Thread: [Super-tux-devel] More comments :^)
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From: Bill K. <nb...@so...> - 2004-04-27 10:21:24
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Okay, I was able to play some of the levels that were segfaulting for me yesterday (seems to have been all of the levels with the cool rock-and-wood background???) When compiling, I had some issues with OpenGL functions not being available (complaints, even though I told ./configure to disable OpenGL support completely!) I hacked my way around the issues in the code, though. (Just commented out some references to OpenGL stuff.) A few notes from tonight: * Sometimes when I kick an iceblock, Tux gets stuck in the 'kicking' pose. He slides around (left and right) on one foot. ;^) * I noticed yesterday that when I kill Iceblocks (bonk them from below, shoot them with a fireball, or hit them with another iceblock), they just disappeared, rather than fell off the screen like the rest. Tonight I discovered that sometimes they DO fall off the screen, but it seems to be a few seconds later. (e.g., they disappear, and then as I'm walking away, they'll reappear, falling off the screen, behind me) * I like that Tux keeps his powers between levels! * Yesterday, I suggested that when you beat a level, you advance auto- matically on the map. I thought someone said they changed it to do that. It still doesn't seem to for me. :^) * In one level ("Fridge"?), there's a spot where you need to bounce off a number of helisnowballs to get from one side of a chasm to the other. It's EXTREMELY difficult! I died many times, and eventually was able to do it. (Went from big tux carrying an iceblock, to little tux with no iceblock. OUCH!) I suggest making that bit easier. :^/ * I like the new automated moving on the map. However, it's a little slow. I don't think the animation should be sped up, however... but I do think you should be able to 'interrupt' your move, if you decide to go back the other direction. (e.g., if you're heading from Pt. A to Pt. B, you should be able to push the opposite direction to head back to Pt. A... right now, you have to wait until Tux gets all the way to Pt. B before you can control him again!) * Some of the level names and content (e.g., they're underground, or have lots of bridges and water) don't correspond to what you see on the map. (e.g., "why is this a bridge level, when I'm surrounded by land on the map!?") I think that for levels where you're underground, the trail on the map should somehow denote that (e.g., maybe a mountain or forest there, to explain WHY you're not above ground... and then somehow show the tunnel 'underneat', alpha blending Tux while he moves around there.) I dunno... *shrug* Not TOTALLY important, but it'd be nice to have consistency. :^) (Besides, you see a big castle on the map when you go to a castle!) * I've noticed some bad-guys 'moon walking' (e.g., facing left, but moving right) Seems to have to do with when they bump into each other a lot. * I played the Nolok Castle level, and I have to admit, I was kinda disappointed that there was no (mini-)boss there. :^) * I like the "Loading..." Thanks! :^) * I like that you can kill a guy by touching him with an iceblock while you carry it. Thanks! :^) * I like the cool 'checkered flag' poles at the end of levels, now! (Or perhaps they were just on levels I didn't get to play til tonight?) and finally... * One final problem I just remembered... At one point I was jumping on top of an iceblock who was bouncing back and forth very fast. (There were two blocks of empty space between the walls he was bouncing back and forth on.) It was cool because I was able to get lots of multiplier points (e.g., 450.. 475... 500 points for jumping on him!) However, it was VERY difficult to STOP jumping on him! I think there needs to be a 'safety' in this situation. e.g., if you've bounced on the same iceblock SO many times in a row, he should just die (fall off the screen), so that you don't get trapped and run out of time (or get bored!) because you cannot move! :^) Okay, one more... * I've seen ice (that you slip on), and fish (that jump out of the water). Are they not used anywhere in any levels? And what's with so few 'boxes' to break! That was half the fun in Super Mario Bros!... destroying the structure of a level to find goodies! ;^) Anyway, thanks guys! It's even cooler today than it was yesterday! -bill! |
From: Matze B. <ma...@br...> - 2004-04-27 10:54:42
