Thread: [Super-tux-devel] feedback
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From: Keir L. <ke...@th...> - 2004-04-30 19:16:13
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two days ago i installed supertux from CVS, i played it alongside an emulated super m. bros 3 for comparission. some comments/suggestions follow, im sure most of them have already been though of or you are aware of them but anyway: - Water: in "the somewhat smaller bath" level there is a (small) part of the level underwater, however, this water didnt behave the way i expected it to (it sm3 style), it was simply a background, very confusing - Fireballs: should make a small explosion when hitting a wall rather than disappearing - Iceblocks if you hit consecutive enemys with one throw of an iceblock the score rewarde3d for each consecutive enemy should increase - Checkpoints: should have some visual indicator where they are - enemys take to long to disappear onced squashed, sometimes they don disapear at all - tux is not invincible for long enough after being turned back to small tux - Levels: lack variety Keir Lawson |
From: Bill K. <nb...@so...> - 2004-04-30 19:22:17
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On Fri, Apr 30, 2004 at 08:16:07PM +0100, Keir Lawson wrote: > - Checkpoints: should have some visual indicator where they are Coming from a Super Mario Bros (not SMB3) point of view, this isn't necessary. ;^) I think in SMB, the checkpoints were just the half-way points in the level. > - enemys take to long to disappear onced squashed, sometimes they don > disapear at all I've noticed that. Usually snowballs. (err, I guess those are about all you can squish right now, anyway!) > - tux is not invincible for long enough after being turned back to small > tux I agree. > - Levels: lack variety I dunno... I think it's pretty good, so far! One other thing I'd like to add: * Make the 'invincibility' music change back to normal a few SECONDS before Tux loses his invincibility! (The 'star' powerup) Thx for the comments, Keir! -bill! |
From: Ricardo C. <ri...@ae...> - 2004-04-30 20:08:13
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Well, I already made the stars to blink as you requested... Ricardo Em Sexta, 30 de Abril de 2004 20:22, o Bill Kendrick escreveu: > > One other thing I'd like to add: > > * Make the 'invincibility' music change back to normal a few SECONDS before > Tux loses his invincibility! (The 'star' powerup) > > > > > -bill! > > -- Biggest security gap -- an open mouth. |
From: Bill K. <nb...@so...> - 2004-04-30 20:29:00
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On Fri, Apr 30, 2004 at 08:59:43PM +0100, Ricardo Cruz wrote: > > Well, I already made the stars to blink as you requested... Cool, thanks. It's a /little/ hard to notice (e.g. I didn't notice it when playing yestrerday :^) ) Since they're sparkling to begin with, I guess it's hard to tell. :^/ -bill! |
From: Keir L. <ke...@th...> - 2004-04-30 19:44:05
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On Fri, 2004-04-30 at 12:22 -0700, Bill Kendrick wrote: > On Fri, Apr 30, 2004 at 08:16:07PM +0100, Keir Lawson wrote: > > - Checkpoints: should have some visual indicator where they are > > Coming from a Super Mario Bros (not SMB3) point of view, this isn't > necessary. ;^) > > I think in SMB, the checkpoints were just the half-way points in the level. well in SMW (super mario world) they are clearly marked, and i think it is confusing for the fisrst time player wondering why the arent starting at the beggining of a level, also making checkpoints an object of somesort would mean you could make hidden ones or make the challenging to reach rather than getting to a specific part in the level > > - Levels: lack variety > > I dunno... I think it's pretty good, so far! well.... pretty good for what i understand is at level creators disposal. things like moving platforms, more enemys, cannons/missiles (SMB3/SMW), levels that scroll automatically (ie tux has to keep up) and some more "powers" would make the levels more interesting > > One other thing I'd like to add: > > * Make the 'invincibility' music change back to normal a few SECONDS before > Tux loses his invincibility! (The 'star' powerup) i agree Keir |
