Thread: [Super-tux-devel] Bad guys fixes [patch]
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From: Ricardo C. <ri...@ae...> - 2004-03-14 00:47:05
Attachments:
laptop-fixes.patch
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Hey there, This patch fixes a few issues (not all!) from bad guys, give it a try. (the patch is small, but gave some work, so appreciate it! ;) ) The following bugs should be fixed: - When Tux is big and is stopped, laptop does not harm him. This is a result of the fact that now collisions are not tested upon the velocity, but player's position and size; - When laptop is being hold, you are invincible. This is a gameplay issue, laptop could be destroyed/kicked after the first enemy killed or/and player could only hold the laptop for a few time. Collision system should be studied a little more, since there seem to be a few issues, regarding it. There was this bug: if(pbad->dir = LEFT) (line 174 badguys.c) Shouldn't gcc said anything? We are using -Wall... At least, g++ would have warn about that. Tobias, I sent a few time ago, a patch for making the powerups going in the opposite direction of the side that the player collided with the brick... It looks like that isn't being done, wanna me to patch that again? Anyway, I had a look at SuperTux 0.0.5 code and i must say that it has evolved a lot. I mean *a lot*! So, I guess, SuperTux future can only be brilliant, after all ;) Bests, Ricardo Cruz -- The best portion of a good man's life, his little, nameless, unremembered acts of kindness and love. -- Wordsworth |
From: Tobias <tob...@gm...> - 2004-03-14 01:13:55
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Am Sa, den 13.03.2004 schrieb Ricardo Cruz um 19:48: > Hey there, > > This patch fixes a few issues (not all!) from bad guys, give it a try. (the > patch is small, but gave some work, so appreciate it! ;) ) Of course, I do. :) > The following bugs should be fixed: > - When Tux is big and is stopped, laptop does not harm him. This is a result > of the fact that now collisions are not tested upon the velocity, but > player's position and size; > - When laptop is being hold, you are invincible. This is a gameplay issue, > laptop could be destroyed/kicked after the first enemy killed or/and player > could only hold the laptop for a few time. I'd say the laptop should be destroyed after the first enemy is kicked. > Collision system should be studied a little more, since there seem to be a > few issues, regarding it. You mean collisions between game objects, right? Yeah, that's true! For game-object with map collisions I'd say there is only one known bug, which occurs in a very special situation with low frames, so we can nearly say it was perfect. > There was this bug: > if(pbad->dir = LEFT) > (line 174 badguys.c) > Shouldn't gcc said anything? We are using -Wall... At least, g++ would have > warn about that. This compilers are playing tricks on us. :( > Tobias, I sent a few time ago, a patch for making the powerups going in the > opposite direction of the side that the player collided with the brick... It > looks like that isn't being done, wanna me to patch that again? I applied that patch. Dunno why it isn't working anymore. :( Greetz... Tobias Gläßer -- |
From: Ricardo C. <ri...@ae...> - 2004-03-14 02:39:02
Attachments:
upgrades-dir.patch
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Em Domingo, 14 de Mar=C3=A7o de 2004 07:14, o Tobias Gl=C3=A4=C3=9Fer escre= veu: > Am Sa, den 13.03.2004 schrieb Ricardo Cruz um 19:48: > > Collision system should be studied a little more, since there seem to = be > > a few issues, regarding it. > > You mean collisions between game objects, right? Yeah, that's true! > For game-object with map collisions I'd say there is only one known bug, > which occurs in a very special situation with low frames, so we can > nearly say it was perfect. > Yes, in laptops, for instance, the player seems to continue colliding with= =20 them after the first collision. This happens because the loop is so fast that the player doesn't have the= =20 time to jump and be away from the enemies' square. Solution is to (when the= re=20 is a collision) make sure the collider's position is changed in order to be= =20 away from the collided, and apply the jump, as we do now. > > There was this bug: > > if(pbad->dir =3D LEFT) > > (line 174 badguys.c) > > Shouldn't gcc said anything? We are using -Wall... At least, g++ would > > have warn about that. > > This compilers are playing tricks on us. :( > Really, shouldn't the gcc report this? Is there any more flag needed to be= =20 putted? > > Tobias, I sent a few time ago, a patch for making the powerups going in > > the opposite direction of the side that the player collided with the > > brick... It looks like that isn't being done, wanna me to patch that > > again? > > I applied that patch. Dunno why it isn't working anymore. :( > Well, maybe you committed over it or something... Good thing, I keep my=20 patches, here it goes (had to make changes). Ricardo Cruz > Greetz... > > Tobias Gl=C3=A4=C3=9Fer =2D-=20 Remember, God could only create the world in 6 days because he didn't have an established user base. |
From: Ricardo C. <ri...@ae...> - 2004-03-15 00:36:46
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Hi, I just noticed about this bug in the patch I sent. I generally hand edit t= he=20 patch files, in order to removed printfs and other code. And so there was a= =20 condition that I missed. Please remove the line 98 of the patch. Sorry, Ricardo Cruz Em Domingo, 14 de Mar=E7o de 2004 00:48, o Ricardo Cruz escreveu: > Hey there, > > This patch fixes a few issues (not all!) from bad guys, give it a try. > (the patch is small, but gave some work, so appreciate it! ;) ) > > The following bugs should be fixed: > - When Tux is big and is stopped, laptop does not harm him. This is a > result of the fact that now collisions are not tested upon the velocity, > but player's position and size; > - When laptop is being hold, you are invincible. This is a gameplay issue, > laptop could be destroyed/kicked after the first enemy killed or/and play= er > could only hold the laptop for a few time. > > Collision system should be studied a little more, since there seem to be= a > few issues, regarding it. > > There was this bug: > if(pbad->dir =3D LEFT) > (line 174 badguys.c) > Shouldn't gcc said anything? We are using -Wall... At least, g++ would > have warn about that. > > Tobias, I sent a few time ago, a patch for making the powerups going in > the opposite direction of the side that the player collided with the > brick... It looks like that isn't being done, wanna me to patch that agai= n? > > > Anyway, I had a look at SuperTux 0.0.5 code and i must say that it has > evolved a lot. I mean *a lot*! So, I guess, SuperTux future can only be > brilliant, after all ;) > > Bests, > Ricardo Cruz =2D-=20 Physically there is nothing to distinguish human society from the farm-yard except that children are more troublesome and costly than chickens and women are not so completely enslaved as farm stock. -- George Bernard Shaw, "Getting Married" |