super-tux-devel Mailing List for Super Tux (Page 92)
Brought to you by:
wkendrick
You can subscribe to this list here.
2003 |
Jan
|
Feb
|
Mar
|
Apr
|
May
|
Jun
|
Jul
|
Aug
|
Sep
|
Oct
|
Nov
|
Dec
(237) |
---|---|---|---|---|---|---|---|---|---|---|---|---|
2004 |
Jan
(150) |
Feb
(100) |
Mar
(276) |
Apr
(355) |
May
(749) |
Jun
(302) |
Jul
(240) |
Aug
(463) |
Sep
(171) |
Oct
(148) |
Nov
(169) |
Dec
(74) |
2005 |
Jan
(77) |
Feb
(85) |
Mar
(90) |
Apr
(74) |
May
(49) |
Jun
(7) |
Jul
(7) |
Aug
(2) |
Sep
(2) |
Oct
(4) |
Nov
(6) |
Dec
(8) |
2006 |
Jan
|
Feb
|
Mar
(1) |
Apr
|
May
(5) |
Jun
|
Jul
(1) |
Aug
(1) |
Sep
|
Oct
|
Nov
(1) |
Dec
|
2007 |
Jan
|
Feb
(1) |
Mar
|
Apr
|
May
|
Jun
|
Jul
|
Aug
|
Sep
|
Oct
|
Nov
|
Dec
|
2008 |
Jan
|
Feb
|
Mar
|
Apr
|
May
(2) |
Jun
|
Jul
|
Aug
|
Sep
|
Oct
|
Nov
|
Dec
(1) |
2009 |
Jan
(4) |
Feb
|
Mar
|
Apr
|
May
|
Jun
|
Jul
|
Aug
|
Sep
|
Oct
|
Nov
|
Dec
|
From: Ryan F. <rf...@gm...> - 2004-05-13 19:53:01
|
On Thu, 13 May 2004 15:23:06 -0400, Michael George <mi...@ge...> wrote: > Hi, > > I've been thinking a little about the badguy system, and I think that it > would not be too hard to script, this would allow flexibility for > artists and level designers and I think may add some code re-use as > well. In addition, I think once this is in place, many of the behaviors > we've discussed for new badguys would become trivial. However, before I > put in the effort to prototype this I wanted to get your feedback on > whether you think it's worthwhile. I've been kinda thinking about something like this myself, but wasn't really sure how to go about implementing it. > I think the way to do this is to define a badguy something like this: > (define-badguy "MrBomb" > ~ (inherits "Enemy") > ~ (movement-style walk-no-fall) > ~ (vulnerability (jump) "BombExploding") > ~ (vulnerability (iceblock fireball) "Dead") > ~ (editor-picture "icebomb-edit.png") > ~ (frames > ~ ("icebomb-left-0.png" "icebomb-left-1.png" ... ) > ~ ("icebomb-right-0.png" ... ) > ~ ... > ~ )) I think inheriting could get kinda messy.. who knows. As for movement, I was thinking it would be nice if it could actually be *scripted* in the badguy/object defnition file. It would handle the basic things like velocity, direction, collisions, flying, not walking off platforms, etc. Probably don't need editor-picture. > Anyway, let me know if you think this is worthwhile and I'll code up an > implementation. I think something like this is definitely worth while, but I think we should figure out the specifics first. Also, if it's done this way, things like moving platforms (and future objects) would have object files just like these badguy files. You should stop by #supertux on irc.freenode.net. I'm there now (sik0fewl) and probably will for most of the day. -- Ryan |
From: Michael G. <mi...@ge...> - 2004-05-13 19:29:50
|
-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 Hi, I've been thinking a little about the badguy system, and I think that it would not be too hard to script, this would allow flexibility for artists and level designers and I think may add some code re-use as well. In addition, I think once this is in place, many of the behaviors we've discussed for new badguys would become trivial. However, before I put in the effort to prototype this I wanted to get your feedback on whether you think it's worthwhile. I think the way to do this is to define a badguy something like this: (define-badguy "MrBomb" ~ (inherits "Enemy") ~ (movement-style walk-no-fall) ~ (vulnerability (jump) "BombExploding") ~ (vulnerability (iceblock fireball) "Dead") ~ (editor-picture "icebomb-edit.png") ~ (frames ~ ("icebomb-left-0.png" "icebomb-left-1.png" ... ) ~ ("icebomb-right-0.png" ... ) ~ ... ~ )) There are a couple of points that need explanation. The (inherits ...): I think all of the fields should be optional and can be inherited from another enemy type. This would allow us to, for example, make the red-shoed enemy inherit the blue-shoed enemy and simply change the images and the movement type. Later as we tweak things like the ice vulnerability or whatever, we just need tweak the base. I think there should be a generic "Enemy" to allow us to easily extend the enemy definition for testing without breaking the existing enemies. The (movement-style): I think there should be a number to choose from, and each would be a C++ class that has a method to do the movement. The options would be things like "bounce", "walk", "walk-no-fall", "hover", "fly" (for a wingling-type creature), "ghost" (for the super-mario shy ghost style movement), etc.. The (vulnerability ...): This describes how a badguy can be replaced. In the example, when a MrBomb is hit by tux jumping on him, he turns into a "BombExploding" (which I think should be another type, rather than part of the state), while if he is hit with a fireball or iceblock, he turns into the special type "Dead" (which displays the dying animation). We may even want to make "Dead" the default state so we could just write (vulnerability (jump, iceblock, fireball)) I think the vulnerability part needs a little more thought, to account for the ice-flower power. Anyway, let me know if you think this is worthwhile and I'll code up an implementation. - --Mike -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.2.3 (GNU/Linux) Comment: Using GnuPG with Thunderbird - http://enigmail.mozdev.org iD8DBQFAo8sZrJDiig1GCW0RAgfhAJ4+ovE8C8xVnrQp/glWFJakHR1KqwCfR7qH RJkh9Gx59zwnAP2K1ECf5aQ= =plqI -----END PGP SIGNATURE----- |
From: Benjamin P. J. <bp...@gm...> - 2004-05-13 16:22:23
|
Hi all, I've painted a possible ice bullet which might be used for Super Tux. Maybe a few frames for nice animation and slight clean-up are needed, but I think it's pretty much ok already: --> http://www.phreakzone.com/tmp/index.html Should we use that one? Any improvements / ideas? Ricardo suggested that we could take the bigger (original size) bullet (http://www.phreakzone.com/tmp/icebullet_big.png), since it is nearly impossible to shoot enemies with a very small bullet and a big Tux. Benjamin P. Jung |
From: Ricardo C. <ri...@ae...> - 2004-05-13 09:39:48
|
They look good, but they are not repetitive. So, could you fix that? Ricardo Cruz Em Quinta, 13 de Maio de 2004 01:36, o matr1x escreveu: > started work on some new tiles, there's four so far, probably will keep > working on them unless you all tell me they suck :) > http://members.shaw.ca/matr1x/grasslands.tar.gz > -- Now, you might ask, "How do I get one of those complete home tool sets for under $4?" An excellent question. Go to one of those really cheap discount stores where they sell plastic furniture in colors visible from the planet Neptune and where they have a food section specializing in cardboard cartons full of Raisinets and malted milk balls manufactured during the Nixon administration. In either the hardware or housewares department, you'll find an item imported from an obscure Oriental country and described as "Nine Tools in One", consisting of a little handle with interchangeable ends representing inscrutable Oriental notions of tools that Americans might use around the home. Buy it. This is the kind of tool set professionals use. Not only is it inexpensive, but it also has a great safety feature not found in the so-called quality tools sets: The handle will actually break right off if you accidentally hit yourself or anything else, or expose it to direct sunlight. -- Dave Barry, "The Taming of the Screw" |
From: Ricardo C. <ri...@ae...> - 2004-05-13 09:31:09
|
Em Quarta, 12 de Maio de 2004 22:52, o Ingo Ruhnke escreveu: > Ricardo Cruz <ri...@ae...> writes: > > * 800x600 resolution > > > > I really would like to go for it, but it would mean a lot of artwork. > > We could also just make use of a higher visible area... > > Higher visible area would be all that is needed. I don't think that we > need to change the sprite or tilesize itself. In its current from the > screen is already a bit crowded and when running fast there is not > much to see forward, 800x600 could help here. > Do you agree with just enlarging the visible area? It would give ~27x~19 tiles. Ricardo Cruz -- This week only, all our fiber-fill jackets are marked down! |
From: Keir L. <ke...@th...> - 2004-05-13 08:16:47
|
On Wed, 2004-05-12 at 15:03 -0500, C Ratchet wrote: > > > ______________________________________________________________________ > > While I know this would probably be a SuperTux 2 (or other newproject) > feature, I think it's worth mentioning... > > I think it would be neat to have the option to create levels with > thetop down (worldmap like) view... or since that is not > reallyjump-and-run like, maybe an isometric view (not really sure > ofexamples... can anyone think of any?) Anyway I think it would be > neatto have an isometric or 3D version of SuperTux someday, even if it > isfar in the future. isometric... mario RPG Keir |
From: Keir L. <ke...@th...> - 2004-05-13 08:15:25
|
On Wed, 2004-05-12 at 14:17 -0600, Ryan Flegel wrote: > On Wed, 12 May 2004 14:43:22 -0500, C Ratchet <zra...@mi...> wrote: > > > > World Ideas: > > > > Swimming (underwater) > > Office > > Factory > > Sewer > > Dungeon > > Cave > > Air (lots of moving platforms - ie blimps) > > Software Studio (could reuse the old geek theme ;) probably not wanted > > though though I liked it) > > What I'd like to see most :) > > - Tropical forest > - Scotlandish-type world living in scotland myself i can tell you that landscape wise its extremely similar to the rest of northern europe and canada, so unless you want kilt wearing gingers as baddies then i dont see the point in this. Keir |
From: matr1x <ma...@sh...> - 2004-05-13 05:46:04
|
started work on some new tiles, there's four so far, probably will keep working on them unless you all tell me they suck :) http://members.shaw.ca/matr1x/grasslands.tar.gz |
From: Ingo R. <gr...@gm...> - 2004-05-12 21:52:29
|
Ricardo Cruz <ri...@ae...> writes: > * Vertical scrolling > > Already made, there can be a bug here and there, but it is pretty good. > Now, we only need to make the built-in level editor supporting it... Does > > FlexLay already supports it? Flexlay doesn't limit the height of a level in any way, so it should support it out of the box without changes. > * Auto horizontal scrolling > > I believe this is pretty stable by now. > To enable it, just add the line to the level: > (hor_autoscroll_speed 0.5) > Being 0.5 the speed you wish. The velocity is in pixels per the number of > frames at defines.h. The current autoscrolling seems very limited, ie. for complex levels one would need a real path which the camera follows, not just a simple direction. However for the next milestone the simple one direction way might be enough. If we get sublevels one can even workaround this limitation relativly easily. > * 800x600 resolution > > I really would like to go for it, but it would mean a lot of artwork. > We could also just make use of a higher visible area... Higher visible area would be all that is needed. I don't think that we need to change the sprite or tilesize itself. In its current from the screen is already a bit crowded and when running fast there is not much to see forward, 800x600 could help here. > * Another world > > I would go for an industrial world, as Marek suggested. We tends to a (a bit snowy) forest world, might provide a smoother translation from the current ice theme. > Other nice stuff, not really necessary: > * Internationalization > * Info boxes, as those on Yoshi's and SM World. I consider Info boxes a 'must have'. Internationalization is nice to have, but also a good time waster to get coordinated (make sure that all localisations are up to date, create fonts with all characters and such, make sure that no words are too long, etc.). -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Ryan F. <rf...@gm...> - 2004-05-12 20:48:25
|
On Wed, 12 May 2004 15:14:42 +0000, matr1x <ma...@sh...> wrote: > plus i get confused as to whether theyre for > bonus points or breaking, it seems random. That's how SMB was, too. However, in SMB there were a lot more breakable bricks than than hidden coin-bricks than in SuperTux. -- Ryan |
From: matr1x <ma...@sh...> - 2004-05-12 20:23:24
|
> Date: Wed, 12 May 2004 12:02:00 -0700 > From: Bill Kendrick <nb...@so...> > To: sup...@li... > Subject: Re: [Super-tux-devel] Re: Next version plans > Reply-To: sup...@li... > > On Wed, May 12, 2004 at 01:31:17PM +0000, matr1x wrote: > > Breakable Brick Tiles.. Like the ones in Mario. =A0Breaking bricks is f= un. > > We've had those for 4 years! :^) =A0Level designers don't seem to use them > very often, though! :^( =A0(I've already complained about it once before = ;) ) > > -bill! I Think you're referring to those crate boxes? Those are ok but we need mor= e=20 breakable bricks for variety. plus i get confused as to whether theyre for= =20 bonus points or breaking, it seems random. |
From: Ryan F. <rf...@gm...> - 2004-05-12 20:17:25
|
On Wed, 12 May 2004 14:43:22 -0500, C Ratchet <zra...@mi...> wrote: > > World Ideas: > > Swimming (underwater) > Office > Factory > Sewer > Dungeon > Cave > Air (lots of moving platforms - ie blimps) > Software Studio (could reuse the old geek theme ;) probably not wanted > though though I liked it) What I'd like to see most :) - Tropical forest - Scotlandish-type world Some pics to get the idea: http://www.danheller.com/images/Europe/Scotland/Skye/kilt-rock-a.jpg http://www.mikejs.com/pics/scotland/skye_kilt_rock.jpg http://wds.bologna.enea.it/foto/0305gb-garden/14-scotland.jpg http://www.steffenfoerster.com/photography/Landscape/Scotland/foula01.jpg -- Ryan |
From: Bill K. <nb...@so...> - 2004-05-12 20:10:07
|
