Thread: [Super-tux-devel] LevelEditor testing
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From: Tobias <tob...@gm...> - 2004-05-04 22:23:28
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Hi all, I made another commit related to the leveleditor and I think it's enjoyable to make levels using it again now. Please report me fast as can about problems that occur (althought I most likely know em' :D). Unfortunately the LevelEditor is much more useable in OpenGL mode as soon as you begin to use tilemap-layers, because of its decent alpha support. Maybe someone has a better workaround idea for SDL levelediting than letting non-current layers, that aren't in the background, disappear. (the last sentence couldn't be more complicated :P) Greetz... Tobias Gläßer -- |
From: Benjamin P. J. <bp...@gm...> - 2004-05-04 22:27:45
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Hi.... Now that the Distros have been renamed to coins it'd be nice to have something that looks more like a coin, I thought. My idea was to have coins with a head of Tux the penguin on them.... I did some experiments and have put a first attempt on my website: http://www.phreakzone.com/tmp/index.html Maybe somethin' like that?? Benjamin |
From: Ricardo C. <ri...@ae...> - 2004-05-04 22:56:30
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Hey Benjamin, Well, I liked your idea of having the Tux face in the coins... But your coins look like bubbles ;) Maybe you could just improve the current ones... Anyway, I think that the Tux picture should be in a frontal position (there is a Tux image that you can based on - smalltux-gameover-0.png). I also have seen your fonts, and they look good, but what we really need is to add another row of characters, with stuff like @, :, _ (this underscore is important to be used in input fields), and I am sure there are a few others. Ricardo Cruz Em Quarta, 5 de Maio de 2004 00:30, o Benjamin P. Jung escreveu: > Hi.... > > Now that the Distros have been renamed to coins it'd be nice to have > something that looks more like a coin, I thought. My idea was to have > coins with a head of Tux the penguin on them.... I did some experiments > and have put a first attempt on my website: > http://www.phreakzone.com/tmp/index.html > Maybe somethin' like that?? > > > Benjamin > > -- Faith is under the left nipple. -- Martin Luther |
From: Ingo R. <gr...@gm...> - 2004-05-04 23:41:14
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"Benjamin P. Jung" <bp...@gm...> writes: > Now that the Distros have been renamed to coins it'd be nice to have > something that looks more like a coin, I thought. In the long run I would prefer to replace the coin with a herring, I think it would fit better to Tux. About the coin itself, you could try to bump-map tux onto the coin, instead of just have him as a transparent overlay and as Ricardo already meantioned it looks a bit bubble like. About your font, very nice, could need a bit smoothing and clearer, less blury, colors transitions. However that should be doable without much problems with a few Gimp filters (scale by factor two, convert to black&white, gausian-blur and then play with color-level-tool, once done, scale down again and you might end up with a nicly antialiased font). -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Benjamin P. J. <bp...@gm...> - 2004-05-04 23:53:24
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> > >>Now that the Distros have been renamed to coins it'd be nice to have >>something that looks more like a coin, I thought. >> >> > >In the long run I would prefer to replace the coin with a herring, I >think it would fit better to Tux. > > Hmm... good idea. I also like the idea of having herrings better.... what would a penguin want to do with coins??? >About the coin itself, you could try to bump-map tux onto the coin, >instead of just have him as a transparent overlay and as Ricardo >already meantioned it looks a bit bubble like. > > Well... I'll give it another try. I don't think my first attempt looks very much like a bubble ... on the other hand: doesn't look like a coin, either ... :-) >About your font, very nice, could need a bit smoothing and clearer, >less blury, colors transitions. However that should be doable without >much problems with a few Gimp filters (scale by factor two, convert to >black&white, gausian-blur and then play with color-level-tool, once >done, scale down again and you might end up with a nicly antialiased >font). > > Ok... I'll give it a try. I've been spending a while cleaning the font already (as it is my handwriting it was kinda hard to remove all the edges and stuff, already). I've been trying to create @,_,:,;,[,] for both, the original letters as well as my handwriting ... just have a look at it: http://www.phreakzone.com/tmp/ keep you informed, n8, guys. Benjamin |
From: Ricardo C. <ri...@ae...> - 2004-05-05 00:07:13