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On Tue, 27 Apr 2004, Bill Kendrick wrote: > > Okay, I was able to play some of the levels that were segfaulting for me > yesterday (seems to have been all of the levels with the cool rock-and-wood > background???) > > When compiling, I had some issues with OpenGL functions not being available > (complaints, even though I told ./configure to disable OpenGL support > completely!) I hacked my way around the issues in the code, though. > (Just commented out some references to OpenGL stuff.) Currently there's a problem with the auto-stuff. If configure.ac has changed and you type make, it is automagically recreating the configure script. However it always misses the opengl macro then. So you have to manually rerun autogen.sh then and everything should work fine again. > > A few notes from tonight: > > * Sometimes when I kick an iceblock, Tux gets stuck in the 'kicking' > pose. He slides around (left and right) on one foot. ;^) > > * I noticed yesterday that when I kill Iceblocks (bonk them from below, > shoot them with a fireball, or hit them with another iceblock), they > just disappeared, rather than fell off the screen like the rest. > Tonight I discovered that sometimes they DO fall off the screen, but > it seems to be a few seconds later. (e.g., they disappear, and then > as I'm walking away, they'll reappear, falling off the screen, behind me) That's mainly because an image for the falling iceblocks is missing. Still a point for the TODO list :) > > * I like that Tux keeps his powers between levels! > > * Yesterday, I suggested that when you beat a level, you advance auto- > matically on the map. I thought someone said they changed it to do that. > It still doesn't seem to for me. :^) FOr me it is like that now. Maybe try updating again. > > * In one level ("Fridge"?), there's a spot where you need to bounce off > a number of helisnowballs to get from one side of a chasm to the other. > It's EXTREMELY difficult! I died many times, and eventually was able > to do it. (Went from big tux carrying an iceblock, to little tux with > no iceblock. OUCH!) I suggest making that bit easier. :^/ > > * I like the new automated moving on the map. However, it's a little > slow. I don't think the animation should be sped up, however... > but I do think you should be able to 'interrupt' your move, > if you decide to go back the other direction. (e.g., if you're > heading from Pt. A to Pt. B, you should be able to push the opposite > direction to head back to Pt. A... right now, you have to wait until > Tux gets all the way to Pt. B before you can control him again!) > > * Some of the level names and content (e.g., they're underground, or have > lots of bridges and water) don't correspond to what you see on the map. > (e.g., "why is this a bridge level, when I'm surrounded by land on the > map!?") I think that for levels where you're underground, the trail on > the map should somehow denote that (e.g., maybe a mountain or forest > there, to explain WHY you're not above ground... and then somehow show > the tunnel 'underneat', alpha blending Tux while he moves around there.) Something for the TODO :) But I'd suggest to wait with this after milestone 1. (As drawing the new graphics means some work I guess) > > I dunno... *shrug* Not TOTALLY important, but it'd be nice to have > consistency. :^) (Besides, you see a big castle on the map when you > go to a castle!) > > * I've noticed some bad-guys 'moon walking' (e.g., facing left, but > moving right) Seems to have to do with when they bump into each other > a lot. that's when they bump into a flame mainly. Are there other cases where this happens? > > * I played the Nolok Castle level, and I have to admit, I was kinda > disappointed that there was no (mini-)boss there. :^) later :) Someone put it in the TODO for milestone2. > > * I like the "Loading..." Thanks! :^) > > * I like that you can kill a guy by touching him with an iceblock > while you carry it. Thanks! :^) > > * I like the cool 'checkered flag' poles at the end of levels, now! > (Or perhaps they were just on levels I didn't get to play til tonight?) no, they're new :) > > and finally... > > > * One final problem I just remembered... At one point I was jumping on > top of an iceblock who was bouncing back and forth very fast. > (There were two blocks of empty space between the walls he was bouncing > back and forth on.) It was cool because I was able to get lots of > multiplier points (e.g., 450.. 475... 500 points for jumping on him!) > However, it was VERY difficult to STOP jumping on him! > > I think there needs to be a 'safety' in this situation. e.g., if you've > bounced on the same iceblock SO many times in a row, he should just > die (fall off the screen), so that you don't get trapped and run out of > time (or get bored!) because you cannot move! :^) Yep good idea. My personal highscore is ~3000000 points because of abusing this bug ;-) > > > Okay, one more... > > * I've seen ice (that you slip on), and fish (that jump out of the water). > Are they not used anywhere in any levels? And what's with so few > 'boxes' to break! That was half the fun in Super Mario Bros!... > destroying the structure of a level to find goodies! ;^) > > > Anyway, thanks guys! It's even cooler today than it was yesterday! > > -bill! > Greetings, Matze |
