Thread: [Super-tux-devel] GotM For March 2004
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From: Ingo R. <gr...@gm...> - 2004-02-25 11:01:25
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The Happypenguin GotM[1] Vote for March got rushed out a bit earlier than expected. Anyway, the pool is now open and SuperTux is a canditade, so lets just cast a few votes and hope that SuperTux will win and thus get a bit more publicity and especially more developers. [1] http://www.happypenguin.org/forums/viewtopic.php?t=1243 [2] http://www.happypenguin.org/forums/viewtopic.php?t=1242 -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: <ri...@ae...> - 2004-02-26 19:37:21
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Hey, I have previously mentioned this; I think SuperTux main need is=20 levels and currently, using the level editor is not that fun So I=20 think we should hold on a bit, since an interface is already in the=20 way. The code is also in no situation for being hacked by other ppl,=20 since it is not that flexible. Futhermore, it was also decided that=20 prior to the 0.0.6, SuperTux will be rewritten in C++. Ricardo Cruz ps: Ingo, I also share the same opinion as a guy from the gametome; 1=20 month it too short for helping a project. Futhermore, 1 month is a=20 too short period for writting TODOs, reviews... and publish them. Anyway, if it becames popular, I'm sure project mantainers themselves=20 would ask to be the GotM and submit reviews and stuff. Citando Ingo Ruhnke <gr...@gm...>: >=20 > The Happypenguin GotM[1] Vote for March got rushed out a bit earlier > than expected. Anyway, the pool is now open and SuperTux is a > canditade, so lets just cast a few votes and hope that SuperTux will > win and thus get a bit more publicity and especially more=20 developers. >=20 > [1] http://www.happypenguin.org/forums/viewtopic.php?t=3D1243 > [2] http://www.happypenguin.org/forums/viewtopic.php?t=3D1242 >=20 > --=20 > WWW: http://pingus.seul.org/~grumbel/=20 > JabberID: gr...@ja...=20 > ICQ: 59461927 >=20 _________________________________________________________ Vem experimentar jogos gr=E1tis: http://freegames.online.pt |
From: Ingo R. <gr...@gm...> - 2004-02-26 21:35:13
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ri...@ae... writes: > I have previously mentioned this; I think SuperTux main need is > levels and currently, using the level editor is not that fun So I > think we should hold on a bit, since an interface is already in the > way. My windstille editor is already pretty useable (supports multiple tilemaps, objects, tilebrushes, undo/redo, multiple buffers, minimap, is scriptable, etc) and I already created a handfull of levels with it. I'll try to create a release in the next few days, for the moment people can check it out at (requires ClanLib-0.7 CVS and guile-1.6, start with ./supertux -e in the src/ directory): svn co svn://clanlib.org/Games/Windstille/trunk/ > The code is also in no situation for being hacked by other ppl, > since it is not that flexible. It doesn't has to be all that much flexible, as long as it can hold the feature that are needed for a 0.1 release it shouldn't be a problem and even the 0.0.5 release already gets close to that. 0.1 isn't meant as a YoshiIsland killer, just as a little useable and fun Jump'n Run and that should be doable. > Futhermore, it was also decided that prior to the 0.0.6, SuperTux > will be rewritten in C++. Unless I am completly mistaken, there are no plans in the near future to rewrite it in C++, that was more a plan for the far future (ie. past 0.1) and more of a slow migration. The current timeline I have in mind is: 0.0.6: gameplay basically working again + editor + opengl support, not everything has to be 100% perfect, just more or less useable 0.0.x: fixing all those stuff that was not so 100% perfect in 0.0.6, bug fixing etc. These releases should be mainly/only for the GotM contributors so that they have something to test/play with 0.1: a final release with a more or less mariobros1 logic, after that we can start ripping the thing apart, rewriting it in C++ or whatever > ps: Ingo, I also share the same opinion as a guy from the gametome; 1 > month it too short for helping a project. Futhermore, 1 month is a > too short period for writting TODOs, reviews... The reviews and ToDos should already be written *before* the game is even allowed to get in the vote (yes, this is not really the case with the current games and the vote got a bit rushed out, but we have to start somewhere). And for a bit of content a month is enough if people use the time to do work instead of having endless discussions. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Tobias <tob...@gm...> - 2004-02-26 22:20:21
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Am Do, den 26.02.2004 schrieb Ingo Ruhnke um 16:25: > ri...@ae... writes: > > > I have previously mentioned this; I think SuperTux main need is > > levels and currently, using the level editor is not that fun So I > > think we should hold on a bit, since an interface is already in the > > way. > > My windstille editor is already pretty useable (supports multiple > tilemaps, objects, tilebrushes, undo/redo, multiple buffers, minimap, > is scriptable, etc) and I already created a handfull of levels with > it. I'll try to create a release in the next few days, for the moment > people can check it out at (requires ClanLib-0.7 CVS and guile-1.6, > start with ./supertux -e in the src/ directory): > > svn co svn://clanlib.org/Games/Windstille/trunk/ > > > The code is also in no situation for being hacked by other ppl, > > since it is not that flexible. > > It doesn't has to be all that much flexible, as long as it can hold > the feature that are needed for a 0.1 release it shouldn't be a > problem and even the 0.0.5 release already gets close to that. 0.1 > isn't meant as a YoshiIsland killer, just as a little useable and fun > Jump'n Run and that should be doable. > > > Futhermore, it was also decided that prior to the 0.0.6, SuperTux > > will be rewritten in C++. > > Unless I am completly mistaken, there are no plans in the near future > to rewrite it in C++, that was more a plan for the far future (ie. > past 0.1) and more of a slow migration. Rewrite is definitivly the wrong word. A soft migration in cases, where C++ design and features ( string vs char and ptox vs. this) are superior, is the right description. Greetz... Tobias Gläßer |
From: Ingo R. <gr...@gm...> - 2004-02-27 00:09:06
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Ingo Ruhnke <gr...@gm...> writes: > My windstille editor is already pretty useable [...] Little screenshot: http://pingus.seul.org/~grumbel/tmp/windstille-editor-2004-02-27.jpg -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |