super-tux-devel Mailing List for Super Tux (Page 99)
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: Benjamin P. J. <bp...@gm...> - 2004-05-07 00:52:22
|
> If you agree, we could use Benjamin's hand-written ones. Here, have a >screenshot: >http://rpmcruz.planetaclix.pt/trash/newfont.png >(ignore the big and small font glitches, that can be fixed) > > So, what do you prefer the current's or the hand-written ones? > > I think my hand-written font looks pretty cool given it has a certain size... for the small (tiny!) letters I think it's better to use the ATARI font as it is readable while my hand-writing isn't. Benjamin |
From: Ricardo C. <ri...@ae...> - 2004-05-07 00:36:19
|
Hey there, I have replaced current fonts by Benjamin's Atari ones. They are pretty similar, but they have the bonus to include a few new characters. If you agree, we could use Benjamin's hand-written ones. Here, have a screenshot: http://rpmcruz.planetaclix.pt/trash/newfont.png (ignore the big and small font glitches, that can be fixed) So, what do you prefer the current's or the hand-written ones? A part from this, text.cpp has also support for numerical fonts, and there is even a collection of those, but currently it is not used. Is it usefull? And where will it be used? Tobias? Cheers, Ricardo Cruz -- A Los Angeles judge ruled that "a citizen may snore with immunity in his own home, even though he may be in possession of unusual and exceptional ability in that particular field." |
From: Ricardo C. <ri...@ae...> - 2004-05-06 21:50:36
|
Oh, right. You just needed to replace endl by std::endl, I am used to put 'using std::endl;' in the beginning of my code... Anyway, if you have used: std::cerr << "screen->w: " << SCREEN_W; std::cerr << "screen->h: " << SCREEN_H; they will surely print 640 and 480, since you are just outputting the definitions... Instead of SCREEN_W and SCREEN_H use screen->w and screen->h, respectively. These in the end of the st_video_setup_gl(), that it. Thanks, Ricardo Em Quinta, 6 de Maio de 2004 21:04, o Keir Lawson escreveu: > On Thu, 2004-05-06 at 12:44 +0100, Ricardo Cruz wrote: > > Could you just add these two lines to the final of the > > st_video_setup_gl() func in setup.cpp : > > > > std::cerr << "screen->w: " << screen->w << endl; > > std::cerr << "screen->h: " << screen->h << endl; > > > > And send the output. > > well that line made it fail to compile (didnt like the endls, something > about them being undefined or something), i removed the ,, endl bit and > it compiled but nothing extra was outputted, however std::cerr << > "screen->h/w: " << SCREEN_H/W; gave me the following extra output: > screen->w: 640screen->h: 480 > > Keir Lawson > > > -- It's amazing how nice people are to you when they know you're going away. -- Michael Arlen |
From: Keir L. <ke...@th...> - 2004-05-06 20:04:37
|
On Thu, 2004-05-06 at 12:44 +0100, Ricardo Cruz wrote: > Could you just add these two lines to the final of the st_video_setup_gl() > func in setup.cpp : > > std::cerr << "screen->w: " << screen->w << endl; > std::cerr << "screen->h: " << screen->h << endl; > > And send the output. well that line made it fail to compile (didnt like the endls, something about them being undefined or something), i removed the ,, endl bit and it compiled but nothing extra was outputted, however std::cerr << "screen->h/w: " << SCREEN_H/W; gave me the following extra output: screen->w: 640screen->h: 480 Keir Lawson |
From: Ryan F. <rf...@gm...> - 2004-05-06 19:09:18
|
On Thu, 6 May 2004 13:03:45 +0100, Ricardo Cruz <ri...@ae...> wrote: > Anyway, I will clean it up a bit more, in order to turn it readable (I > haven't done it yet, since I am afraid of breaking anything). Well, your latest changes just broke my stuff :) I undid your changes and put it to the way I had it. You probably didn't notice my changes because they only work on levels with back_scroll set to true. I added a test level to CVS with back_scroll set to true. It's under the contrib. Regarding debug mode and and back_scroll: Right now if debug_mode is *NOT* enabled AND the level is *NOT* a backscroll level, then the old, working code is used. If the debug_mode *IS* enabled OR the level *IS* a backscroll level, then the new, buggy cold is used. If debug_mode *IS* enabled AND the level is *NOT* a backscroll level, the new buggy code is used, but there is no backscrolling in the level. This is to test to make sure that the new code still works on non-scrolling levels. Not sure if that made sense, but I hope it did :) I noticed that you set it so backscrolling is *always* used if debug_mode is enabled, but this way the code can't be tested on non-backsrolling levels. Be sure to try out my new code :) It's on it's way to working. The problem now is the (final_scroll_x - scroll_x) part. It makes the scroll start out fast and then slow down. The reason for this is because it always uses a certain percent of the *current* difference. Here's a (shitty) diagram: http://digitalhell.cjb.net/~ryan/supertux/scroll.png In this example 'X' is final_scroll_x and the lines are scroll_x. Each iteration scroll_x moves over 25% of the way. As you can see, there is a big jump at the beginning and then near the end 25% is very little, so it scrolls very slowly. I hope I explained this okay :) -- Ryan |
From: Ryan F. <rf...@gm...> - 2004-05-06 18:31:13
|
On Thu, 6 May 2004 13:00:40 +0100, Ricardo Cruz <ri...@ae...> wrote: > I didn't understand what you mean with 'nonresponsive controls'. I mean when you press "jump" it doesn't jump. They're not actually nonresponsive, but it *seems* like it sometimes because jump only works if you press it two tiles above ground. This still gets me sometimes and I end up dying :/ -- Ryan |
From: <gu...@li...> - 2004-05-06 17:25:43
|
SuperTux 0.1.0 for Debian I have it packaged, and will try to have it uploaded to debian sid within t= hese days. i will put it here for until it's in the debian archive: http://www.linuks.mine.nu/i_debian/supertux/ (the thing that's there already is not finished!) please reply to my email address. Cheers, G=FCrkan "tarzeau" Seng=FCn |
From: Ricardo C. <ri...@ae...> - 2004-05-06 12:39:43
|
Hey there, Your small white fonts are now working fine, the big white ones still have some height-related problem. Here, I took two pictures: http://rpmcruz.planetaclix.pt/trash/menu.png (the main menu, as you can see the big font is broken) http://rpmcruz.planetaclix.pt/trash/newchars.png (the new chars in action) Anyway, I think you should get rid of those first two rows. We don't need to display Esc or Enter... They just create more work for artists, i think. And could you do the gold font for the Benny's hand written letters? Thx. Ricardo Cruz Em Quarta, 5 de Maio de 2004 22:03, o Benjamin P. Jung escreveu: > --> http://www.phreakzone.com/tmp/index.html > > >Hey there, > > > > Benjamin, I added support for your fonts (I tried the atari package), but > >there are problems with your big and small fonts, it looks like they don't > >have the same height... > > strange.... double-checked it: > > - 16*16 characters = 256 'tiles' > > - normal font: 16 * 18 px (image size: 256 * 288) > - big font : 20 * 22 px (image size: 320 * 360) > - small font : 8 * 9 px (image size: 128 * 144) > > The height of each of the rows seems to be right. > > > Besides, there are two empty rows in the beginning, could you remove > > those. (the big and small letters can be related with this, it looks like > > these two spaces are not equivalent to two heights.) > > The two empty rows were ment as a placeholder for charakters that > ain't printable (such as Enter, ESC, etc.) > I thought it would be a nice thing to have graphical representations > of those one day... > e.g. a small TAB-key for charakter 9 (Horizontal Tab ~ HT). > > The grid-size is perfectly OK -- dunno what might 've happend when you > say 'these two spaces are not equivalent to two heights) ... > the two empty rows have exactly the height of two charakters! > Redid the scale down once again just to make sure (original size of my > charakters was 32*36 in ascii_big.xcf). > Please try the new atari_letters.tar.gz and tell me if the height still > ain't alright. > > Anyway ... if you're of the opinion that we don't need the two lines as a > placeholder for graphical representation of non-printable characters > I'll remove them. > > > A part from that, it is really cool to be able to type those new > >characters. ;) > > > >Good work, > > Thanks :-) > > -- Q: What do you call a half-dozen Indians with Asian flu? A: Six sick Sikhs (sic). |
From: Ingo R. <gr...@gm...> - 2004-05-06 12:31:31
|
Ryan Flegel <rf...@gm...> writes: > The value can be changed in player.h:166. Everybody please fiddle > around with it and suggest an "ideal" value. Maybe 750ms is fine, but > it seems too short for me :) Yep, should be increased. > Another thing.. I still don't really like the jump controls. I've > kinda gotten used to them, but it still seems that every now and > then I'll get screwed over. There were a couple posts (maybe just > one) on happypenguin talking about nonresponsive controls, too. Well, first you would need to find out what they meant with 'controls', ie: "Huge improvement! Controls don't seem really smooth." "OK, the art is quite good, the controls are a little mushy but liveable." It could mean pretty much anything, could be the short-jump for example, the non 'roundness' of the tiles compared with SuperMario3 or stuff like that. Might also be that controlls get harder on very low end machines or whatever. The auto-jump itself is something that you won't find in many commercial jump'n run, the Pogo-stick in 'Duck Tales' would be the only thing that auto-jumps that I can remember and even that wasn't a normal jump, but more a special jump. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Ricardo C. <ri...@ae...> - 2004-05-06 12:20:46
|
Em Quarta, 5 de Maio de 2004 20:40, o Marek escreveu: > ...how to implement all of Tux' new abilities without compromising the > playability of the first island. I think if everybody prefers a behavior, instead of the current, it should be used without being afraid of breaking things. I am thinking about Snowballs to give a little jump before falling (like BSoD did). It was really cool and turned them harder. > For example, the butt-jump. Being able to butt-jump in the levels like > they are now would destroy some secrets; so would vertical- and > backwards scrolling. It will be possible to disable/enable vertical, back and horizontal auto-scrolling. > I suggest that Tux should gain these new abilities one-by-one, i.e. Tux > will get the butt-jump, for example, after completing the first island. > That way, we don't need to change stuff that's already working. > Furthermore, being able to gain new moves later in the game is always a > huge motivation and makes it more fun to play through. > What do you think? > I have to say that's a really good idea. I remember in SM3, we would win an object each world, that could be used in one level only, but I think your idea is even better than this. The worldmap file should be able to enable/disable such things. > Marek > -- When confronted by a difficult problem, you can solve it more easily by reducing it to the question, "How would the Lone Ranger handle this?" |
From: Ricardo C. <ri...@ae...> - 2004-05-06 12:20:46
|
Em Quarta, 5 de Maio de 2004 22:49, o Ryan Flegel escreveu: > > Thanks for your fix. I noticed you hack the scrolling speed, so that it > > looks better, but that's just a hack that has different results according > > to computers... > > Yeah, I was messing around with the code, but I didn't really get > anything solved :/ The only thing I fixed was the part that I broke > when fixing the forward scroll. > > > I was just wondering, if you know what the problem is. I thought it was > > something related with the frame rates, but I guess I was wrong. > > I'm not sure where the problem is.. it sure confuses me though :) Isn't anyone else willing to give a look at this scrolling thing? The camera movement, when working fine, could be used for the behavior Ingo suggested, when running show more stuff forward. It would also be used to press Up/Down to see stuff upper and down, in vertical levels. Anyway, I will clean it up a bit more, in order to turn it readable (I haven't done it yet, since I am afraid of breaking anything). Ricardo Cruz -- The only difference in the game of love over the last few thousand years is that they've changed trumps from clubs to diamonds. -- The Indianapolis Star |
From: Ricardo C. <ri...@ae...> - 2004-05-06 12:20:46
|
Em Quinta, 6 de Maio de 2004 02:03, o Ryan Flegel escreveu: > Hi, > > > Another thing.. I still don't really like the jump controls. I've > kinda gotten used to them, but it still seems that every now and then > I'll get screwed over. There were a couple posts (maybe just one) on > happypenguin talking about nonresponsive controls, too. I didn't understand what you mean with 'nonresponsive controls'. IMO, when the up and down cursor is used to look at up and down, respectively (in vertical levels), we should start using (by default - ppl can allways change them) Ctrl and Alt for jump and running/power. Agree? Ricardo -- A scientific truth does not triumph by convincing its opponents and making them see the light, but rather because its opponents eventually die and a new generation grows up that is familiar with it. -- Max Planck |
From: Ricardo C. <ri...@ae...> - 2004-05-06 12:20:45
|
Anyway, I think those tiles should be turned into active ones. I mean, the player can allways jump to the platform in the right and then jump again to the left one, right? Ricardo Cruz Em Quarta, 5 de Maio de 2004 21:36, o Ingo Ruhnke escreveu: > Duong-Khang NGUYEN <duo...@fr...> writes: > >> What do you mean by that? > > > > I meant that you use too many secret paths stuff, and in the wrong > > places. This is very confusing. > > Its nat really a secret path, its simply the abuse of foreground tiles > as background tiles. That level should instead of using the foreground > tiles use some special tiles for the background, to make it clear that > Tux won't collide with these tiles. Something simple like a darker or > low-constrast version of the foreground tiles might do. -- You will have a long and unpleasant discussion with your supervisor. |
From: Ricardo C. <ri...@ae...> - 2004-05-06 12:20:45
|
I guess she is right, even in the 3rd level (or is it 4th?), there is a secret place in the end. IMO, the player should at least jump or something to enter there, it shouldn't be right in front of him. Ricardo Cruz Em Quarta, 5 de Maio de 2004 21:16, o Duong-Khang NGUYEN escreveu: > > > > What do you mean by that? > > I meant that you use too many secret paths stuff, and in the wrong places. > This is very confusing. -- "Oh, 'Melia, my dear, this does everything crown! Who could have supposed I should meet you in Town? And whence such fair garments such prosperi-ty?" "Oh, didn't you know I'd been ruined?" said she. "You left us in tatters, without shoes or socks, Tired of digging potatoes, and spudding up docks; And now you've gay bracelets and bright feathers three!" "Yes: That's how we dress when we're ruined," said she. "At home in the barton you said `thee' and `thou,' And `thik oon' and `theas oon' and `t'other;' but now Your talking quite fits 'ee for compa-ny!" "Some polish is gained with one's ruin," said she. "Your hands were like paws then, your face blue and bleak But now I'm bewitched by your delicate cheek, And your little gloves fit like as on any la-dy!" "We never do work when we're ruined," said she. "You used to call home-life a hag-ridden dream, And you'd sigh, and you'd sock; but at present you seem To know not of megrims or melancho-ly!" "True. One's pretty lively when ruined," said she. "I wish I had feathers, a fine sweeping gown, And a delicate face, and could strut about Town!" "My dear--a raw country girl, such as you be, Cannot quite expect that. You ain't ruined," said she. --Thomas Hardy |
From: Ricardo C. <ri...@ae...> - 2004-05-06 11:55:57
|
Could you just add these two lines to the final of the st_video_setup_gl() func in setup.cpp : std::cerr << "screen->w: " << screen->w << endl; std::cerr << "screen->h: " << screen->h << endl; And send the output. Thanks, Ricardo Cruz Em Quarta, 5 de Maio de 2004 20:43, o Keir Lawson escreveu: > On Tue, 2004-05-04 at 23:25 +0100, Ricardo Cruz wrote: > > Well, you should firstly have checkout the last cvs... > > Anyway, you just need to remove defines.h and do the checkout. > > > > In case it still happens (sometimes the sourceforge cvs takes a while to > > be updated for ppl that do not have direct access), just add these lines > > to defines.h : > > > > #define SCREEN_W 640 > > #define SCREEN_H 480 > > > > Please, do it... Let's cross the fingers ;) > > > > Ricardo Cruz > > checked out the latest CVS, changed all screen->h/w to SCREEN_H/W, it > compiled ok put the opengl problem still persists > > Keir Lawson > > > -- As Gen. de Gaulle occassionally acknowledges America to be the daughter of Europe, so I am pleased to come to Yale, the daughter of Harvard. -- J.F. Kennedy |
From: Marek <wa...@gm...> - 2004-05-06 09:39:43
|
Hi! Thanks for the screenshots, now I know what you meant. The first hole you labelled "not a gap" is actually supposed to be a gap. This is a bug, which I'll fix. That should help making this a lot less confusing. As for the "abuse" of secrets: Fact is, I love secrets. And when I build levels for a game, I try to use everything the engine offers to turn it into secrets. (For example, in the only Quake3 map I built, the player needed to walk along an _exact_ path and then jump into a hole; if the path was correct, he'd jump into a secret place instead of his doom. Almost impossible to find. :-) ) In the case of Supertux, there are very little effects that can be used as secrets, in fact there's only the way of playing with foreground and background layers, and invisible blocks. I tried to use those as good as I could, and I tried to create lots of different secrets with only those effects. It was a hard thing to do, and I guess sometimes leads to confusing situations. But as the game engine improves, so will secret areas. Marek |
From: Ryan F. <rf...@gm...> - 2004-05-06 03:58:01
|
Hey, I was really bored and so I opened up the gimp and start messing around (no, I'm no artist). I thought maybe instead of pipes (too SMB-ish) we could have some sort of stone culverts. I think these would span well across multiple worlds/tilesets. Here's the mockup I made in the gimp: http://digitalhell.cjb.net/~ryan/supertux/culvert.png Told you I'm not an artist :P IMO, I think something like this would be nice, although my version is probably a bit stony. For winter tilesets we could also have lips with snow on them if we wanted. Desert tilesets might use a sandier colored stone. I think this kind of stone culvert would fit just about anywhere else just fine. Like I said.. I was bored.. -- Ryan |
From: Ryan F. <rf...@gm...> - 2004-05-06 01:12:03
|
From the TODO: These are the items marked as high priority in the TODO file. We should get them out of the way before 0.1.1. > [H] The scrollstart position still isn't the same as before the changes. I think Ricardo fixed this. Is this okay to remove? > [H] Frame ratio code has been changed and so the animation may need tuning. > Somebody do some testing and change the definitions regarding this. I'm not sure exactly what has been changed in the frame ratio code, but the animation looks okay to me. Can this item be removed? -- Ryan |
From: Ryan F. <rf...@gm...> - 2004-05-06 01:03:24
|
Hi, I'm not sure about everybody elses opinion, but I think the safe-invincibility timer is too short after getting hit. It's currently set at 750ms. I tried 1250ms and it seems much nicer as it allows you to get away from immediate danger, but doesn't last any longer than that. The value can be changed in player.h:166. Everybody please fiddle around with it and suggest an "ideal" value. Maybe 750ms is fine, but it seems too short for me :) Another thing.. I still don't really like the jump controls. I've kinda gotten used to them, but it still seems that every now and then I'll get screwed over. There were a couple posts (maybe just one) on happypenguin talking about nonresponsive controls, too. -- Ryan |
From: Tobias <tob...@gm...> - 2004-05-05 22:07:58
|
Hi folks, the LevelEditor just got a simple MiniMap. But here yet another problem with SDL software rendering appeared and therefore it is a OpenGl mode only "feature". I dunno if calling it a feature in its current state is overestimating, since it's actually not more than a displaying help. There is ONE major bug left in the LevelEditor, after this one is fixed it should be near to production ready. Greetz... Tobias Gläßer -- |
From: Ryan F. <rf...@gm...> - 2004-05-05 21:49:05
|
> Thanks for your fix. I noticed you hack the scrolling speed, so that it looks > better, but that's just a hack that has different results according to > computers... Yeah, I was messing around with the code, but I didn't really get anything solved :/ The only thing I fixed was the part that I broke when fixing the forward scroll. > I was just wondering, if you know what the problem is. I thought it was > something related with the frame rates, but I guess I was wrong. I'm not sure where the problem is.. it sure confuses me though :) -- Ryan |