On Wed, May 12, 2004 at 03:03:27PM -0500, C Ratchet wrote: > I think it would be neat to have the option to create levels with the > top down (worldmap like) view... or since that is not really > jump-and-run like, maybe an isometric view (not really sure of > examples... can anyone think of any?) Anyway I think it would be neat > to have an isometric or 3D version of SuperTux someday, even if it is > far in the future. You might want to help Steve Baker on Tux: A Quest for Herring, if he's still working on it. It's like Mario64 (?), but starring Tux :) -bill! |
From: C R. <zra...@mi...> - 2004-05-12 20:03:33
|
While I know this would probably be a SuperTux 2 (or other new project) feature, I think it's worth mentioning... I think it would be neat to have the option to create levels with the top down (worldmap like) view... or since that is not really jump-and-run like, maybe an isometric view (not really sure of examples... can anyone think of any?) Anyway I think it would be neat to have an isometric or 3D version of SuperTux someday, even if it is far in the future. Also, how about a Java Web Start version, that can be started from your web browser? I know, big port :/ Ratchet On May 12, 2004, at 1:31 PM, Bill Kendrick wrote: > On Wed, May 12, 2004 at 11:10:02AM -0600, Ryan Flegel wrote: >> By "unstable" I don't mean crashing all the time, I mean the way 0.0.5 >> and 0.0.6 were just progressions towards 0.1.0. I'm just saying that >> we should make 0.3.x releases the progressions towards 0.4.0. > > Well, really, in the end, there'll be a /final/ version, with a > complete > game, and no new features to add. At some point, we will have to > determine > that feature-creep is setting in, and that we need to start Super Tux > II, or > some new project. ;) > > -bill! > > > ------------------------------------------------------- > This SF.Net email is sponsored by Sleepycat Software > Learn developer strategies Cisco, Motorola, Ericsson & Lucent use to > deliver higher performing products faster, at low TCO. > http://www.sleepycat.com/telcomwpreg.php?From=osdnemail3 > _______________________________________________ > Super-tux-devel mailing list > Sup...@li... > https://lists.sourceforge.net/lists/listinfo/super-tux-devel > > --- Are YOU a Good Person? Go here: http://www.wayofthemaster.com/wotm_flash.html |
From: C R. <zra...@mi...> - 2004-05-12 19:52:52
|
What about BeOS (has anyone tried it in BeOS? - I would if my copy was=20= working properly :p ) and MacOS X (know this works, would be nice to=20 have a supertux.app (Native Binary) though)? Ratchet On May 12, 2004, at 8:22 AM, Tobias Gl=E4=DFer wrote: > Hi all, > > it would be great, if Debian, Mandrake, Redhat, SuSe > and Gentoo (sorry if I forgot your favourite) > fan boys, contributed properly packaged > versions of SuperTux 0.1.1 to the project. > > Thanks in advance. > > Greetz... > > Tobias Gl=E4=DFer > > > > ------------------------------------------------------- > This SF.Net email is sponsored by Sleepycat Software > Learn developer strategies Cisco, Motorola, Ericsson & Lucent use to > deliver higher performing products faster, at low TCO. > http://www.sleepycat.com/telcomwpreg.php?From=3Dosdnemail3 > _______________________________________________ > Super-tux-devel mailing list > Sup...@li... > https://lists.sourceforge.net/lists/listinfo/super-tux-devel > > --- Are YOU a Good Person? Go here:=20 http://www.wayofthemaster.com/wotm_flash.html |
From: C R. <zra...@mi...> - 2004-05-12 19:49:49
|
On May 12, 2004, at 1:30 AM, Nathan McCoy wrote: > Suggestions: > > - Give a score bonus for time left at the end of a level. > - Create "sparkles" for various events - glittery stars when you grab > a coin, a burst of fire when a fireball hits an enemy, a cloud of > smoke when it hits a wall, a shiny 1UP sign over Tux when you get an > extra life, etc. > - blocks like the Ice Blocks from Mario 3 - You can pick them up from > the level, and slide them at enemies like Icecubes, but they break > when they hit a wall rather than bouncing. I like this one a lot. The bouncing icecubes are too hard when tux is small in my opinion. > - allow sliding things to break breakable blocks and knock things out > of ? blocks. This is good :) > - give enemies killed with a fireball or Icecube an upward velocity > and flip them vertically. > - Switch - turn blocks into coins, coins into blocks, until time runs > out. > - Create an enemy immune to fireballs. > > Further future: > Swimming - Tux is a penguin, so should be able to swim much better > than a certain portly plumber. Yes! I want swimming! > Ecco the Dolphin for