Thread: Re: [Super-tux-devel] LevelEditor testing (Page 2)
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From: Ingo R. <gr...@gm...> - 2004-05-05 19:15:28
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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: Ricardo C. <ri...@ae...> - 2004-05-05 12:19:39
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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: Benjamin P. J. <bp...@gm...> - 2004-05-05 20:00:51
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--> 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 :-) |
From: Ricardo C. <ri...@ae...> - 2004-05-06 12:39:43
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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: Ricardo C. <ri...@ae...> - 2004-05-05 16:30:06
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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: Tobias <tob...@gm...> - 2004-05-05 17:02:25
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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: Bill K. <nb...@so...> - 2004-05-05 19:23:49
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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: Marek <wa...@gm...> - 2004-05-05 19:40:20
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...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: Ryan F. <rf...@gm...> - 2004-05-05 21:43:47
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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: Ricardo C. <ri...@ae...> - 2004-05-06 12:20:46
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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?" |