From: Keir L. <ke...@th...> - 2004-04-30 19:57:30
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On Fri, 2004-04-30 at 20:44 +0100, Keir Lawson wrote: > On Fri, 2004-04-30 at 12:22 -0700, Bill Kendrick wrote: > > On Fri, Apr 30, 2004 at 08:16:07PM +0100, Keir Lawson wrote: > > > - Checkpoints: should have some visual indicator where they are > > > > Coming from a Super Mario Bros (not SMB3) point of view, this isn't > > necessary. ;^) > > > > I think in SMB, the checkpoints were just the half-way points in the level. > well in SMW (super mario world) they are clearly marked, and i think it > is confusing for the fisrst time player wondering why the arent starting > at the beggining of a level, also making checkpoints an object of > somesort would mean you could make hidden ones or make the challenging > to reach rather than getting to a specific part in the level > > > - Levels: lack variety > > > > I dunno... I think it's pretty good, so far! > well.... pretty good for what i understand is at level creators disposal. things like moving platforms, more enemys, cannons/missiles (SMB3/SMW), levels > that scroll automatically (ie tux has to keep up) and some more "powers" would make the levels more interesting > > > > One other thing I'd like to add: > > > > * Make the 'invincibility' music change back to normal a few SECONDS before > > Tux loses his invincibility! (The 'star' powerup) > i agree and whilst i remember: some other critisicms: - tux should only be able to walk over holes one space wide when he is running - "fire power": tux should to more than turn a shade of red keir |
From: Marek <wa...@gm...> - 2004-05-01 14:37:15
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Hi Guys! I just downloaded the latest version and tested it. Jumping handles _much_ better now; great work! :-) I noticed, however, that since thursday (or friday? I'm not sure), OpenGL support doesn't work. When I switch to OpenGL mode, I see nothing but a "chessboard-colored" screen. SDL works, but it's a lot slower than OpenGL. Since I don't know if someone removed it on purpose (for rewriting, debugging or whatever reason), I thought I'd mention it here. Marek -- -----BEGIN GEEK CODE BLOCK----- Version: 3.1 GCS dpu@ s:+ a-- C++(++++)$ UL++>++++ P+ L+++>+++++ E- W++ N o? K- w--- O M+@ V- !PS !PE Y+ PGP++@ t--- 5-- X- R+(++) tv-- b++@ DI+ D+>++++ G++ e>++++ h--- r++(+++) y+++ ------END GEEK CODE BLOCK------ |
From: Ingo R. <gr...@gm...> - 2004-05-01 15:04:58
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Marek <wa...@gm...> writes: > I noticed, however, that since thursday (or friday? I'm not sure), > OpenGL support doesn't work. When I switch to OpenGL mode, I see > nothing but a "chessboard-colored" screen. SDL works, but it's a lot > slower than OpenGL. Since I don't know if someone removed it on > purpose (for rewriting, debugging or whatever reason), I thought I'd > mention it here. OpenGL still works fine here and as far as I know there weren't any changes in the OpenGL code for quite a while. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Keir L. <ke...@th...> - 2004-05-01 15:15:49
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On Sat, 2004-05-01 at 16:38 +0200, Marek wrote: > Hi Guys! > I just downloaded the latest version and tested it. Jumping handles > _much_ better now; great work! :-) > I noticed, however, that since thursday (or friday? I'm not sure), > OpenGL support doesn't work. When I switch to OpenGL mode, I see nothing > but a "chessboard-colored" screen. same here Keir |
From: Ricardo C. <ri...@ae...> - 2004-05-01 15:53:44
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What video card and drivers are you using? Ricardo Em S=E1bado, 1 de Maio de 2004 16:15, o Keir Lawson escreveu: > On Sat, 2004-05-01 at 16:38 +0200, Marek wrote: > > Hi Guys! > > I just downloaded the latest version and tested it. Jumping handles > > _much_ better now; great work! :-) > > I noticed, however, that since thursday (or friday? I'm not sure), > > OpenGL support doesn't work. When I switch to OpenGL mode, I see nothing > > but a "chessboard-colored" screen. > > same here > > Keir > > =2D-=20 Q: What do you have when you have a lawyer buried up to his neck in sand? A: Not enough sand. |
