Thread: [Super-tux-devel] Quick test
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From: Duong-Khang N. <duo...@fr...> - 2004-05-04 22:58:50
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Hi there, I've just finished the 26 levels today, wow :) And here are some thoughts for the level designers. By the way, I really appreciate that some guys are strong enough to throw away the old mint box. Moreover, the "distro" term has gone. It's a good thing too. I tried hard to do this at the beginning of 0.0.4 without success... Last but not least, the current graphism is quite impressive ;) level 12: Can you put the "RuN" panel at the beginning please ! The big gaps at the start are not easy to jump over. I had to restart from the savegame, sniff ... level 17: blocking hole at the middle of the level, see screenshot at http://duongkhang.free.fr/supertux/level17_hole.jpg I couldn't get tux out of there ! level 21: Very very confusing secret path. The powerup can go through a secret hole but not Tux, mrbomb can not go through a secret path whereas Tux can etc... ! level 22: a little bit short level 21 to 23: background filled with iceblock it's harmful to the eyes man ! Marek Moeckel: you abused the secret paths ! level 26: well done :) The fire balls flying around were really suprising :) -- Never say if I could turn back the time, life is going on ! |
From: Bill K. <nb...@so...> - 2004-05-04 23:25:12
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On Wed, May 05, 2004 at 01:00:08AM +0200, Duong-Khang NGUYEN wrote: > Hi there, > > I've just finished the 26 levels today, wow :) Between Super Tux testing all last week, using my Zaurus for Internet access at my new home in San Jose, and playing my Atari Lynx the other night, my hands are sore! :^) > And here are some thoughts for > the level designers. By the way, I really appreciate that some guys are > strong enough to throw away the old mint box. Moreover, the "distro" term > has gone. It's a good thing too. I tried hard to do this at the beginning > of 0.0.4 without success... Yeah, sorry. :^) I was really clinging to the 'geeky, anti-Redmond' idea, but I think it's MUCH better to just have our own world, with our own ideas, and make it cute! We're on the way. (Hehe, I say 'we' as if I had anything to do with the excellent art you folks have been pumping out!) > Last but not least, the current graphism is quite impressive ;) Mm-hmm!! > level 12: Can you put the "RuN" panel at the beginning please ! The big gaps > at the start are not easy to jump over. I had to restart from the savegame, > sniff ... > > level 17: blocking hole at the middle of the level, see screenshot at > http://duongkhang.free.fr/supertux/level17_hole.jpg > I couldn't get tux out of there ! D'oh! Hey, I know, we should have an invisible coin box in there, so when Tux tries to jump up, he'll hit it, making it appear. Then he can move to the other side, and jump onto it. e.g.: ## ## ## ## ## x## ## ## ## ## ========== So the player will THINK "oh no! I'm stuck! damnit!", but when they jump to try to get out, they'll find a helpful surprise. :^) <snip> > level 22: a little bit short I did notice that some of the early levels were quite large and nice, and then suddenly some of the later ones were extremely small, in comparison! > level 21 to 23: background filled with iceblock it's harmful to the eyes > man! > > Marek Moeckel: you abused the secret paths ! > > level 26: well done :) The fire balls flying around were really suprising :) I wonder why they aren't "chains" of fire, like in the original SMB? Is it simply so that, in some cases, you could stand under them and duck and be safe? e.g., in Super Tux (and I think certain other, later SMB games), we have: *-> ###o## "o" is the invisible center point where the fire ("*") is attached But in SMB, we get: * * * * ===o=== As if it's a flamethrower, spinning around. And speaking of flames, I have a few ideas I'll post in a sec. :) -bill! |
From: Ricardo C. <ri...@ae...> - 2004-05-05 00:02:46
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Well, I don't think those flamming would be very nice to implement (at least, in the SDL frontend), because we had either to have lots of different angles from it or rotate it during the game... Ricardo Cruz Em Quarta, 5 de Maio de 2004 00:25, o Bill Kendrick escreveu: > On Wed, May 05, 2004 at 01:00:08AM +0200, Duong-Khang NGUYEN wrote: > > > > level 26: well done :) The fire balls flying around were really suprising > > :) > > I wonder why they aren't "chains" of fire, like in the original SMB? > Is it simply so that, in some cases, you could stand under them and duck > and be safe? > > > e.g., in Super Tux (and I think certain other, later SMB games), we have: > > *-> > > > ###o## "o" is the invisible center point where the fire ("*") is > attached > > > But in SMB, we get: > > > * > * > * > * > ===o=== As if it's a flamethrower, spinning around. > > > And speaking of flames, I have a few ideas I'll post in a sec. :) > > -bill! > > -- A pain in the ass of major dimensions. -- C.A. Desoer, on the solution of non-linear circuits |
From: Bill K. <nb...@so...> - 2004-05-05 00:09:15
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On Wed, May 05, 2004 at 12:51:22AM +0100, Ricardo Cruz wrote: > > Well, I don't think those flamming would be very nice to implement (at least, > in the SDL frontend), because we had either to have lots of different angles > from it or rotate it during the game... No! Just do it like in Super Mario Bros! Use a bunch of little round pieces. :^) e.g.: o o o o =====o===== and: o o o o =====o===== are both made out of 5 of the same sprite ("o") :^) I mean, they could be animated (pulsating, flaming, etc.), but they don't need to rotate, and we CERTAINLY don't need to make 360 degrees of some 200x200 shape. :^) Just 1 degree of a small 16x16 or 32x32 shape. ;^) (Like we have now!) I do admit that sometimes having a 'safe spot' is good, e.g.: o x <-- tux can stand there (maybe ducking) and not get hit =====o===== But I still kind of like the 'flames shooting out' idea, so perhaps we can have two kinds of rotating fireballs in the castles? -bill! |
From: Ricardo C. <ri...@ae...> - 2004-05-05 11:42:47
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It was late and my brain was not working that well ;) . Yeah, We can just make each of the flames to be a single badguy, it can be a bit tricky to make them to move with the same velocity, though. Ricardo Cruz Em Quarta, 5 de Maio de 2004 01:09, o Bill Kendrick escreveu: > On Wed, May 05, 2004 at 12:51:22AM +0100, Ricardo Cruz wrote: > > Well, I don't think those flamming would be very nice to implement (at > > least, in the SDL frontend), because we had either to have lots of > > different angles from it or rotate it during the game... > > No! Just do it like in Super Mario Bros! Use a bunch of little round > pieces. > > :^) > > e.g.: > > o > o > o > o > =====o===== > > and: > > o > o > o > o > =====o===== > > are both made out of 5 of the same sprite ("o") :^) > > > I mean, they could be animated (pulsating, flaming, etc.), but they don't > need to rotate, and we CERTAINLY don't need to make 360 degrees of some > 200x200 shape. :^) Just 1 degree of a small 16x16 or 32x32 shape. ;^) > (Like we have now!) > > > I do admit that sometimes having a 'safe spot' is good, e.g.: > > > o > > > x <-- tux can stand there (maybe ducking) and not get hit > =====o===== > > > But I still kind of like the 'flames shooting out' idea, so perhaps we can > have two kinds of rotating fireballs in the castles? > > -bill! > > > ------------------------------------------------------- > 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 -- A doctor was stranded with a lawyer in a leaky life raft in shark-infested waters. The doctor tried to swim ashore but was eaten by the sharks. The lawyer, however, swam safely past the bloodthirsty sharks. "Professional courtesy," he explained. |
From: Marek <wa...@gm...> - 2004-05-05 11:36:54
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Hi! >level 12: Can you put the "RuN" panel at the beginning please ! The big gaps >at the start are not easy to jump over. I had to restart from the savegame, >sniff ... > > > Can do. >level 17: blocking hole at the middle of the level, see screenshot at >http://duongkhang.free.fr/supertux/level17_hole.jpg >I couldn't get tux out of there ! > > > I liked Bill's idea to put an invisible block in there. I'll do that. >level 21: Very very confusing secret path. The powerup can go through a secret >hole but not Tux, mrbomb can not go through a secret path whereas Tux can >etc... ! > > I tried to find a spot that matched your description, but without success. What secret path exactly do you mean? >level 22: a little bit short > > That level is supposed to include a miniboss in a future version, that's why I designed it "short, but pretty hard". Then the player will be busy defeating the boss for a while, which will compensate for the shortness of the level. Of course, without the boss in it, that shortness doesn't make much sense. Will be a lot better when we someone bad to put in the end. :) >level 21 to 23: background filled with iceblock it's harmful to the eyes man ! > > > Heh. Maybe one of the graphics designers can create a tile for it that's a little less irritating. :) >Marek Moeckel: you abused the secret paths ! > > What do you mean by that? Thanks for the review, Marek |
From: Ingo R. <gr...@gm...> - 2004-05-05 11:46:24
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Marek <wa...@gm...> writes: >>level 17: blocking hole at the middle of the level, see screenshot at >>http://duongkhang.free.fr/supertux/level17_hole.jpg >>I couldn't get tux out of there ! >> > I liked Bill's idea to put an invisible block in there. I'll do that. It won't work, with the current code SuperTux will land ontop of the block and players will just ask 'Huh, whats that?' Just raise the ground by a single tile and everything should be fine. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Bill K. <nb...@so...> - 2004-05-05 18:03:31
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On Wed, May 05, 2004 at 01:46:14PM +0200, Ingo Ruhnke wrote: > Marek <wa...@gm...> writes: > > >>level 17: blocking hole at the middle of the level, see screenshot at > >>http://duongkhang.free.fr/supertux/level17_hole.jpg > >>I couldn't get tux out of there ! > >> > > I liked Bill's idea to put an invisible block in there. I'll do that. > > It won't work, with the current code SuperTux will land ontop of the > block and players will just ask 'Huh, whats that?' Just raise the > ground by a single tile and everything should be fine. That shouldn't happen! :^) You shouldn't be able to land on invisible coin boxes... only bonk them from below (which makes them appear, and turn into a normal empty coin box) :) -bill! |
From: Marek <wa...@gm...> - 2004-05-05 11:48:06
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...can I have CVS access, too, please? My sourceforge name is "wansti". Thanks in advance, Marek |
From: Tobias <tob...@gm...> - 2004-05-05 11:54:27
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Am Mi, den 05.05.2004 schrieb Marek um 13:48: > ...can I have CVS access, too, please? > My sourceforge name is "wansti". > > Thanks in advance, > > Marek ok. Greetz... Tobias Gläßer |