Thread: [Super-tux-devel] SuperTux 0.1.0 Prerelease 1
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From: Ingo R. <gr...@gm...> - 2004-05-01 15:09:51
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Hiho, build a first prerelease, available at: * http://pingus.seul.org/~grumbel/tmp/supertux-0.1.0pre1.tar.gz I reworked all levels again and added a bunch more background tiles and cleaned up some enemy positions (badguy in wall), beside that it should stiff be pretty much the same like the CVS version from yesterday. Testing of the whole game is welcome, known issues are mentioned below: Bugs ---- - tux sometimes makes short jumps in the endsequence, mostly when going through the goal with a small jump, might be old_up related - fadein/out for intro/extro would be nice - when you interrupted the intro (by going to credits for example) and go back to it, tux doesn't jump anymore - when jupming against the 2nd multiple coin block in a level only 1 coin will come out. - when jumping into the exit with a star, the endgame music will change back to levelmusic after a short time - leveleditor lacks enemies support (will be fixed soon by Tobias) - sometimes you die after being in pause modus and unpausing - still true? - the can_jump flag should be based on a time instead of the 2 tiles check. Since the 2 tiles flag won't help when you're jumping over a hole. Better use a timer that is started when up is pressed, when you then land and the timer is below a certain time, you can do the jump. - when bumping a special with 2 blocks at once, it won't change direction points aren't reset when gameover -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Keir L. <ke...@th...> - 2004-05-01 15:34:36
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On Sat, 2004-05-01 at 17:09 +0200, Ingo Ruhnke wrote: > Hiho, > > build a first prerelease, available at: > > * http://pingus.seul.org/~grumbel/tmp/supertux-0.1.0pre1.tar.gz > > I reworked all levels again and added a bunch more background tiles > and cleaned up some enemy positions (badguy in wall), beside that it > should stiff be pretty much the same like the CVS version from > yesterday. Testing of the whole game is welcome, known issues are > mentioned below: > > Bugs > ---- > - tux sometimes makes short jumps in the endsequence, mostly when > going through the goal with a small jump, might be old_up related > - fadein/out for intro/extro would be nice > - when you interrupted the intro (by going to credits for example) and go back > to it, tux doesn't jump anymore > - when jupming against the 2nd multiple coin block in a level only 1 coin will > come out. > - when jumping into the exit with a star, the endgame music will change back to > levelmusic after a short time > - leveleditor lacks enemies support (will be fixed soon by Tobias) > - sometimes you die after being in pause modus and unpausing - still true? > - the can_jump flag should be based on a time instead of the 2 tiles check. > Since the 2 tiles flag won't help when you're jumping over a hole. Better use > a timer that is started when up is pressed, when you then land and the timer > is below a certain time, you can do the jump. > - when bumping a special with 2 blocks at once, it won't change direction > points aren't reset when gameover some more: open-gl doesnt work for me when accessing the contrib menu i get: supertux: lispreader.cpp:849: lisp_object_t* lisp_car(lisp_object_t*): Assertion `obj->type == 5 || obj->type == 6' failed. Aborted Keir |
From: Ingo R. <gr...@gm...> - 2004-05-02 00:07:03
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Ingo Ruhnke <gr...@gm...> writes: > I reworked all levels again and added a bunch more background tiles > and cleaned up some enemy positions (badguy in wall), beside that it > should stiff be pretty much the same like the CVS version from > yesterday. Testing of the whole game is welcome, known issues are > mentioned below: Just to make things clear (we have been discussing this on IRC already, however not much of it went through the ML), if no critical bugs show up in this release that arn't fixable in short time, I will create a final Milestone1 release tomorrow. If the editor isn't getting ready we can either remove it from the menu or include it in its unfinished state, whatever people prefer. A editor-included release can then be release as 0.1.1 or so together with other bugs and there fixes that show up of course later on. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Tobias <tob...@gm...> - 2004-05-02 00:11:30
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Am So, den 02.05.2004 schrieb Ingo Ruhnke um 2:06: > Ingo Ruhnke <gr...@gm...> writes: > > > I reworked all levels again and added a bunch more background tiles > > and cleaned up some enemy positions (badguy in wall), beside that it > > should stiff be pretty much the same like the CVS version from > > yesterday. Testing of the whole game is welcome, known issues are > > mentioned below: > > Just to make things clear (we have been discussing this on IRC > already, however not much of it went through the ML), if no critical > bugs show up in this release that arn't fixable in short time, I will > create a final Milestone1 release tomorrow. If the editor isn't > getting ready we can either remove it from the menu or include it in > its unfinished state, whatever people prefer. A editor-included > release can then be release as 0.1.1 or so together with other bugs > and there fixes that show up of course later on. The editor will be ready in time. Greetz... Tobias Gläßer -- |
From: Ricardo C. <ri...@ae...> - 2004-05-02 00:48:21
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Is it just me or is it just a bit too in-time to release a version with a= =20 built-in version without anyone testing it or even having a look at its cod= e. Just my thought, Ricardo Cruz Em Domingo, 2 de Maio de 2004 01:15, o Tobias Gl=C3=A4=C3=9Fer escreveu: > Am So, den 02.05.2004 schrieb Ingo Ruhnke um 2:06: > > Ingo Ruhnke <gr...@gm...> writes: > > > I reworked all levels again and added a bunch more background tiles > > > and cleaned up some enemy positions (badguy in wall), beside that it > > > should stiff be pretty much the same like the CVS version from > > > yesterday. Testing of the whole game is welcome, known issues are > > > mentioned below: > > > > Just to make things clear (we have been discussing this on IRC > > already, however not much of it went through the ML), if no critical > > bugs show up in this release that arn't fixable in short time, I will > > create a final Milestone1 release tomorrow. If the editor isn't > > getting ready we can either remove it from the menu or include it in > > its unfinished state, whatever people prefer. A editor-included > > release can then be release as 0.1.1 or so together with other bugs > > and there fixes that show up of course later on. > > The editor will be ready in time. > > Greetz... > > Tobias Gl=C3=A4=C3=9Fer =2D-=20 Love, which is quickly kindled in a gentle heart, seized this one for the fair form that was taken from me-and the way of it afficts me still. Love, which absolves no loved one from loving, seized me so strongly with delight in him, that, as you see, it does not leave me even now. Love brought us to one death. -- La Divina Commedia: Inferno V, vv. 100-06 |