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Wait, don't start already adding those characters, since they have to be in the ascii order. Dunno how it is, anyone? Anyway, I loved to see your fonts in action ;) Ricardo Cruz Em Quarta, 5 de Maio de 2004 01:55, o Benjamin P. Jung escreveu: > > I've been trying to create @,_,:,;,[,] for both, the original letters > as well as my handwriting ... just have a look at it: > http://www.phreakzone.com/tmp/ > > keep you informed, > n8, guys. > > > Benjamin -- Mr. Rockford? You don't know me, but I'd like to hire you. Could you call me at... My name is... uh... Never mind, forget it! -- "The Rockford Files" |
From: C R. <zra...@mi...> - 2004-05-05 18:25:19
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Don't forget the idea of pebbles instead of coins, which penguins actually collect for their mates. I will have to try and make a good pebble... if I have time. Ratchet On May 4, 2004, at 6:41 PM, Ingo Ruhnke wrote: > "Benjamin P. Jung" <bp...@gm...> writes: > >> Now that the Distros have been renamed to coins it'd be nice to have >> something that looks more like a coin, I thought. > > In the long run I would prefer to replace the coin with a herring, I > think it would fit better to Tux. > > About the coin itself, you could try to bump-map tux onto the coin, > instead of just have him as a transparent overlay and as Ricardo > already meantioned it looks a bit bubble like. > > About your font, very nice, could need a bit smoothing and clearer, > less blury, colors transitions. However that should be doable without > much problems with a few Gimp filters (scale by factor two, convert to > black&white, gausian-blur and then play with color-level-tool, once > done, scale down again and you might end up with a nicly antialiased > font). > > -- > WWW: http://pingus.seul.org/~grumbel/ > JabberID: gr...@ja... > ICQ: 59461927 > > > ------------------------------------------------------- > 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: Bill K. <nb...@so...> - 2004-05-04 23:46:05
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On Wed, May 05, 2004 at 01:41:05AM +0200, Ingo Ruhnke wrote: > About the coin itself, you could try to bump-map tux onto the coin, > instead of just have him as a transparent overlay and as Ricardo > already meantioned it looks a bit bubble like. Maybe take Larry Ewing's original Tux (maybe the low-color EPS version?) and use an 'emboss' effect (e.g., in Gimp)? :) > About your font, very nice, could need a bit smoothing and clearer, > less blury, colors transitions. However that should be doable without > much problems with a few Gimp filters (scale by factor two, convert to > black&white, gausian-blur and then play with color-level-tool, once > done, scale down again and you might end up with a nicly antialiased > font). I like what you (or someone?) did with my original Atari-computer-style font using Gimp trickery. :^) Neat effect! (I thought someone hand-pixelled it from scratch!) -bill! |
From: Benjamin P. J. <bp...@gm...> - 2004-05-05 00:01:03
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>I like what you (or someone?) did with my original Atari-computer-style >font using Gimp trickery. :^) Neat effect! (I thought someone hand-pixelled >it from scratch!) > > Errr... actually it IS hand-pixelled from scratch. Indeed that's kinda my handwriting.... :-) Benjamin |
From: Bill K. <nb...@so...> - 2004-05-05 00:06:47
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On Wed, May 05, 2004 at 03:03:33AM +0200, Benjamin P. Jung wrote: > > >I like what you (or someone?) did with my original Atari-computer-style > >font using Gimp trickery. :^) Neat effect! (I thought someone > >hand-pixelled > >it from scratch!) > > > > > Errr... actually it IS hand-pixelled from scratch. > Indeed that's kinda my handwriting.... :-) No, I was talking about the current font, used right now. ;^) (e.g., they took my 8x8-style font and tweaked it in Gimp to get different colors, outlines, and sizes...) -bill! |
From: Ingo R. <gr...@gm...> - 2004-05-05 09:47:41
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Bill Kendrick <nb...@so...> writes: > Maybe take Larry Ewing's original Tux (maybe the low-color EPS version?) > and use an 'emboss' effect (e.g., in Gimp)? Oh no, please not, that Tux is probally the most overused graphic on this planet, give it a rest :) -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Ricardo C. <ri...@ae...> - 2004-05-05 12:01:06
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I agree with Ingo. Benjamin, my favourite was the last coin, but I think the ones that the game use are bigger, right? Your arrow is also a must ;) Anyway, good work, do you consider in getting more involved with SuperTux? We really need artists, now that Ingo will start working in Pingus. Ricardo Em Quarta, 5 de Maio de 2004 10:47, o Ingo Ruhnke escreveu: > Bill Kendrick <nb...@so...> writes: > > Maybe take Larry Ewing's original Tux (maybe the low-color EPS version?) > > and use an 'emboss' effect (e.g., in Gimp)? > > Oh no, please not, that Tux is probally the most overused graphic on > this planet, give it a rest :) -- If it were not for the presents, an elopement would be preferable. -- George Ade, "Forty Modern Fables" |
From: Benjamin P. J. <bp...@gm...> - 2004-05-05 00:22:12
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>> Wait, don't start already adding those characters, since they have to be in >> the ascii order. Dunno how it is, anyone? --> http://www.asciitable.com/ Hmm.. how many columns/rows would be reasonable for the characters? ASCII = 255 charakters ... 0 to 34 ain't printable ones (such as Enter, Tab, etc...), 35 to 126 are MUSTS, 127 to 168 would be nice for NLS. 169 to 255 are pretty much not needed for SuperTux, I think. Benjamin |
From: Benjamin P. J. <bp...@gm...> - 2004-05-05 00:30:10
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Mistake! > > Hmm.. how many columns/rows would be reasonable for the characters? > ASCII = 255 charakters ... 0 to 34 ain't printable ones (such as > Enter, Tab, etc...), 35 to 126 are MUSTS, 127 to 168 would be nice for > NLS. > 169 to 255 are pretty much not needed for SuperTux, I think. --- actually not right: 32 to 126 are MUSTS. (32 = SPACE, 33 = ! , 34 = "). Benjamin |
From: Benjamin P. J. <bp...@gm...> - 2004-05-05 01:54:27
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Who needs sleep anyway?! Ok... somehow I managed to find my old ASCII-chart and then I took the existing ATARI-look-a-like font and extended it. ASCII-characters (dec.) 32 to 126 are now done. New characters: : ; < = > ? @ [ \ ] ^ _ ' { | } ~ I've put the letters on a 32x32 'tiles big' images. Though character 0 to 31 ain't printable ones it might come in handy to have them represented graphically ... (?) --> http://www.phreakzone.com/tmp/index.html If you think that's ok I could do the coloured versions so someone with CVS access can check it in (Though coloured versions should be piece of cake...) Benjamin |
From: Ryan F. <rf...@gm...> - 2004-05-05 02:11:38
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> I've put the letters on a 32x32 'tiles big' images. Though character 0 > to 31 ain't printable ones it might come in handy to have them > represented graphically ... (?) Umm.. that looks like 16x32. 32x8 would be the "best" size (32 * 8 = 256). This way each letter could be accessed by: c_x = c % 32 c_y = c / 32 .. or some such. I haven't actually looked at the code. This way new characters could easily be added, and until they're added they will appear as a blank space. -- Ryan |
From: Benjamin P. J. <bp...@gm...> - 2004-05-05 09:34:42
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>Umm.. that looks like 16x32. 32x8 would be the "best" size (32 * 8 = >256). This way each letter could be accessed by: > c_x = c % 32 > c_y = c / 32 > > well... it IS 16x16, actually... dunno why I wrote 32x32. (?confused?) Anyway... 16x16 = 256, too. |
From: Benjamin P. J. <bp...@gm...> - 2004-05-05 11:24:38
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Hi all, Just tar.gz'd the extended letter-set containing the ATARI-like font. Re-did my whole handwritten stuff, too -- personally, I think it looks pretty nice now. It features a nice anti-aliased font, now. If you think that 'd be ok ... just grab them both at: http://www.phreakzone.com/tmp/index.html Benjamin |
From: Ingo R. <gr...@gm...> - 2004-05-05 09:46:14
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Ryan Flegel <rf...@gm...> writes: > Umm.. that looks like 16x32. 32x8 would be the "best" size (32 * 8 = > 256). This way each letter could be accessed by: > c_x = c % 32 > c_y = c / 32 The order and number of row/columns in which the characters apear is really not that important, one can easily implemented a mapping table in code that maps the ASCII index to the right position. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Ricardo C. <ri...@ae...> - 2004-05-05 12:01:09
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Just to notice that they you can jump characters, but please make them to be in the ascii order. Thanks, Ricardo Cruz Em Quarta, 5 de Maio de 2004 02:32, o Benjamin P. Jung escreveu: > Mistake! > > > Hmm.. how many columns/rows would be reasonable for the characters? > > ASCII = 255 charakters ... 0 to 34 ain't printable ones (such as > > Enter, Tab, etc...), 35 to 126 are MUSTS, 127 to 168 would be nice for > > NLS. > > 169 to 255 are pretty much not needed for SuperTux, I think. > > --- actually not right: > 32 to 126 are MUSTS. (32 = SPACE, 33 = ! , 34 = "). > > Benjamin > > > > ------------------------------------------------------- > 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 -- There's nothing disgusting about it [the Companion]. It's just another life form, that's all. You get used to those things. -- McCoy, "Metamorphosis", stardate 3219.8 |
From: Ingo R. <gr...@gm...> - 2004-05-05 10:13:51
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Tobias Gl=E4=DFer <tob...@gm...> writes: > Please report me fast as can about problems that occur (althought I most > likely know em' :D). Some issues, which you probally already know: - creating a new levelset assert()'s - badguys can be 'drawn' with mousedown, so its easy to insert more enemies then wanted, should only insert enemy on mouse click (down/up) - in the properties menu the 'listboxes' with the left/right arrows (particles, bg-image), the arrows arn't clickable (ok, menu issue, not level editor one) - removing enemies and tiles should be seperated, as it currently is one ends up deleting both, could make it hard to edit level geometry and its also an issue if two enemies are close together, since they will be deleted both then, just a minor issue however, not really important --=20 WWW: http://pingus.seul.org/~grumbel/=20 JabberID: gr...@ja...=20 ICQ: 59461927 |
From: Tobias <tob...@gm...> - 2004-05-05 14:44:08
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Am Mi, den 05.05.2004 schrieb Ingo Ruhnke um 12:13: > Tobias Gläßer <tob...@gm...> writes: > > > Please report me fast as can about problems that occur (althought I most > > likely know em' :D). > > Some issues, which you probally already know: > > - creating a new levelset assert()'s > > - badguys can be 'drawn' with mousedown, so its easy to insert more > enemies then wanted, should only insert enemy on mouse click (down/up) Fixed. > > - in the properties menu the 'listboxes' with the left/right arrows > (particles, bg-image), the arrows arn't clickable (ok, menu issue, > not level editor one) Hmm, I'll see what I can do. The keyboard configuration isn't possible using the keyboard. I consider this a menu bug. You should have to click or hit enter on a key-config-item before you can edit it. Just a side note. > - removing enemies and tiles should be seperated, as it currently is > one ends up deleting both, could make it hard to edit level > geometry and its also an issue if two enemies are close together, > since they will be deleted both then, just a minor issue however, > not really important I thought long about it. All solutions to this problem (I don't think it's a bug) are a bit more complicated for the user. You would have to select an explicit object to delete for example or to decide between a Object and a Tile rubber or something like that. Moreover if you get used to this editor you'll automatically develop your techniques to deal with such issues. In longer terms I till consider a better seperated solution thought. Greetz... Tobias Gläßer -- |
From: Ricardo C. <ri...@ae...> - 2004-05-05 15:30:20
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I just want to make a small note. The way I see the built-in leveleditor is to be a simple way, yet powerful= l=20 enough, to create levels by ordinary users. More advanced level designers a= re=20 encouraged to use FlexLay, that as just seen its first version released. So, I think we should not waste too much times in implementing fancy stuff. Stuff that the leveleditor is missing: =2D keep enemies in platform option (maybe the best thing is to split enemi= es,=20 this way we could have enemies with different shoe colors, as someone=20 suggested); =2D also (dunno if it has already been implemented) there should be arrow=20 buttons to allow people to scroll Tilegroups/Objects; =2D it would also be cool to run the leveleditor from the command line and= =20 specifying a given file, just like we do with the normal games. Bugs: It is not possible to load levels that do not have an info file. We should= =20 get rid of these info files and create a top-level one, IMO. Ricardo Cruz Em Quarta, 5 de Maio de 2004 15:48, o Tobias Gl=C3=A4=C3=9Fer escreveu: > Am Mi, den 05.05.2004 schrieb Ingo Ruhnke um 12:13: > > - removing enemies and tiles should be seperated, as it currently is > > one ends up deleting both, could make it hard to edit level > > geometry and its also an issue if two enemies are close together, > > since they will be deleted both then, just a minor issue however, > > not really important > > I thought long about it. All solutions to this problem (I don't think > it's a bug) are a bit more complicated for the user. You would have to > select an explicit object to delete for example or to decide between > a Object and a Tile rubber or something like that. Moreover if you > get used to this editor you'll automatically develop your techniques > to deal with such issues. > In longer terms I till consider a better seperated solution thought. > > Greetz... > > Tobias Gl=C3=A4=C3=9Fer =2D-=20 The ideas of economists and political philosophers, both when they are right and when they are wrong, are more powerful than is generally understood. Indeed, the world is ruled by little else. -- John Maynard Keyes |