From: Keir L. <ke...@th...> - 2004-05-01 16:11:17
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On Sat, 2004-05-01 at 16:45 +0100, Ricardo Cruz wrote: > What video card and drivers are you using? nvidia, other opengl games (foobilliard) work Keir |
From: Ricardo C. <ri...@ae...> - 2004-05-01 16:29:37
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Hmmm, that's weird... What card and drivers version? Marek, do you use a nvidia card too? If so, tell us what card and driver's= =20 version. Not sure how usefull that information will be... Anyway, can you run SuperTux like 'supertux -gl' and tell us if the same=20 happens? Ricardo Cruz Em S=E1bado, 1 de Maio de 2004 17:11, o Keir Lawson escreveu: > On Sat, 2004-05-01 at 16:45 +0100, Ricardo Cruz wrote: > > What video card and drivers are you using? > > nvidia, other opengl games (foobilliard) work > > Keir > > =2D-=20 Now I think I just reached the state of HYPERTENSION that comes JUST BEFORE you see the TOTAL at the SAFEWAY CHECKOUT COUNTER! |
From: Keir L. <ke...@th...> - 2004-05-01 16:37:35
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On Sat, 2004-05-01 at 17:21 +0100, Ricardo Cruz wrote: > Hmmm, that's weird... What card and drivers version? > Marek, do you use a nvidia card too? If so, tell us what card and driver's > version. > Not sure how usefull that information will be... > > Anyway, can you run SuperTux like 'supertux -gl' and tell us if the same > happens? yup - same thing happens i think im using the latest nvidia drivers, im not sure how to check keir |
From: Ricardo C. <ri...@ae...> - 2004-05-01 17:03:45
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To get the nvidia driver's version, just type (in a X console) 'glxinfo' a= nd=20 look at the 'OpenGL version string'. And what's your video card model? By the way, I am using a nvidia ('GeForce4 MX 440/AGP/SSE/3DNOW!') with th= e=20 '1.4.0 NVIDIA 44.96' drivers, and works fine. Ricardo Cruz Em S=E1bado, 1 de Maio de 2004 17:37, o Keir Lawson escreveu: > On Sat, 2004-05-01 at 17:21 +0100, Ricardo Cruz wrote: > > Hmmm, that's weird... What card and drivers version? > > Marek, do you use a nvidia card too? If so, tell us what card and > > driver's version. > > Not sure how usefull that information will be... > > > > Anyway, can you run SuperTux like 'supertux -gl' and tell us if the sa= me > > happens? > > yup - same thing happens > > i think im using the latest nvidia drivers, im not sure how to check > > keir > > =2D-=20 Q: What's the difference between an Irish wedding and an Irish wake? A: One less drunk. |
From: Keir L. <ke...@th...> - 2004-05-01 17:05:59
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On Sat, 2004-05-01 at 17:53 +0100, Ricardo Cruz wrote: > To get the nvidia driver's version, just type (in a X console) 'glxinfo' and > look at the 'OpenGL version string'. And what's your video card model? > > By the way, I am using a nvidia ('GeForce4 MX 440/AGP/SSE/3DNOW!') with the > '1.4.0 NVIDIA 44.96' drivers, and works fine. OpenGL renderer string: GeForce2 MX/AGP/SSE/3DNOW! OpenGL version string: 1.4.1 NVIDIA 53.36 im using a geforce 2 mmx 440 Keir |
From: Ricardo C. <ri...@ae...> - 2004-05-01 19:39:18
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Marek, what do you use? Well, let's hope that he also uses the same driver's version ;) Anyway, I already installed that driver, but sometimes X refused to start,= so=20 I had to go back to the previous version (in a Mandrake 10.0 Comunity). Ricardo Cruz Em S=E1bado, 1 de Maio de 2004 18:05, o Keir Lawson escreveu: > On Sat, 2004-05-01 at 17:53 +0100, Ricardo Cruz wrote: > > To get the nvidia driver's version, just type (in a X console) 'glxinf= o' > > and look at the 'OpenGL version string'. And what's your video card > > model? > > > > By the way, I am using a nvidia ('GeForce4 MX 440/AGP/SSE/3DNOW!') with > > the '1.4.0 NVIDIA 44.96' drivers, and works fine. > > OpenGL renderer string: GeForce2 MX/AGP/SSE/3DNOW! > OpenGL version string: 1.4.1 NVIDIA 53.36 > > im using a geforce 2 mmx 440 > > Keir > > =2D-=20 I'm all for computer dating, but I wouldn't want one to marry my sister. |
From: Keir L. <ke...@th...> - 2004-05-01 19:55:30
