Thread: [Super-tux-devel] Re: [Super-tux-commit] supertux/src world.cpp,1.51,1.52
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From: Ingo R. <gr...@gm...> - 2004-05-03 20:21:32
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Ryan Flegel <sik...@us...> writes: > - fixed scrolling bug I wouldn't called it fixed, scrolling is still horrible broken, ie. the visible region to the right is *far* to small, it should be 3/4 of the screen, currently its not even a half. With the current setting the game is almost unplayable, since you will very often run into enemies since you see them far too late. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Ricardo C. <ri...@ae...> - 2004-05-03 23:54:30
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It is just a matter of tuning the SPACE_X definition in world.cpp file. Feel free to purpose any values. Anyway, checkout the last version. Ricardo Cruz Em Segunda, 3 de Maio de 2004 21:21, o Ingo Ruhnke escreveu: > Ryan Flegel <sik...@us...> writes: > > - fixed scrolling bug > > I wouldn't called it fixed, scrolling is still horrible broken, ie. > the visible region to the right is *far* to small, it should be 3/4 of > the screen, currently its not even a half. With the current setting > the game is almost unplayable, since you will very often run into > enemies since you see them far too late. -- What if nothing exists and we're all in somebody's dream? Or what's worse, what if only that fat guy in the third row exists? -- Woody Allen, "Without Feathers" |
From: Ingo R. <gr...@gm...> - 2004-05-04 09:51:45
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Ricardo Cruz <ri...@ae...> writes: > It is just a matter of tuning the SPACE_X definition in world.cpp file. > Feel free to purpose any values. > Anyway, checkout the last version. A correct value would be: #define X_SPACE (640-256) But that renders the backscrolling code completly unuseable. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Matze B. <ma...@br...> - 2004-05-04 10:02:29
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On Tue, 4 May 2004, Ricardo Cruz wrote: > > It is just a matter of tuning the SPACE_X definition in world.cpp file. > Feel free to purpose any values. > Anyway, checkout the last version. Just because the fix is very easy doesn't mean it isn't broken. It was workin before and after your commit it didn't anymore. A good default value is part of the solution or would you really like to start supertux with "--scroll_x=120 --fix-blup-bug --workaround-musiccrashes"? Greetings, Matze |
From: Ricardo C. <ri...@ae...> - 2004-05-04 11:46:25
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i didn't really understand what you said in the final of your sentence. Anyway, about your "fix", you just tuned the SPACE_X value and reformatted= =20 the code. I never said it was broken, I just said that wasn't a fix, becaus= e=20 there was nothing broken, in the first place. Ricardo Cruz =20 Em Ter=E7a, 4 de Maio de 2004 11:01, o Matze Braun escreveu: > On Tue, 4 May 2004, Ricardo Cruz wrote: > > It is just a matter of tuning the SPACE_X definition in world.cpp file. > > Feel free to purpose any values. > > Anyway, checkout the last version. > > Just because the fix is very easy doesn't mean it isn't broken. It was > workin before and after your commit it didn't anymore. A good default > value is part of the solution or would you really like to start supertux > with "--scroll_x=3D120 --fix-blup-bug --workaround-musiccrashes"? > > Greetings, > Matze > =2D-=20 Now hatred is by far the longest pleasure; Men love in haste, but they detest at leisure. -- George Gordon, Lord Byron, "Don Juan" |
From: Ricardo C. <ri...@ae...> - 2004-05-04 11:42:19
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Of course it does, if you do the maths, that means 384, bigger than half o= f=20 the screen! The number has to be below 320. Anyway, I don't see why you only have problems with that now... You never= =20 complaint before, I just need to touch the code and you enter in your=20 bitching mode. Ricardo Cruz Em Ter=E7a, 4 de Maio de 2004 10:51, o Ingo Ruhnke escreveu: > Ricardo Cruz <ri...@ae...> writes: > > It is just a matter of tuning the SPACE_X definition in world.cpp file. > > Feel free to purpose any values. > > Anyway, checkout the last version. > > A correct value would be: > > #define X_SPACE (640-256) > > But that renders the backscrolling code completly unuseable. =2D-=20 It is up to us to produce better-quality movies. -- Lloyd Kaufman, producer of "Stuff Stephanie in the Incinerator" |
From: Ingo R. <gr...@gm...> - 2004-05-04 12:51:17
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Ricardo Cruz <ri...@ae...> writes: > Of course it does, if you do the maths, that means 384, bigger than > half of the screen! > > The number has to be below 320. The value MUST be larger than 320 to provide a useable game, everything else will just cause the player to constantly ran into enemies since he simply has not enough time to see them. > Anyway, I don't see why you only have problems with that now... You never > complaint before, I just need to touch the code and you enter in your > bitching mode. The scrolling worked very fine with that value before, since backscrolling and the one-way scrolling where completly independend, you merged them or whatever and broke it. As I said before, backscrolling in its current form WILL NOT WORK, its ok for debugging purpose but not for gameplay purpose. In gameplay the player needs to see more than half the screen in its walking direction, especially when running, with the current backscrolling however he will look in the exact oposite direction, which is completly useless. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Ryan F. <rf...@gm...> - 2004-05-04 19:55:16
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On Tue, 4 May 2004 19:33:45 +0100, Ricardo Cruz <ri...@ae...> wrote: > I have started implemented a smooth camera move, but it isn't working well. I > think it is some frame ratio bad calculation. Do you want to have a look at > it? I would *like* to but unfortunately I'm busy today writing a report for university :/ Sorry I sent that last mail to you and not the list. Sometimes Gmail wants to send mail back to you instead of the mailing list. I think it must be a missing Reply-To header, but I thought SF automatically adds that. Oh well.. I'll just have to watch out next time. |