From: Tobias <tob...@gm...> - 2004-05-05 15:42:02
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Am Mi, den 05.05.2004 schrieb Ricardo Cruz um 17:18: > I just want to make a small note. > The way I see the built-in leveleditor is to be a simple way, yet powerfull > enough, to create levels by ordinary users. More advanced level designers are > encouraged to use FlexLay, that as just seen its first version released. > So, I think we should not waste too much times in implementing fancy stuff. That's the way I see it, too. Using is should be fun. > Stuff that the leveleditor is missing: > - keep enemies in platform option (maybe the best thing is to split enemies, > this way we could have enemies with different shoe colors, as someone > suggested); Yep, that's really missing. I want to implement a object-property dialog for such purposes. > - also (dunno if it has already been implemented) there should be arrow > buttons to allow people to scroll Tilegroups/Objects; Hmm, is mouse-wheel scrolling on the buttons good enough for you? :) (Because I'm going to implement that) > - it would also be cool to run the leveleditor from the command line and > specifying a given file, just like we do with the normal games. Good idea. > Bugs: > It is not possible to load levels that do not have an info file. We should > get rid of these info files and create a top-level one, IMO. I don't think so. They are meant for contrib-levels anyway. That you can't access files, that aren't in a directory containing a info file could be addressed with the command-line idea and maybe I can extend the Load Subset dialog for loading only one level. Greetz... Tobias Gläßer |
From: C R. <zra...@mi...> - 2004-05-05 18:24:07
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What is FlexLay - same as Windstille or something different? Ratchet On May 5, 2004, at 10:18 AM, Ricardo Cruz wrote: > > I just want to make a small note. > The way I see the built-in leveleditor is to be a simple way, yet=20 > powerfull > enough, to create levels by ordinary users. More advanced level=20 > designers are > encouraged to use FlexLay, that as just seen its first version=20 > released. > So, I think we should not waste too much times in implementing fancy=20= > stuff. > > Stuff that the leveleditor is missing: > - keep enemies in platform option (maybe the best thing is to split=20 > enemies, > this way we could have enemies with different shoe colors, as someone > suggested); > - also (dunno if it has already been implemented) there should be = arrow > buttons to allow people to scroll Tilegroups/Objects; > - it would also be cool to run the leveleditor from the command line=20= > and > specifying a given file, just like we do with the normal games. > > Bugs: > It is not possible to load levels that do not have an info file. We=20= > should > get rid of these info files and create a top-level one, IMO. > > Ricardo Cruz > > Em Quarta, 5 de Maio de 2004 15:48, o Tobias Gl=C3=A4=C3=9Fer = escreveu: >> Am Mi, den 05.05.2004 schrieb Ingo Ruhnke um 12:13: >>> - removing enemies and tiles should be seperated, as it currently = is >>> one ends up deleting both, could make it hard to edit level >>> geometry and its also an issue if two enemies are close together, >>> since they will be deleted both then, just a minor issue however, >>> not really important >> >> I thought long about it. All solutions to this problem (I don't think >> it's a bug) are a bit more complicated for the user. You would have = to >> select an explicit object to delete for example or to decide between >> a Object and a Tile rubber or something like that. Moreover if you >> get used to this editor you'll automatically develop your techniques >> to deal with such issues. >> In longer terms I till consider a better seperated solution thought. >> >> Greetz... >> >> Tobias Gl=C3=A4=C3=9Fer > > --=20 > The ideas of economists and political philosophers, both when they > are right and when they are wrong, are more powerful than is generally > understood. Indeed, the world is ruled by little else. > -- John Maynard Keyes > > > ------------------------------------------------------- > This SF.Net email is sponsored by: Oracle 10g > Get certified on the hottest thing ever to hit the market... Oracle=20 > 10g. > Take an Oracle 10g class now, and we'll give you the exam FREE. > http://ads.osdn.com/?ad_id149&alloc_id=8166&op=3Dclick > _______________________________________________ > Super-tux-devel mailing list > Sup...@li... > https://lists.sourceforge.net/lists/listinfo/super-tux-devel > > --- Are YOU a Good Person? Go here:=20 http://www.wayofthemaster.com/wotm_flash.html |