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On Sat, 2004-05-01 at 20:29 +0100, Ricardo Cruz wrote: > Marek, what do you use? > Well, let's hope that he also uses the same driver's version ;) i think ST 0.0.6 worked in opengl mode on my computer... strange that it should stop working all of a sudden Keir |
From: Marek <wa...@gm...> - 2004-05-01 20:31:52
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>> Marek, what do you use? >> Well, let's hope that he also uses the same driver's version ;) >> >> I'm using nvidia, too; a GeForce3 with the latest drivers from nvidia (I think it's 1.0.5336 or something like that). Like Keir, it worked for me until yesterday or the day before yesterday, then suddenly broke. All other OpenGL apps still work fine. Marek |
From: Marek <wa...@gm...> - 2004-05-01 20:49:01
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OpenGL works again! I just got another cvs update, compiled it and it works. I also got me a new kernel in the meantime, so I don't know what really solved the problem, but everything seems to be fine now. (Except for the fact that I'm about to hose my system with my kernel experiments, but that's another story. :-) ) Marek -- -----BEGIN GEEK CODE BLOCK----- Version: 3.1 GCS dpu@ s:+ a-- C++(++++)$ UL++>++++ P+ L+++>+++++ E- W++ N o? K- w--- O M+@ V- !PS !PE Y+ PGP++@ t--- 5-- X- R+(++) tv-- b++@ DI+ D+>++++ G++ e>++++ h--- r++(+++) y+++ ------END GEEK CODE BLOCK------ |
From: Keir L. <ke...@th...> - 2004-05-02 08:15:56
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On Sat, 2004-05-01 at 22:48 +0200, Marek wrote: > OpenGL works again! > I just got another cvs update, compiled it and it works. > I also got me a new kernel in the meantime, so I don't know what really > solved the problem, but everything seems to be fine now. > (Except for the fact that I'm about to hose my system with my kernel > experiments, but that's another story. :-) ) just checked out latest CVS, still the same problem for me. interestingly i have found another app that the same thing appears to happen in zsnes in opengl mode, which leads me to believe that it is indeed the drivers fault. ive just spotted a driver upgrade in the repositry i use, i will try it. Keir |
From: Keir L. <ke...@th...> - 2004-05-02 08:48:20
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On Sun, 2004-05-02 at 09:15 +0100, Keir Lawson wrote: > On Sat, 2004-05-01 at 22:48 +0200, Marek wrote: > > OpenGL works again! > > I just got another cvs update, compiled it and it works. > > I also got me a new kernel in the meantime, so I don't know what really > > solved the problem, but everything seems to be fine now. > > (Except for the fact that I'm about to hose my system with my kernel > > experiments, but that's another story. :-) ) > just checked out latest CVS, still the same problem for me. > interestingly i have found another app that the same thing appears to > happen in zsnes in opengl mode, which leads me to believe that it is > indeed the drivers fault. ive just spotted a driver upgrade in the > repositry i use, i will try it. no luck... same problem Keir |
From: C R. <zra...@mi...> - 2004-05-02 18:48:16
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OpenGL's not exactly broken for me, but the cursor is still reversed (moving mouse up goes down and vice versa) last time I tried GL mode a few days ago. I'm on an iMac G4 with nVidia GeForce4 MX graphics if that's any help. Ratchet On May 2, 2004, at 3:48 AM, Keir Lawson wrote: > On Sun, 2004-05-02 at 09:15 +0100, Keir Lawson wrote: >> On Sat, 2004-05-01 at 22:48 +0200, Marek wrote: >>> OpenGL works again! >>> I just got another cvs update, compiled it and it works. >>> I also got me a new kernel in the meantime, so I don't know what >>> really >>> solved the problem, but everything seems to be fine now. >>> (Except for the fact that I'm about to hose my system with my kernel >>> experiments, but that's another story. :-) ) >> just checked out latest CVS, still the same problem for me. >> interestingly i have found another app that the same thing appears to >> happen in zsnes in opengl mode, which leads me to believe that it is >> indeed the drivers fault. ive just spotted a driver upgrade in the >> repositry i use, i will try it. > no luck... same problem > > Keir > > > > ------------------------------------------------------- > This SF.Net email is sponsored by: Oracle 10g > Get certified on the hottest thing ever to hit the market... Oracle > 10g. > Take an Oracle 10g class now, and we'll give you the exam FREE. > http://ads.osdn.com/?ad_id=3149&alloc_id=8166&op=click > _______________________________________________ > Super-tux-devel mailing list > Sup...@li... > https://lists.sourceforge.net/lists/listinfo/super-tux-devel > > --- Are YOU a Good Person? Go here: http://www.wayofthemaster.com/wotm_flash.html |
From: Ricardo C. <ri...@ae...> - 2004-05-03 09:16:42
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Does that only happens in the OpenGL mode? If not, it is most likely a SDL issue. Ricardo Em Domingo, 2 de Maio de 2004 19:48, o C Ratchet escreveu: > OpenGL's not exactly broken for me, but the cursor is still reversed > (moving mouse up goes down and vice versa) last time I tried GL mode a > few days ago. > > I'm on an iMac G4 with nVidia GeForce4 MX graphics if that's any help. > > Ratchet > > On May 2, 2004, at 3:48 AM, Keir Lawson wrote: > > On Sun, 2004-05-02 at 09:15 +0100, Keir Lawson wrote: > >> On Sat, 2004-05-01 at 22:48 +0200, Marek wrote: > >>> OpenGL works again! > >>> I just got another cvs update, compiled it and it works. > >>> I also got me a new kernel in the meantime, so I don't know what > >>> really > >>> solved the problem, but everything seems to be fine now. > >>> (Except for the fact that I'm about to hose my system with my kernel > >>> experiments, but that's another story. :-) ) > >> > >> just checked out latest CVS, still the same problem for me. > >> interestingly i have found another app that the same thing appears to > >> happen in zsnes in opengl mode, which leads me to believe that it is > >> indeed the drivers fault. ive just spotted a driver upgrade in the > >> repositry i use, i will try it. > > > > no luck... same problem > > > > Keir > > > > -- Bilbo's First Law: You cannot count friends that are all packed up in barrels. |
From: C R. <zra...@mi...> - 2004-05-03 17:34:24
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Yes, only in OpenGL. Works fine in SDL which I am still using at the moment because of that bug. Ratchet On May 3, 2004, at 4:05 AM, Ricardo Cruz wrote: > > Does that only happens in the OpenGL mode? > If not, it is most likely a SDL issue. > > Ricardo > > Em Domingo, 2 de Maio de 2004 19:48, o C Ratchet escreveu: >> OpenGL's not exactly broken for me, but the cursor is still reversed >> (moving mouse up goes down and vice versa) last time I tried GL mode a >> few days ago. >> >> I'm on an iMac G4 with nVidia GeForce4 MX graphics if that's any help. >> >> Ratchet >> >> On May 2, 2004, at 3:48 AM, Keir Lawson wrote: >>> On Sun, 2004-05-02 at 09:15 +0100, Keir Lawson wrote: >>>> On Sat, 2004-05-01 at 22:48 +0200, Marek wrote: >>>>> OpenGL works again! >>>>> I just got another cvs update, compiled it and it works. >>>>> I also got me a new kernel in the meantime, so I don't know what >>>>> really >>>>> solved the problem, but everything seems to be fine now. >>>>> (Except for the fact that I'm about to hose my system with my >>>>> kernel >>>>> experiments, but that's another story. :-) ) >>>> >>>> just checked out latest CVS, still the same problem for me. >>>> interestingly i have found another app that the same thing appears >>>> to >>>> happen in zsnes in opengl mode, which leads me to believe that it is >>>> indeed the drivers fault. ive just spotted a driver upgrade in the >>>> repositry i use, i will try it. >>> >>> no luck... same problem >>> >>> Keir >>> >>> > > -- > Bilbo's First Law: > You cannot count friends that are all packed up in barrels. > > > ------------------------------------------------------- > This SF.Net email is sponsored by: Oracle 10g > Get certified on the hottest thing ever to hit the market... Oracle > 10g. > Take an Oracle 10g class now, and we'll give you the exam FREE. > http://ads.osdn.com/?ad_id=3149&alloc_id=8166&op=click > _______________________________________________ > Super-tux-devel mailing list > Sup...@li... > https://lists.sourceforge.net/lists/listinfo/super-tux-devel > > --- Are YOU a Good Person? Go here: http://www.wayofthemaster.com/wotm_flash.html |