reference? > > Lots of powerups, and perhaps give each power versatile uses - see > Kirby's Super Star for some examples (The fire power, for instance, > lets you breathe fire or turn into a fireball depending on how and > when you press the button). It might be a good idea to make the "run" > button and "use power" button distinct. Random ideas: Frozen Bubble > (like eggs in Yoshi's Island, maybe different colors can have > different effects), Ninja Tux (attack like cape/tail from Mario). Interesting! > > Perhaps upgradeable powerups? Top-of-the-head example: Fireball can be > upgraded to Golden Fireball (which turns enemies into coins), or > Charge Fireball (which lets you hold the button to charge up a > fireball that can trample over multiple enemies). I like these! > > ------------------------------------------------------- > This SF.Net email is sponsored by Sleepycat Software > Learn developer strategies Cisco, Motorola, Ericsson & Lucent use to > deliver higher performing products faster, at low TCO. > http://www.sleepycat.com/telcomwpreg.php?From=osdnemail3 > _______________________________________________ > Super-tux-devel mailing list > Sup...@li... > https://lists.sourceforge.net/lists/listinfo/super-tux-devel > > --- Are YOU a Good Person? Go here: http://www.wayofthemaster.com/wotm_flash.html |
From: C R. <zra...@mi...> - 2004-05-12 19:43:27
|
World Ideas: Swimming (underwater) Office Factory Sewer Dungeon Cave Air (lots of moving platforms - ie blimps) Software Studio (could reuse the old geek theme ;) probably not wanted though though I liked it) Ratchet On May 12, 2004, at 6:16 AM, Marek wrote: > Update: > The Matr1x level's rock! Need a little polishing here and there, but > they should definitely be in milestone 2. > I love the warp-zone-secret in level3. :-) > > 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------ > > > ------------------------------------------------------- > This SF.Net email is sponsored by Sleepycat Software > Learn developer strategies Cisco, Motorola, Ericsson & Lucent use to > deliver higher performing products faster, at low TCO. > http://www.sleepycat.com/telcomwpreg.php?From=osdnemail3 > _______________________________________________ > Super-tux-devel mailing list > Sup...@li... > https://lists.sourceforge.net/lists/listinfo/super-tux-devel > > --- Are YOU a Good Person? Go here: http://www.wayofthemaster.com/wotm_flash.html |
From: C R. <zra...@mi...> - 2004-05-12 19:38:29
|
I'll have to test on a Windows system I have, I have Celeron 2GHz/768MB=20= RAM/GeForce FX5600 with XP. Ratchet On May 11, 2004, at 12:15 PM, Ricardo Cruz wrote: > > The OpenGL fps wouldn't suprise me, in case you don't have an=20 > accelerated > card or the drivers are not installed... > About the software rendering, it is too slow... Well, SuperTux (in my=20= > P4) > already runs slower in windows than in linux, and i already tried=20 > SuperTux in > a Celeron and it was a bit slow, so I guess it was because of these = two > factors. > > Ricardo Cruz > > Em Ter=E7a, 11 de Maio de 2004 14:46, o Benjamin P. Jung escreveu: >>> I've just give it a try to SuperTux in Windows 98 and it worked very >>> well. I was able to change between OpenGL and SDL, Window and=20 >>> FullScreen >>> for a few times... without probs and pretty fast. >>> >>> The only probs I had was a crash when i double-pressed the icon... I >>> think that was just one of the usualls windows messages to not keep=20= >>> the >>> operating system use boring :) >>> Once when i changed between video modes, the mouse stopped moving...=20= >>> I >>> guess we can attribute this fault to MS as well. >> >> I've been giving the Windows binaries a try under Win2k on my old >> P2-266 Notebook ... installation made no problems. >> To noone's surprise I had a very low framerate >> (~ 12fps) and OpenGL mode made the game drop >> below 3fps -- hmmm: didn't crash the machine so I guess it's working >> as supposed to. I'm not able to report on fullscreen issues since my >> old Thinkpad 770E doesn't support resolutions < 1024x768 ... >> in other words: fullscreen worked quite well: gave me a 640x480 >> window with a black border 'round it in less than 5 secs. :-) >> >> >> Benjamin >> >> > --=20 > Them as has, gets. > > > ------------------------------------------------------- > This SF.Net email is sponsored by Sleepycat Software > Learn developer strategies Cisco, Motorola, Ericsson & Lucent use to > deliver higher performing products faster, at low TCO. > http://www.sleepycat.com/telcomwpreg.php?From=3Dosdnemail3 > _______________________________________________ > Super-tux-devel mailing list > Sup...@li... > https://lists.sourceforge.net/lists/listinfo/super-tux-devel > > --- Are YOU a Good Person? Go here:=20 http://www.wayofthemaster.com/wotm_flash.html |
From: Benjamin P. J. <bp...@gm...> - 2004-05-12 19:18:40
|
Did a very easy version of IceTux: http://www.phreakzone.com/tmp/icetux.tar.gz This version's similar to the firetux sprites. It's a colorized version of the original SuperTux using: Hue: 200 Saturation: 65 Lightness: 35 Benjamin |
From: Keir L. <ke...@th...> - 2004-05-12 19:15:30
|
On Wed, 2004-05-12 at 13:31 +0000, matr1x wrote: > Since there seems to be a general "what should be and shouldn't be" in > SuperTux milestone 2, I thought i'd add my 2 cents > > I actually only noticed the change in supertux just this week, I'd played all > the original Kendrick versions, and they were okay, but they didn't feel like > anything more than a proof of concept. I really like the change in > direction, and hope I can contribute to it in some fashion. > > Heres what I think should be a priority. > > Sub Levels - either through pipes or doors. Could be handled with a special > tile, I don't know. But the game would reach another level with sublevels. > (no pun intended) > > Tiles.. Is it more important at this point to have good well drawn tiles, or > to have tiles that could use improvement but are there to create the levels. > its not hard to create generic tiles for simple testing purposes. > > To that end, heres what I think is needed for new tiles/tilesets > > Corner Pipes, so that Pipes can twist around all over the place, and flip over > the other pipe tiles so that you can have pipes in all directions. > > Lava. You can't have a castle scene without lava. I'm working on this one as > we speak. Basically its almost like water, so there should also be an enemy > just like the jumping fish, but some sort of flame monster that lives in the > lava. > > Breakable Brick Tiles.. Like the ones in Mario. Breaking bricks is fun. > > a parkland tileset.. basically yellowish/brown with green grass instead of ice > as the top part, with bushes of varying sizes in the background. its > basically like most generic levels in mario. > > Moving Platforms.. Run and Jump games NEED moving platforms. Mario had a few > different types. > > Theres the Basic ones that go left to right over a long distance > > theres the ones that go up and down usually over varrying distance > > theres the ones that follow a track, going all over the place.. sometimes the > track was switchable > > theres the ones you could control by jumping on them and pointing in a certain > direction, making the platform go in the direction you indicated. > > the first two types are probably all thats necessary for milestone 2, but the > third type is pretty cool too. fourth one was mostly just from the super > mario 3 world of throwing every possible idea into the game. > > As forr Tux's Abilities, They probably shouldn't get too crazy for Milestone > 2. Basically, I think the current abilities merely need enhanvement. > > Actions that shouldnt need a powerup: > Slider > Running > > Actions that should require tux to be at least supertux: > > Breaking Bricks .. all supertux's should be able to break/smash certain > types of bricks. > > Super Jump > Crouching down for 10 seconds will build up enough energy for > supertux to jump maybe twice as high, like in super mario 2 > > ButtJump > > I like the idea of the butt jump, but i think it should be limited to if you > build enough speed while running, you can build enough force to create the > effect., and of course only as super tux.. would require an energy buildup > counter similar to the one in mario 3, but that would end up being useful > also for: > > Feather Tux > > If Tux acquires a feather from a [?] box, he will evolve the ability to > run and fly for a small period of time. additionally, the ability to > spin and break bricks and [?] tux is standing next to should be > permitted. Feather Tux, and only Feather Tux should also be allowed to flap > his wings to slow down his descent on jumps. > > I think less important are the ideas of the BlowFlyer, Soap, Rope, and Ice > Flower, though the freezing thing is an interesting idea it'd probably be a > pain to implement and not give that much back in terms of gameplay return on > programming investment :) Not to say that they shouldn't be goals, but > perhaps not for a Milestone 2. > > > ... Anyways, I have a whole sketchbook of bad guys I should probably work on > creating tiles for. thanks for listening. you seem to be aiming for a smw/smw2 type of game play, something i wholly agree with, in my opinion smw was the best mario game... just remember that powers such as buttjump should probally have a limited number of time that you can use them, ie yoshi in smw could only use the powers gained from eating shells once, put feather power should not be limeted in this way. Keir |
From: Ricardo C. <ri...@ae...> - 2004-05-12 19:14:30
|
Nice ideas, I'll comment about the ones that need mostly code. Em Quarta, 12 de Maio de 2004 14:31, o matr1x escreveu: > > Heres what I think should be a priority. > > Sub Levels - either through pipes or doors. Could be handled with a > special tile, I don't know. But the game would reach another level with > sublevels. (no pun intended) > That would be really nice, we should set a meeting, in order to discuss how should it be implemented. > > Moving Platforms.. Run and Jump games NEED moving platforms. Mario had a > few different types. > > Theres the Basic ones that go left to right over a long distance > > theres the ones that go up and down usually over varrying distance > Well, those platforms would be trivial to implement, I guess. They could even be badguys that would not harm the player... :) > theres the ones that follow a track, going all over the place.. sometimes > the track was switchable > > theres the ones you could control by jumping on them and pointing in a > certain direction, making the platform go in the direction you indicated. > Those could need work, but could be done... The 'follow track' one could also be hard to implement in the level editor. > > Actions that shouldnt need a powerup: > Slider The slider would need non-square tiles. That can give a lot of work and the implementation method should be object of discussion. > > Super Jump > Crouching down for 10 seconds will build up enough energy for > supertux to jump maybe twice as high, like in super mario 2 > Not sure how usefull that could be... But could be done. > ButtJump > > I like the idea of the butt jump, but i think it should be limited to if > you build enough speed while running, you can build enough force to create > the effect., and of course only as super tux.. would require an energy > buildup counter similar to the one in mario 3, but that would end up being > useful also for: > Well, if it needs to run to get butt jump, then there will be no use for it, since butt jump is to be performed in a static position. > Feather Tux > > If Tux acquires a feather from a [?] box, he will evolve the ability to > run and fly for a small period of time. additionally, the ability to > spin and break bricks and [?] tux is standing next to should be > permitted. Feather Tux, and only Feather Tux should also be allowed to > flap his wings to slow down his descent on jumps. > I really liked the Fox power in SM3 and would be cool to have a similar one... > > ... Anyways, I have a whole sketchbook of bad guys I should probably work > on creating tiles for. thanks for listening. > Yes, tiles are allways welcome. Ricardo Cruz -- Living here in Rio, I have lots of coffees to choose from. And when you're on the lam like me, you appreciate a good cup of coffee. -- "Great Train Robber" Ronald Biggs' coffee commercial |
From: Keir L. <ke...@th...> - 2004-05-12 19:08:34
|
On Wed, 2004-05-12 at 19:28 +0200, Marek wrote: > >>The ice power should freeze the spinning fireballs and hold them in > >>place, so Tux can jump on them. > >> > >> > >i think this would make ice power to powerfull, plus fire melts ice, ice > >doesnt freeze fire > > > > > > Who cares? Penguins don't shoot fireballs... :-) > Also, I don't think it would make ice too powerful. Remember, all icy > enemies are immune to the ice weapon, and that includes most of our > current badguys. Spinning fireballs aren't used very often (i.e. only in > castles) so there aren't many of them anyway. But think of the ways you > can use this feature; for example, you can build stairs out of frozen > fireballs that lead to secret places... true... but suppose you enter the last level with ice power, a level which, if design with similarity to smb3 in mind, will have loads of these fireballs to make the level challenging, youd be able to walk right through it, however mabye we could have iceballs as well, so if you have ice power you cannot freeze them Keir Lawson |
From: Bill K. <nb...@so...> - 2004-05-12 19:02:01
|
On Wed, May 12, 2004 at 01:31:17PM +0000, matr1x wrote: > > Breakable Brick Tiles.. Like the ones in Mario. Breaking bricks is fun. We've had those for 4 years! :^) Level designers don't seem to use them very often, though! :^( (I've already complained about it once before ;) ) -bill! |
From: matr1x <ma...@sh...> - 2004-05-12 18:36:51
|
Since there seems to be a general "what should be and shouldn't be" in SuperTux milestone 2, I thought i'd add my 2 cents I actually only noticed the change in supertux just this week, I'd played all the original Kendrick versions, and they were okay, but they didn't feel like anything more than a proof of concept. I really like the change in direction, and hope I can contribute to it in some fashion. Heres what I think should be a priority. Sub Levels - either through pipes or doors. Could be handled with a special tile, I don't know. But the game would reach another level with sublevels. (no pun intended) Tiles.. Is it more important at this point to have good well drawn tiles, or to have tiles that could use improvement but are there to create the levels. its not hard to create generic tiles for simple testing purposes. To that end, heres what I think is needed for new tiles/tilesets Corner Pipes, so that Pipes can twist around all over the place, and flip over the other pipe tiles so that you can have pipes in all directions. Lava. You can't have a castle scene without lava. I'm working on this one as we speak. Basically its almost like water, so there should also be an enemy just like the jumping fish, but some sort of flame monster that lives in the lava. Breakable Brick Tiles.. Like the ones in Mario. Breaking bricks is fun. a parkland tileset.. basically yellowish/brown with green grass instead of ice as the top part, with bushes of varying sizes in the background. its basically like most generic levels in mario. Moving Platforms.. Run and Jump games NEED moving platforms. Mario had a few different types. Theres the Basic ones that go left to right over a long distance theres the ones that go up and down usually over varrying distance theres the ones that follow a track, going all over the place.. sometimes the track was switchable theres the ones you could control by jumping on them and pointing in a certain direction, making the platform go in the direction you indicated. the first two types are probably all thats necessary for milestone 2, but the third type is pretty cool too. fourth one was mostly just from the super mario 3 world of throwing every possible idea into the game. As forr Tux's Abilities, They probably shouldn't get too crazy for Milestone 2. Basically, I think the current abilities merely need enhanvement. Actions that shouldnt need a powerup: Slider Running Actions that should require tux to be at least supertux: Breaking Bricks .. all supertux's should be able to break/smash certain types of bricks. Super Jump Crouching down for 10 seconds will build up enough energy for supertux to jump maybe twice as high, like in super mario 2 ButtJump I like the idea of the butt jump, but i think it should be limited to if you build enough speed while running, you can build enough force to create the effect., and of course only as super tux.. would require an energy buildup counter similar to the one in mario 3, but that would end up being useful also for: Feather Tux If Tux acquires a feather from a [?] box, he will evolve the ability to run and fly for a small period of time. additionally, the ability to spin and break bricks and [?] tux is standing next to should be permitted. Feather Tux, and only Feather Tux should also be allowed to flap his wings to slow down his descent on jumps. I think less important are the ideas of the BlowFlyer, Soap, Rope, and Ice Flower, though the freezing thing is an interesting idea it'd probably be a pain to implement and not give that much back in terms of gameplay return on programming investment :) Not to say that they shouldn't be goals, but perhaps not for a Milestone 2. ... Anyways, I have a whole sketchbook of bad guys I should probably work on creating tiles for. thanks for listening. |
From: Bill K. <nb...@so...> - 2004-05-12 18:31:53
|
On Wed, May 12, 2004 at 11:10:02AM -0600, Ryan Flegel wrote: > By "unstable" I don't mean crashing all the time, I mean the way 0.0.5 > and 0.0.6 were just progressions towards 0.1.0. I'm just saying that > we should make 0.3.x releases the progressions towards 0.4.0. Well, really, in the end, there'll be a /final/ version, with a complete game, and no new features to add. At some point, we will have to determine that feature-creep is setting in, and that we need to start Super Tux II, or some new project. ;) -bill! |