From: Ryan F. <rf...@gm...> - 2004-05-05 21:43:47
|
On Wed, 05 May 2004 21:40:20 +0200, Marek <wa...@gm...> wrote: > ...how to implement all of Tux' new abilities without compromising the > playability of the first island. > For example, the butt-jump. Being able to butt-jump in the levels like > they are now would destroy some secrets; so would vertical- and > backwards scrolling. Backscrolling will by handled by an extra field in the level file. We could do the same for vertical scrolling, or we could only have vertical scrolling in levels with a height greater than 15 tiles (or whatever it is now). As for new special abilities, we'll have to work out something. > I suggest that Tux should gain these new abilities one-by-one, i.e. Tux > will get the butt-jump, for example, after completing the first island. That sounds like a good idea. > That way, we don't need to change stuff that's already working. > Furthermore, being able to gain new moves later in the game is always a > huge motivation and makes it more fun to play through. I agree. -- Ryan |
From: Ingo R. <gr...@gm...> - 2004-05-05 20:37:09
|
Duong-Khang NGUYEN <duo...@fr...> writes: >> What do you mean by that? > I meant that you use too many secret paths stuff, and in the wrong > places. This is very confusing. Its nat really a secret path, its simply the abuse of foreground tiles as background tiles. That level should instead of using the foreground tiles use some special tiles for the background, to make it clear that Tux won't collide with these tiles. Something simple like a darker or low-constrast version of the foreground tiles might do. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Duong-Khang N. <duo...@fr...> - 2004-05-05 20:11:35
|
Hi there, > >level 21: Very very confusing secret path. The powerup can go through a secret > >hole but not Tux, mrbomb can not go through a secret path whereas Tux can > >etc... ! > > > > > I tried to find a spot that matched your description, but without > success. What secret path exactly do you mean? > see screenshots here http://duongkhang.free.fr/supertux/level21_confusing_hole_1.jpg http://duongkhang.free.fr/supertux/level21_confusing_hole_2.jpg http://duongkhang.free.fr/supertux/level21_confusing_hole_3.jpg > >Marek Moeckel: you abused the secret paths ! > > > > > What do you mean by that? I meant that you use too many secret paths stuff, and in the wrong places. This is very confusing. -- Never say if I could turn back the time, life is going on ! |
From: Benjamin P. J. <bp...@gm...> - 2004-05-05 20:00:51
|
--> http://www.phreakzone.com/tmp/index.html >Hey there, > > Benjamin, I added support for your fonts (I tried the atari package), but >there are problems with your big and small fonts, it looks like they don't >have the same height... > > strange.... double-checked it: - 16*16 characters = 256 'tiles' - normal font: 16 * 18 px (image size: 256 * 288) - big font : 20 * 22 px (image size: 320 * 360) - small font : 8 * 9 px (image size: 128 * 144) The height of each of the rows seems to be right. > Besides, there are two empty rows in the beginning, could you remove those. >(the big and small letters can be related with this, it looks like these two >spaces are not equivalent to two heights.) > > The two empty rows were ment as a placeholder for charakters that ain't printable (such as Enter, ESC, etc.) I thought it would be a nice thing to have graphical representations of those one day... e.g. a small TAB-key for charakter 9 (Horizontal Tab ~ HT). The grid-size is perfectly OK -- dunno what might 've happend when you say 'these two spaces are not equivalent to two heights) ... the two empty rows have exactly the height of two charakters! Redid the scale down once again just to make sure (original size of my charakters was 32*36 in ascii_big.xcf). Please try the new atari_letters.tar.gz and tell me if the height still ain't alright. Anyway ... if you're of the opinion that we don't need the two lines as a placeholder for graphical representation of non-printable characters I'll remove them. > A part from that, it is really cool to be able to type those new >characters. ;) > >Good work, > > Thanks :-) |