Thread: [Super-tux-devel] Gameplay patch
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From: Ricardo C. <ri...@ae...> - 2004-01-17 00:41:23
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Hey there, I have make a patch so that when you collide in the right side of a brick, the mint goes to the left, else it goes to the right, like in the SuperMario. It adds an extra argument to tryemptybox() and add_upgrade(). I also cleaned add_upgrade(). When a goddie would disappear to the left of the screen, it was removed too soon (without being totally out), it also fixes that. Tobias, this should not affect your work, so you can commit it. I also have made a few changes to leveleditor: added grid and made it possible to see what's inside a box when the cursor is on it. This affects screen.c (adds fillrect()), so it should be merged after the adding of opengl support. The gameloop.c is really ugly and huge. Besides, I don't really like the indentation used... I could only navigate on it because Kate highlites brackets and allows to compress/expand them. Gameloop.c has all the gameplay code, so we should separate it. Why not putting bad_guys code in a bad_guys file (for instance draw funcs) and all the other structs code in their own file? Anyway, SuperTux is a nice piece of software and I am looking forward for the OpenGL support ;) Cheers, Ricardo Cruz -- Success is relative: It is what we can make of the mess we have made of things. -- T.S. Eliot, "The Family Reunion" |
From: Ricardo C. <ri...@ae...> - 2004-01-17 02:36:57
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I have just noticed that in SuperMario 1, no matter where you collide in a= =20 brick, the mushroom will allways go to the right... We really should do a=20 guideline... Why not an IRC meeting with users and developers? Greats, Ricardo Cruz Em S=E1bado, 17 de Janeiro de 2004 00:46, o Ricardo Cruz escreveu: > Hey there, > > I have make a patch so that when you collide in the right side of a bric= k, > the mint goes to the left, else it goes to the right, like in the > SuperMario. It adds an extra argument to tryemptybox() and add_upgrade().= I > also cleaned add_upgrade(). > When a goddie would disappear to the left of the screen, it was removed > too soon (without being totally out), it also fixes that. > > Tobias, this should not affect your work, so you can commit it. > > I also have made a few changes to leveleditor: added grid and made it > possible to see what's inside a box when the cursor is on it. This affects > screen.c (adds fillrect()), so it should be merged after the adding of > opengl support. > > The gameloop.c is really ugly and huge. Besides, I don't really like the > indentation used... I could only navigate on it because Kate highlites > brackets and allows to compress/expand them. > Gameloop.c has all the gameplay code, so we should separate it. Why not > putting bad_guys code in a bad_guys file (for instance draw funcs) and all > the other structs code in their own file? > > Anyway, SuperTux is a nice piece of software and I am looking forward for > the OpenGL support ;) > > Cheers, > Ricardo Cruz =2D-=20 When I first arrived in this country I had only fifteen cents in my pocket and a willingness to compromise. -- Weber cartoon caption |
From: Ingo R. <gr...@gm...> - 2004-01-18 12:55:40
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Ricardo Cruz <ri...@ae...> writes: > I have just noticed that in SuperMario 1, no matter where you > collide in a brick, the mushroom will allways go to the right... We > really should do a guideline... Simply do what makes sense and is fun, don't do or not do stuff just because SuperMarioBros1 didn't. Other games can be a great base for inspiriation, but they should be taken as a cloning guide for each and every little detail. > Why not an IRC meeting with users and developers? #supertux, irc.freenode.net, does anybody want to set a meeting date? -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Ricardo C. <ri...@ae...> - 2004-01-18 15:21:34
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Hey Ingo, Em Domingo, 18 de Janeiro de 2004 12:55, o Ingo Ruhnke escreveu: > Ricardo Cruz <ri...@ae...> writes: > > I have just noticed that in SuperMario 1, no matter where you > > collide in a brick, the mushroom will allways go to the right... We > > really should do a guideline... > > Simply do what makes sense and is fun, don't do or not do stuff just > because SuperMarioBros1 didn't. Other games can be a great base for > inspiriation, but they should be taken as a cloning guide for each and > every little detail. > Well, I think that the side matters behaver is a lot more fun than when it doesn't. :) Anyway, I just called attention to that fact, since there are maybe here some ppl in this list that would prefer SuperTux to stick to the SM1 and wouldn't like that patch applied (however, i noticed that i forgot to append it :/). I really think that a guideline page for the game would be great, so that everyone can ask for features, argue them and so that the final result will be of good taste to everyone. I think most of us wouldn't like to have a copy of SM, but we should all reach an agreement that would be satisfactory for all. Besides, a public guideline would be cool to let programmers know what's needed to do and to allow users to ask for features, and if all agree with it, it would be added to the guide. > > Why not an IRC meeting with users and developers? > > #supertux, irc.freenode.net, does anybody want to set a meeting date? Finally, someone shows intersting in a meeting ;) i would prefer a Friday or Saturday night. Since most of us live in Europe, it would be easy to set an hour. I think Bill Kendrick should be present, but since he lives in the US, it will be a bit hard to meet everyone. What about 8-9 o'clock GMT? See ya, Ricardo Cruz -- You will pay for your sins. If you have already paid, please disregard this message. |
From: Tobias <tob...@gm...> - 2004-01-17 10:22:09
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Ricardo, did you actually understand what my rewrite is all about? Maybe I didn't make it clear enough for the whole crew :). It's about huge code restructuring and rewriting esspecially to ALL functions and code related to the gameloop. You'll have to do this patch a second time, I guess. :(( Ok, I'll commit the whole stuff tonight, even if a few parts aren't ready. I'll document the unfinished parts, so that people can help, if they like to. :) Greetz... Tobias Gläßer Am Fr, den 16.01.2004 schrieb Ricardo Cruz um 19:46: > Hey there, > > I have make a patch so that when you collide in the right side of a brick, > the mint goes to the left, else it goes to the right, like in the SuperMario. > It adds an extra argument to tryemptybox() and add_upgrade(). I also cleaned > add_upgrade(). > When a goddie would disappear to the left of the screen, it was removed too > soon (without being totally out), it also fixes that. > > Tobias, this should not affect your work, so you can commit it. > > I also have made a few changes to leveleditor: added grid and made it > possible to see what's inside a box when the cursor is on it. This affects > screen.c (adds fillrect()), so it should be merged after the adding of opengl > support. > > The gameloop.c is really ugly and huge. Besides, I don't really like the > indentation used... I could only navigate on it because Kate highlites > brackets and allows to compress/expand them. > Gameloop.c has all the gameplay code, so we should separate it. Why not > putting bad_guys code in a bad_guys file (for instance draw funcs) and all > the other structs code in their own file? > > Anyway, SuperTux is a nice piece of software and I am looking forward for the > OpenGL support ;) > > Cheers, > Ricardo Cruz -- |