey in play: > >> http://gluebox.com/creatures/BlueRockz/nolok_monkey_inplay.png > >> > >> Bad Monkey can be seen in action if you save the png's into > >> ~/cvs/supertux/supertux/data/images/shared (keep the same file names, > >> you > >> may want to back up your current stick guy first) > >> > >> Then Play : > >> Contrib > Test > Nolok Test > >> > >> Comments are welcome. > >> > >> > >> > >> > >> > >> > >> > >> > >> > >> > >> > >> ------------------------------------------------------- > >> 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 > > > > > > ------------------------------------------------------- > 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: S.Groundwater <sl...@gl...> - 2005-02-28 00:00:05
|
> what happens when you squish badmonkey? > does he get smaller? He turns into a pile of broken monkey, plus his eyeball falls out. (see the last image in the table) Playing contrib>test>test nolok, I have not been able to squish him, yet. > On Sun, 27 Feb 2005 20:03:13 -0500 (EST) > "S.Groundwater" <sl...@gl...> wrote: > >> I did up a new Bad Monkey, Super Tux Bad Guy, to replace the current >> dummy >> guy. (stick dude) >> >> http://gluebox.com/creatures/BlueRockz/ >> (near the top of page) >> The SVG/XCF files are there too, if you want them. >> >> Screenshot of Bad Monkey in play: >> http://gluebox.com/creatures/BlueRockz/nolok_monkey_inplay.png >> >> Bad Monkey can be seen in action if you save the png's into >> ~/cvs/supertux/supertux/data/images/shared (keep the same file names, >> you >> may want to back up your current stick guy first) >> >> Then Play : >> Contrib > Test > Nolok Test >> >> Comments are welcome. >> >> >> >> >> >> >> >> >> >> >> >> ------------------------------------------------------- >> 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: noah b. <noa...@gm...> - 2005-02-27 23:44:49
|
what happens when you squish badmonkey? does he get smaller? On Sun, 27 Feb 2005 20:03:13 -0500 (EST) "S.Groundwater" <sl...@gl...> wrote: > I did up a new Bad Monkey, Super Tux Bad Guy, to replace the current dummy > guy. (stick dude) > > http://gluebox.com/creatures/BlueRockz/ > (near the top of page) > The SVG/XCF files are there too, if you want them. > > Screenshot of Bad Monkey in play: > http://gluebox.com/creatures/BlueRockz/nolok_monkey_inplay.png > > Bad Monkey can be seen in action if you save the png's into > ~/cvs/supertux/supertux/data/images/shared (keep the same file names, you > may want to back up your current stick guy first) > > Then Play : > Contrib > Test > Nolok Test > > Comments are welcome. > > > > > > > > > > > > ------------------------------------------------------- > 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: S.Groundwater <sl...@gl...> - 2005-02-27 23:30:32
|
I did up a new Bad Monkey, Super Tux Bad Guy, to replace the current dummy guy. (stick dude) http://gluebox.com/creatures/BlueRockz/ (near the top of page) The SVG/XCF files are there too, if you want them. Screenshot of Bad Monkey in play: http://gluebox.com/creatures/BlueRockz/nolok_monkey_inplay.png Bad Monkey can be seen in action if you save the png's into ~/cvs/supertux/supertux/data/images/shared (keep the same file names, you may want to back up your current stick guy first) Then Play : Contrib > Test > Nolok Test Comments are welcome. |
From: S.Groundwater <sl...@gl...> - 2005-02-27 18:25:16
|
> If you want to see what i did, look here: > http://brockal.br.funpic.de/supertux/ > and subfolders (see the file images.php to see all pictures of a folder) Alexander, you should setup a link in the graphic area of the wiki so we have access back to your work. http://netpanzer.berlios.de/supertux/index.php For good measure, when setting up my wiki link (gluebox sandbox), I made sure that i had a Creative Commons statement attached to my work. I wanted to make it clear that any art I do for SuperTux is compatible with the GPL used by SuperTux. (I think this is the best way to handle it) > BTW: where do you have this list from? I copied the status list from a message sent in last month. Since not much has changed I just pasted it back. >> Graphics: 15% (no change) > I would like to improve that if I could get a list like that: Do you have the CVS version checked out and do you have Flexlay working? The internal editor is not working yet so flexlay is the way to go. To get new graphics into your game you have to define them in the proper files along the way. I'm going to try to post out some wiki howto info for setting up and working with flexlay and tile maps. As for what direction to work when creating new graphics, i.e. we need X or Y. Just be creative and make up cool stuff that fits in with the direction (style) the project is going (forest stuff). If it's good, someone will commit it to CVS, i hope. The graphics in the current 1.2 release are top notch, high quality, professional work. If we can keep it at this level, milestone 2 is going to be alot of fun..... |
From: Alexander B. <Bro...@we...> - 2005-02-27 16:31:50
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Hello, > I have been working on some new Tux graphics to help keep ST feeling fresh > and looking good. Me too. > I'm fairly new and I don't have CVS access so there is > no real visible progress. Me too > Is anyone else cooking files for Tux? (if so, tell us what > you're up to) If you want to see what i did, look here: http://brockal.br.funpic.de/supertux/ and subfolders (see the file images.php to see all pictures of a folder) I'm now going to make an image of a Roboter. > Graphics: 15% (no change) I would like to improve that if I could get a list like that: We need images / animation for the enemy foo and it should look like blah. Is there something like that? BTW: where do you have this list from? Alexander |