From: Marek <wa...@gm...> - 2004-04-27 11:16:40
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Hi there! >> * In one level ("Fridge"?), there's a spot where you need to bounce off >> a number of helisnowballs to get from one side of a chasm to the other. >> It's EXTREMELY difficult! I died many times, and eventually was able >> to do it. (Went from big tux carrying an iceblock, to little tux with >> no iceblock. OUCH!) I suggest making that bit easier. :^/ >> >> >> Can do. When I created that challenge, it was a lot easier than it is now. I don't really know why, maybe because of some changes in the movement code. >> I think there needs to be a 'safety' in this situation. e.g., if you've >> bounced on the same iceblock SO many times in a row, he should just >> die (fall off the screen), so that you don't get trapped and run out of >> time (or get bored!) because you cannot move! :^) >> >> >Yep good idea. My personal highscore is ~3000000 points because of abusing >this bug ;-) > > There were quite a few places in the levels where you could exploit this (my personal highscore was 152,000,000 btw ;-) ), and I thought I removed all of them. If someone can tell me the exact place, I'll remove it. >>Okay, one more... >> >> * I've seen ice (that you slip on), and fish (that jump out of the water). >> Are they not used anywhere in any levels? And what's with so few >> 'boxes' to break! That was half the fun in Super Mario Bros!... >> destroying the structure of a level to find goodies! ;^) >> >> You're right, I simply forgot about the boxes... except for one cave level (End of the Tunnel, I think), there is a cool secret involving breakable boxes. :-) As for the fish: When I worked on the levels I couldn't get the fish to work properly; either that was a bug or I was just too stupid. ;-) Anyway, they seem to work now, but they aren't used... something for the TODO list. Marek |
From: Bill K. <nb...@so...> - 2004-04-27 17:02:15
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On Tue, Apr 27, 2004 at 01:17:27PM +0200, Marek wrote: > > >> I think there needs to be a 'safety' in this situation. e.g., if > >> you've bounced on the same iceblock SO many times in a row, he > >> should just die (fall off the screen), so that you don't get trapped > >> and run out of time (or get bored!) because you cannot move! :^) > >> > >Yep good idea. My personal highscore is ~3000000 points because of > >abusing this bug ;-) > > > > > There were quite a few places in the levels where you could exploit this > (my personal highscore was 152,000,000 btw ;-) ), and I thought I > removed all of them. If someone can tell me the exact place, I'll remove > it. Anywhere you have this: ## ## ## ## ## ## =========== Because you can just pick up and Ice Block and drop him in there!!! :^) -bill! |
From: Ricardo C. <ri...@ae...> - 2004-04-27 20:50:55
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Well for this Milestone we decided it would be better to leave highscores = for=20 that reason. Ingo's opinion is that we should get rid of scores for good. My own is tha= t=20 we just need to improve the way that we give scores to the player (ie. not= =20 giving any scores when he jumps into an ice block). Ricardo Cruz Em Ter=E7a, 27 de Abril de 2004 18:02, o Bill Kendrick escreveu: > On Tue, Apr 27, 2004 at 01:17:27PM +0200, Marek wrote: > > >> I think there needs to be a 'safety' in this situation. e.g., if > > >> you've bounced on the same iceblock SO many times in a row, he > > >> should just die (fall off the screen), so that you don't get trapp= ed > > >> and run out of time (or get bored!) because you cannot move! :^) > > > > > >Yep good idea. My personal highscore is ~3000000 points because of > > >abusing this bug ;-) > > > > There were quite a few places in the levels where you could exploit this > > (my personal highscore was 152,000,000 btw ;-) ), and I thought I > > removed all of them. If someone can tell me the exact place, I'll remove > > it. > > Anywhere you have this: > > ## ## > ## ## > ## ## > =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D > > Because you can just pick up and Ice Block and drop him in there!!! > > :^) > > -bill! > > =2D-=20 The best case: Get salary from America, build a house in England, live with a Japanese wife, and eat Chinese food. Pretty good case: Get salary from England, build a house in America, live with a Chinese wife, and eat Japanese food. The worst case: Get salary from China, build a house in Japan, live with a British wife, and eat American food. --Bungei Shunju, a popular Japanese magazine |
