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From: Keir L. <ke...@th...> - 2004-05-05 19:42:59
|
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 |
From: Marek <wa...@gm...> - 2004-05-05 19:40:20
|
...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. 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? Marek |
From: Alex V. <Al...@co...> - 2004-05-05 19:27:12
|
C Ratchet wrote: > Is Creative Commons an actual OSI license? Where can I find a copy? Check out http://creativecommons.org/licenses/ It's not not on the OSI's list (http://www.opensource.org/licenses/) of approved licenses, but that's probably because it doesn't really apply so much to programs and source code as to other kinds of works. Alex |
From: Bill K. <nb...@so...> - 2004-05-05 19:23:49
|
On Wed, May 05, 2004 at 09:15:13PM +0200, Ingo Ruhnke wrote: > Its the same as the Windstille Editor, just splitted it of Windstille > itself, so that it is a seperate programm. > > Webpage is at: > > * http://pingus.seul.org/~grumbel/flexlay/ I also saw annc'ments about it pass by on my KNewsTicker (e.g., Linux Game Tome :^) ) Lookin' cool! I need to try it out soon! -bill! |
From: Ingo R. <gr...@gm...> - 2004-05-05 19:15:28
|
C Ratchet <zra...@mi...> writes: > What is FlexLay - same as Windstille or something different? Its the same as the Windstille Editor, just splitted it of Windstille itself, so that it is a seperate programm. Webpage is at: * http://pingus.seul.org/~grumbel/flexlay/ -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: C R. <zra...@mi...> - 2004-05-05 18:25:19
|
Don't forget the idea of pebbles instead of coins, which penguins actually collect for their mates. I will have to try and make a good pebble... if I have time. Ratchet On May 4, 2004, at 6:41 PM, Ingo Ruhnke wrote: > "Benjamin P. Jung" <bp...@gm...> writes: > >> Now that the Distros have been renamed to coins it'd be nice to have >> something that looks more like a coin, I thought. > > In the long run I would prefer to replace the coin with a herring, I > think it would fit better to Tux. > > About the coin itself, you could try to bump-map tux onto the coin, > instead of just have him as a transparent overlay and as Ricardo > already meantioned it looks a bit bubble like. > > About your font, very nice, could need a bit smoothing and clearer, > less blury, colors transitions. However that should be doable without > much problems with a few Gimp filters (scale by factor two, convert to > black&white, gausian-blur and then play with color-level-tool, once > done, scale down again and you might end up with a nicly antialiased > font). > > -- > WWW: http://pingus.seul.org/~grumbel/ > JabberID: gr...@ja... > ICQ: 59461927 > > > ------------------------------------------------------- > This SF.Net email is sponsored by: Oracle 10g > Get certified on the hottest thing ever to hit the market... Oracle > 10g. > Take an Oracle 10g class now, and we'll give you the exam FREE. > http://ads.osdn.com/?ad_id=3149&alloc_id=8166&op=click > _______________________________________________ > 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...> - 2004-05-05 18:24:07
|
What is FlexLay - same as Windstille or something different? Ratchet On May 5, 2004, at 10:18 AM, Ricardo Cruz wrote: > > I just want to make a small note. > The way I see the built-in leveleditor is to be a simple way, yet=20 > powerfull > enough, to create levels by ordinary users. More advanced level=20 > designers are > encouraged to use FlexLay, that as just seen its first version=20 > released. > So, I think we should not waste too much times in implementing fancy=20= > stuff. > > Stuff that the leveleditor is missing: > - keep enemies in platform option (maybe the best thing is to split=20 > enemies, > this way we could have enemies with different shoe colors, as someone > suggested); > - also (dunno if it has already been implemented) there should be = arrow > buttons to allow people to scroll Tilegroups/Objects; > - it would also be cool to run the leveleditor from the command line=20= > and > specifying a given file, just like we do with the normal games. > > Bugs: > It is not possible to load levels that do not have an info file. We=20= > should > get rid of these info files and create a top-level one, IMO. > > Ricardo Cruz > > Em Quarta, 5 de Maio de 2004 15:48, o Tobias Gl=C3=A4=C3=9Fer = escreveu: >> Am Mi, den 05.05.2004 schrieb Ingo Ruhnke um 12:13: >>> - removing enemies and tiles should be seperated, as it currently = is >>> one ends up deleting both, could make it hard to edit level >>> geometry and its also an issue if two enemies are close together, >>> since they will be deleted both then, just a minor issue however, >>> not really important >> >> I thought long about it. All solutions to this problem (I don't think >> it's a bug) are a bit more complicated for the user. You would have = to >> select an explicit object to delete for example or to decide between >> a Object and a Tile rubber or something like that. Moreover if you >> get used to this editor you'll automatically develop your techniques >> to deal with such issues. >> In longer terms I till consider a better seperated solution thought. >> >> Greetz... >> >> Tobias Gl=C3=A4=C3=9Fer > > --=20 > The ideas of economists and political philosophers, both when they > are right and when they are wrong, are more powerful than is generally > understood. Indeed, the world is ruled by little else. > -- John Maynard Keyes > > > ------------------------------------------------------- > This SF.Net email is sponsored by: Oracle 10g > Get certified on the hottest thing ever to hit the market... Oracle=20 > 10g. > Take an Oracle 10g class now, and we'll give you the exam FREE. > http://ads.osdn.com/?ad_id149&alloc_id=8166&op=3Dclick > _______________________________________________ > 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...> - 2004-05-05 18:15:41
|
Is Creative Commons an actual OSI license? Where can I find a copy? Ratchet On May 4, 2004, at 4:33 AM, Ingo Ruhnke wrote: > C Ratchet <zra...@mi...> writes: > >> What about FDL or Creative Commons licenses? > > FDL is again not really generic, but very specific to written work. > Creative Commons Licenses on the other side are pretty good I think. > > -- > WWW: http://pingus.seul.org/~grumbel/ > JabberID: gr...@ja... > ICQ: 59461927 > > > ------------------------------------------------------- > This SF.Net email is sponsored by: Oracle 10g > Get certified on the hottest thing ever to hit the market... Oracle > 10g. > Take an Oracle 10g class now, and we'll give you the exam FREE. > http://ads.osdn.com/?ad_id=3149&alloc_id=8166&op=click > _______________________________________________ > 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: Bill K. <nb...@so...> - 2004-05-05 18:03:31
|
On Wed, May 05, 2004 at 01:46:14PM +0200, Ingo Ruhnke wrote: > Marek <wa...@gm...> writes: > > >>level 17: blocking hole at the middle of the level, see screenshot at > >>http://duongkhang.free.fr/supertux/level17_hole.jpg > >>I couldn't get tux out of there ! > >> > > I liked Bill's idea to put an invisible block in there. I'll do that. > > It won't work, with the current code SuperTux will land ontop of the > block and players will just ask 'Huh, whats that?' Just raise the > ground by a single tile and everything should be fine. That shouldn't happen! :^) You shouldn't be able to land on invisible coin boxes... only bonk them from below (which makes them appear, and turn into a normal empty coin box) :) -bill! |
From: Tobias <tob...@gm...> - 2004-05-05 17:02:25
|
Am Mi, den 05.05.2004 schrieb Ricardo Cruz um 18:18: > > > > Hmm, is mouse-wheel scrolling on the buttons good enough for you? :) > > (Because I'm going to implement that) > > > Well, I think arrow cursors should also be there, cause that behavior is > maybe not that intuitive... I just commited this mouse-wheel thingy. You can test it and tell me, if you still think it's not that intuitive. A major problem is that users won't notice the feature if the documentation fails to show it. Greetz... Tobias Gläßer |
From: Ricardo C. <ri...@ae...> - 2004-05-05 16:30:06
|
Em Quarta, 5 de Maio de 2004 16:45, o Tobias Gl=C3=A4=C3=9Fer escreveu: > Am Mi, den 05.05.2004 schrieb Ricardo Cruz um 17:18: > > Stuff that the leveleditor is missing: > > - keep enemies in platform option (maybe the best thing is to split > > enemies, this way we could have enemies with different shoe colors, as > > someone suggested); > > Yep, that's really missing. I want to implement a object-property dialog > for such purposes. > But I think that's not really missing in the leveleditor, but in the game.= I=20 mean, 'stay in plataform' enemies and their pals should be seen as differen= t=20 enemies by the leveleditor and game, and there should be separated graphics. Obviously, in the badguys code, we have to avoid code duplications. > > - also (dunno if it has already been implemented) there should be arrow > > buttons to allow people to scroll Tilegroups/Objects; > > Hmm, is mouse-wheel scrolling on the buttons good enough for you? :) > (Because I'm going to implement that) > Well, I think arrow cursors should also be there, cause that behavior is=20 maybe not that intuitive... > > - it would also be cool to run the leveleditor from the command line and > > specifying a given file, just like we do with the normal games. > > Good idea. > As you may have noticed, I commit something that should make that possible= ,=20 but it crashes in this line (in le_init_menus()): BadGuy bad_tmp(0,0,BadGuyKind(i),false); I don't really see the connection, since you have done that code, maybe yo= u=20 know why... > > Bugs: > > It is not possible to load levels that do not have an info file. We > > should get rid of these info files and create a top-level one, IMO. > > I don't think so. They are meant for contrib-levels anyway. That you > can't access files, that aren't in a directory containing a info file > could be addressed with the command-line idea and maybe I can extend > the Load Subset dialog for loading only one level. > Well, okay... But I also think that the worldmap levels should be allowed = to=20 edit by the player... Anyway, it is pretty easy to do that. > Greetz... > > Tobias Gl=C3=A4=C3=9Fer > =2D-=20 job Placement, n.: Telling your boss what he can do with your job. |
From: Ingo R. <gr...@gm...> - 2004-05-05 16:13:37
|
Marek <wa...@gm...> writes: > As far as I remember, it worked pretty well. Just because you can't > figure out a secret doesn't mean it's broken. (Sorry 'bout that) :-) > So no one objects when I re-implement it...? I'll give it a second > thought to make it less confusing, then. Ah, ok, now I see what you mean. Anyway, the biggest problems with secrets at the moment is that lots of them are easy to detect from the right, while hard to detect from the left, which leads to quite a few 'I can walk in the wall, but don't do anything' situations, looking more like a bug then a secret. Metroid Fusion for example solves this by flading away the foreground tiles that hide the secret, which looks pretty nice, but which is something that is not really doable in Milestone1. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Tobias <tob...@gm...> - 2004-05-05 15:42:02
|
Am Mi, den 05.05.2004 schrieb Ricardo Cruz um 17:18: > I just want to make a small note. > The way I see the built-in leveleditor is to be a simple way, yet powerfull > enough, to create levels by ordinary users. More advanced level designers are > encouraged to use FlexLay, that as just seen its first version released. > So, I think we should not waste too much times in implementing fancy stuff. That's the way I see it, too. Using is should be fun. > Stuff that the leveleditor is missing: > - keep enemies in platform option (maybe the best thing is to split enemies, > this way we could have enemies with different shoe colors, as someone > suggested); Yep, that's really missing. I want to implement a object-property dialog for such purposes. > - also (dunno if it has already been implemented) there should be arrow > buttons to allow people to scroll Tilegroups/Objects; Hmm, is mouse-wheel scrolling on the buttons good enough for you? :) (Because I'm going to implement that) > - it would also be cool to run the leveleditor from the command line and > specifying a given file, just like we do with the normal games. Good idea. > Bugs: > It is not possible to load levels that do not have an info file. We should > get rid of these info files and create a top-level one, IMO. I don't think so. They are meant for contrib-levels anyway. That you can't access files, that aren't in a directory containing a info file could be addressed with the command-line idea and maybe I can extend the Load Subset dialog for loading only one level. Greetz... Tobias Gläßer |
From: Ricardo C. <ri...@ae...> - 2004-05-05 15:30:20
|
I just want to make a small note. The way I see the built-in leveleditor is to be a simple way, yet powerful= l=20 enough, to create levels by ordinary users. More advanced level designers a= re=20 encouraged to use FlexLay, that as just seen its first version released. So, I think we should not waste too much times in implementing fancy stuff. Stuff that the leveleditor is missing: =2D keep enemies in platform option (maybe the best thing is to split enemi= es,=20 this way we could have enemies with different shoe colors, as someone=20 suggested); =2D also (dunno if it has already been implemented) there should be arrow=20 buttons to allow people to scroll Tilegroups/Objects; =2D it would also be cool to run the leveleditor from the command line and= =20 specifying a given file, just like we do with the normal games. Bugs: It is not possible to load levels that do not have an info file. We should= =20 get rid of these info files and create a top-level one, IMO. Ricardo Cruz Em Quarta, 5 de Maio de 2004 15:48, o Tobias Gl=C3=A4=C3=9Fer escreveu: > Am Mi, den 05.05.2004 schrieb Ingo Ruhnke um 12:13: > > - removing enemies and tiles should be seperated, as it currently is > > one ends up deleting both, could make it hard to edit level > > geometry and its also an issue if two enemies are close together, > > since they will be deleted both then, just a minor issue however, > > not really important > > I thought long about it. All solutions to this problem (I don't think > it's a bug) are a bit more complicated for the user. You would have to > select an explicit object to delete for example or to decide between > a Object and a Tile rubber or something like that. Moreover if you > get used to this editor you'll automatically develop your techniques > to deal with such issues. > In longer terms I till consider a better seperated solution thought. > > Greetz... > > Tobias Gl=C3=A4=C3=9Fer =2D-=20 The ideas of economists and political philosophers, both when they are right and when they are wrong, are more powerful than is generally understood. Indeed, the world is ruled by little else. -- John Maynard Keyes |
From: Marek <wa...@gm...> - 2004-05-05 15:10:14
|
>As far as I remember it was unreachable due to forward-only-scrolling, >which turned it into just another 'hole' in the wall with no purpose. >Thats why I removed it, such areas just cause confusion. > > > As far as I remember, it worked pretty well. Just because you can't figure out a secret doesn't mean it's broken. (Sorry 'bout that) :-) So no one objects when I re-implement it...? I'll give it a second thought to make it less confusing, then. Marek |
From: Tobias <tob...@gm...> - 2004-05-05 14:44:08
|
Am Mi, den 05.05.2004 schrieb Ingo Ruhnke um 12:13: > Tobias Gläßer <tob...@gm...> writes: > > > Please report me fast as can about problems that occur (althought I most > > likely know em' :D). > > Some issues, which you probally already know: > > - creating a new levelset assert()'s > > - badguys can be 'drawn' with mousedown, so its easy to insert more > enemies then wanted, should only insert enemy on mouse click (down/up) Fixed. > > - in the properties menu the 'listboxes' with the left/right arrows > (particles, bg-image), the arrows arn't clickable (ok, menu issue, > not level editor one) Hmm, I'll see what I can do. The keyboard configuration isn't possible using the keyboard. I consider this a menu bug. You should have to click or hit enter on a key-config-item before you can edit it. Just a side note. > - removing enemies and tiles should be seperated, as it currently is > one ends up deleting both, could make it hard to edit level > geometry and its also an issue if two enemies are close together, > since they will be deleted both then, just a minor issue however, > not really important I thought long about it. All solutions to this problem (I don't think it's a bug) are a bit more complicated for the user. You would have to select an explicit object to delete for example or to decide between a Object and a Tile rubber or something like that. Moreover if you get used to this editor you'll automatically develop your techniques to deal with such issues. In longer terms I till consider a better seperated solution thought. Greetz... Tobias Gläßer -- |
From: Ingo R. <gr...@gm...> - 2004-05-05 14:37:31
|
Marek <wa...@gm...> writes: > Grumbel, why did you remove the secret area in level 18? I mean the > one where you could climb up inside the wall at the very beginning > of the level, then run along the ceiling for some time to eventually > find an extra life and a powerup. That one was my favourite! As far as I remember it was unreachable due to forward-only-scrolling, which turned it into just another 'hole' in the wall with no purpose. Thats why I removed it, such areas just cause confusion. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Marek <wa...@gm...> - 2004-05-05 14:23:26
|
Hi there! Grumbel, why did you remove the secret area in level 18? I mean the one where you could climb up inside the wall at the very beginning of the level, then run along the ceiling for some time to eventually find an extra life and a powerup. That one was my favourite! Marek |
From: Benjamin P. J. <bp...@gm...> - 2004-05-05 12:54:58
|
>Benjamin, could you release the XCF files for those? If you have used Gimp, >that is... > > Done! --> http://www.phreakzone.com/tmp/index.html The XCF-file contains some more 16x16 icons I used to paint some time ago. Nothing we could actually use for SuperTux, I think .... but nice anyway. Benjamin |
From: Ricardo C. <ri...@ae...> - 2004-05-05 12:23:30
|
Hey guys, Try the Benjamin's checkbox and back button and tell if they should replace the currents. Benjamin, could you release the XCF files for those? If you have used Gimp, that is... Ricardo Cruz -- No good deed goes unpunished. -- Clare Booth Luce |
From: Ricardo C. <ri...@ae...> - 2004-05-05 12:19:39
|
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... 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.) A part from that, it is really cool to be able to type those new characters. ;) Good work, Ricardo Em Quarta, 5 de Maio de 2004 03:57, o Benjamin P. Jung escreveu: > Who needs sleep anyway?! > > Ok... somehow I managed to find my old ASCII-chart and then I took the > existing ATARI-look-a-like font and extended it. > ASCII-characters (dec.) 32 to 126 are now done. > > New characters: > : ; < = > ? @ > > [ \ ] ^ _ ' > { | } ~ > > I've put the letters on a 32x32 'tiles big' images. Though character 0 > to 31 ain't printable ones it might come in handy to have them > represented graphically ... (?) > > --> http://www.phreakzone.com/tmp/index.html > > If you think that's ok I could do the coloured versions so someone with > CVS access can check it in (Though coloured versions should be piece of > cake...) > > > Benjamin > -- Truth has always been found to promote the best interests of mankind... - Percy Bysshe Shelley |
From: Ricardo C. <ri...@ae...> - 2004-05-05 12:01:09
|
Just to notice that they you can jump characters, but please make them to be in the ascii order. Thanks, Ricardo Cruz Em Quarta, 5 de Maio de 2004 02:32, o Benjamin P. Jung escreveu: > Mistake! > > > Hmm.. how many columns/rows would be reasonable for the characters? > > ASCII = 255 charakters ... 0 to 34 ain't printable ones (such as > > Enter, Tab, etc...), 35 to 126 are MUSTS, 127 to 168 would be nice for > > NLS. > > 169 to 255 are pretty much not needed for SuperTux, I think. > > --- actually not right: > 32 to 126 are MUSTS. (32 = SPACE, 33 = ! , 34 = "). > > Benjamin > > > > ------------------------------------------------------- > This SF.Net email is sponsored by: Oracle 10g > Get certified on the hottest thing ever to hit the market... Oracle 10g. > Take an Oracle 10g class now, and we'll give you the exam FREE. > http://ads.osdn.com/?ad_id=3149&alloc_id=8166&op=click > _______________________________________________ > Super-tux-devel mailing list > Sup...@li... > https://lists.sourceforge.net/lists/listinfo/super-tux-devel -- There's nothing disgusting about it [the Companion]. It's just another life form, that's all. You get used to those things. -- McCoy, "Metamorphosis", stardate 3219.8 |
From: Ricardo C. <ri...@ae...> - 2004-05-05 12:01:06
|
I agree with Ingo. Benjamin, my favourite was the last coin, but I think the ones that the game use are bigger, right? Your arrow is also a must ;) Anyway, good work, do you consider in getting more involved with SuperTux? We really need artists, now that Ingo will start working in Pingus. Ricardo Em Quarta, 5 de Maio de 2004 10:47, o Ingo Ruhnke escreveu: > Bill Kendrick <nb...@so...> writes: > > Maybe take Larry Ewing's original Tux (maybe the low-color EPS version?) > > and use an 'emboss' effect (e.g., in Gimp)? > > Oh no, please not, that Tux is probally the most overused graphic on > this planet, give it a rest :) -- If it were not for the presents, an elopement would be preferable. -- George Ade, "Forty Modern Fables" |
From: Tobias <tob...@gm...> - 2004-05-05 11:54:27
|
Am Mi, den 05.05.2004 schrieb Marek um 13:48: > ...can I have CVS access, too, please? > My sourceforge name is "wansti". > > Thanks in advance, > > Marek ok. Greetz... Tobias Gläßer |
From: Marek <wa...@gm...> - 2004-05-05 11:48:06
|
...can I have CVS access, too, please? My sourceforge name is "wansti". Thanks in advance, Marek |