From: Matze B. <ma...@br...> - 2004-04-28 09:36:02
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On Tue, 27 Apr 2004, Ricardo Cruz wrote: > > Well for this Milestone we decided it would be better to leave highscores for > that reason. > Ingo's opinion is that we should get rid of scores for good. My own is that > we just need to improve the way that we give scores to the player (ie. not > giving any scores when he jumps into an ice block). > Just for the record. I limited the iceblock problem yesterday by making it fall off the screen when it was squiched more than 10 times. Greetings, Matze |
From: Marek <wa...@gm...> - 2004-04-28 12:18:00
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Just asking... Why did you remove every email address from the CREDITS file except mine? Want me to get all the spam, eh? ;-) I'd also suggest that someone who is a native English speaker should go through all the game text (i.e. credits, level titles, etc) looking for grammar and spelling mistakes. I don't know if there are any, because I am not a native speaker myself, but I hate to see bad spelling in release versions. See you around, Marek |
From: Ricardo C. <ri...@ae...> - 2004-04-28 12:41:06
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Em Quarta, 28 de Abril de 2004 13:18, o Marek escreveu: > Just asking... Why did you remove every email address from the CREDITS > file except mine? Want me to get all the spam, eh? ;-) > Fixed, I must have forgotten... > I'd also suggest that someone who is a native English speaker should go > through all the game text (i.e. credits, level titles, etc) looking for > grammar and spelling mistakes. I don't know if there are any, because I > am not a native speaker myself, but I hate to see bad spelling in > release versions. > Well, Ryan (sik0fewl) has already corrected a lot of grammar from myself ;) > See you around, > > Marek > > -- Proposed Country & Western Song Titles I Don't Mind If You Lie to Me, As Long As I Ain't Lyin' Alone I Wouldn't Take You to a Dog Fight Even If I Thought You Could Win If You Leave Me, Walk Out Backwards So I'll Think You're Comin' In Since You Learned to Lip-Sync, I'm At Your Disposal My John Deere Was Breaking Your Field, While Your Dear John Was Breaking My Heart Don't Cry, Little Darlin', You're Waterin' My Beer Tennis Must Be Your Racket, 'Cause Love Means Nothin' to You When You Say You Love Me, You're Full of Prunes, 'Cause Living With You Is the Pits I Wanted Your Hand in Marriage but All I Got Was the Finger -- "Wordplay" |
From: Bill K. <nb...@so...> - 2004-04-27 20:55:05
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On Tue, Apr 27, 2004 at 09:50:29PM +0100, Ricardo Cruz wrote: > > Well for this Milestone we decided it would be better to leave highscores for > that reason. > Ingo's opinion is that we should get rid of scores for good. My own is that > we just need to improve the way that we give scores to the player (ie. not > giving any scores when he jumps into an ice block). Well, it's fun to get score! :^) You should lose all of your score when you lose the game. You can 'continue' (like "Insert Coin to continue!" in arcades) but you lose the score you had accumulated (and probably coins & powerups) Take Mega Man II for NES, for example. I /adore/ this game. One of my favorites. I was baffled that there was no score (or time-limit) in this game, though. :^) The only purpose of the game is to beat it. If you, and your friend, have both beaten it, there's no quantitative way to say who did it better, or who did it by just playing for 12 months, non-stop, continuing every time they died. ;^) -bill! |
From: Ingo R. <gr...@gm...> - 2004-04-28 00:53:34
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Bill Kendrick <nb...@so...> writes: > If you, and your friend, have both beaten it, there's no quantitative way > to say who did it better, or who did it by just playing for 12 months, > non-stop, continuing every time they died. ;^) Today most people either compare the 'goodness' of playing either by solve-time or by the amount of discovered secrets. Highscores after all are rather useless when you have replayable levels and can go back and forth as you like. Beside that its almost impossible to get a game free of unlimited-scrore situations, both MarioLand and MarioBros3 have such. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |