Thread: [Super-tux-devel] Frage
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From: Katrin O. <k.o...@fr...> - 2005-03-03 11:11:51
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hallo, irgendwie verzweifel ich im 11. Level. Ich komme nicht =FCber den ersten = Abgrund.=20 Gibt es da einen speziellen Trick? Liebe Gr=FC=DFe Katrin Oestreich |
From: Marek <wa...@gm...> - 2005-03-03 11:48:53
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Katrin Oestreich wrote: > hallo, > > irgendwie verzweifel ich im 11. Level. Ich komme nicht über den ersten > Abgrund. > Gibt es da einen speziellen Trick? Hallo! Du musst einfach Anlauf nehmen und rennen, dann springt Tux höher und weiter; so schaffst Du es über den Abgrund. Rennen kannst Du, indem Du die Feuer-Taste (standardmäßig ist das die linke Strg-Taste) gedrückt hältst. Viel Spaß beim Spielen! Marek |
From: S.Groundwater <sl...@gl...> - 2005-03-08 12:39:29
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Hello Everyone. This image map is still in progress but it's close enough to bust out for review. Comments and criticism are welcome. (it's built on a 32x 32 grid) http://gluebox.com/creatures/BlueRockz/forestmap_working.png |
From: <iva...@es...> - 2005-03-08 13:14:24
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-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 A fecha Martes, 8 de Marzo de 2005 15:11, S.Groundwater escribió algo así como: > This image map is still in progress but it's close enough to bust out for > review. Comments and criticism are welcome. Hhhmm. Looks too dark. The color scheme should be clearer, in order to fit the ice world's colors. Maybe you should reuse the water and tree tiles in your map: that would make world maps consistent. OTOH, I like that bridge and that tower. The grass around the tower is nice too. Nice work. - -- - ---------------------------------- Iván Sánchez Ortega <iva...@es...> <iv...@ac...> El afán de riquezas oscurece el sentido de lo justo y lo injusto. -- Antífanes. (Siglo IV a.C.). -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.4.0 (GNU/Linux) iD8DBQFCLaUkR56dWuhgxGgRAjhOAKCLN0d24MXWWXBY3KSKNRiwWNvMfgCguQQ6 dzNtDyOzLWm23mAdhE0ZaPE= =2EA5 -----END PGP SIGNATURE----- |
From: Jonas <jon...@we...> - 2005-03-08 15:10:59
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Am Dienstag, 8. M=E4rz 2005 14:14 schrieb Iv=E1n S=E1nchez Ortega: > Hhhmm. Looks too dark. The color scheme should be clearer, in order to fit > the ice world's colors. Maybe you should reuse the water and tree tiles in > your map: that would make world maps consistent. In fact I like the dark setting... What about that: The first levels are li= ght=20 (like the ice-world) and the other half is a forest only lit by the moon... Jonas =2D-=20 Try Krusader... http://krusader.sf.net - twinpanel filemanager for KDE |
From: <iva...@es...> - 2005-03-08 15:19:39
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-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 A fecha Martes, 8 de Marzo de 2005 16:10, Jonas Bähr escribió algo así como: > In fact I like the dark setting... What about that: The first levels are > light (like the ice-world) and the other half is a forest only lit by the > moon... First, have a look at BlueRockz's forest background: http://gluebox.com/creatures/BlueRockz/ See the brightly coloured trees, the childish appearance of that image? In my opinion, SuperTux should keep being that way. Anyway, it would be nice if there would be included some "dark" (i.e. "lit only by the moon") levels, near the end of the forest world... maybe just the last levels before the castle... errrr... tower? - -- - ---------------------------------- Iván Sánchez Ortega <iva...@es...> <iv...@ac...> Un ordenador no es un televisor ni un microondas, es una herramienta compleja. -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.4.0 (GNU/Linux) iD8DBQFCLcJ/R56dWuhgxGgRAh6GAJ9aemJrFSEE2HdbfLOYg34w4E+gIACeK/NZ Pl9Cn+vWM7NI2vnnR3qS5PY= =59VZ -----END PGP SIGNATURE----- |
From: Marek <wa...@gm...> - 2005-03-08 16:04:18
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The current plans for the forest world are the following: First, the forest is light and friendly (grumbel's forest test level catches the atmosphere very well, IMHO). At some point, the forest should turn into a ghost forest; this could be done either by splitting the world into two independent parts representing light and dark forest, or, if it's worth the effort, to create a ghostforest equivalent for each forest tile, so the whole world could be turned into a ghost forest by simply triggering a certain event (similar to beating the secret Star Road special levels in SMW, which changed the appearance of most enemies). I agree that you should reuse the water tiles (and maybe other tiles, too, that you consider fitting). That way, it might be easier to keep the graphics consistent. Of course you can do it the other way round as well: If you have a better water tileset, make sure that it fits into the ice tileset so it can be used for both worlds. Additionally, you should try to keep the sizes of roads, buildings, trees etc consistent. (I assume you did pay attention to that, but I can't tell from the screenshots if you did, that's why I mentioned it.) When you draw background images, remember that most levels will scroll in all directions, so we'll probably need tilable background images. I'm not sure how this will be done, though; a good way might be to split background images into three parts: A sky and ground part with fixed height (horizontally tilable) and a middle part consisting of normal tiles. That way we could have, for example, rows of trees with tree tops at the top and roots at the bottom of the level, independent from the level's height and width. Marek P.S. There haven't been any CVS updates for quite a while now; I'm really busy at the moment, but I will continue working on Supertux in late march. How about you other guys? I think we'll especially need Matze's help on the code side, since he seems to be the only one who fully understands it at the moment. :-) Jonas Bähr wrote: >Am Dienstag, 8. März 2005 14:14 schrieb Iván Sánchez Ortega: > > >>Hhhmm. Looks too dark. The color scheme should be clearer, in order to fit >>the ice world's colors. Maybe you should reuse the water and tree tiles in >>your map: that would make world maps consistent. >> >> > >In fact I like the dark setting... What about that: The first levels are light >(like the ice-world) and the other half is a forest only lit by the moon... > >Jonas > > > |
From: Ricardo C. <ri...@ae...> - 2005-03-09 15:44:13
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Hi there, Personally, I would try to avoid the mistake done in the Ice World that is= to=20 put similar levels together. I believe there has been an agreement to=20 distribute things better like in Super Mario, so that the game didn't turn= =20 boring so quickly. Cheers, Ricardo Em Ter=E7a, 8 de Mar=E7o de 2005 16:04, o Marek escreveu: > The current plans for the forest world are the following: First, the > forest is light and friendly (grumbel's forest test level catches the > atmosphere very well, IMHO). At some point, the forest should turn into > a ghost forest; this could be done either by splitting the world into > two independent parts representing light and dark forest, or, if it's > worth the effort, to create a ghostforest equivalent for each forest > tile, so the whole world could be turned into a ghost forest by simply > triggering a certain event (similar to beating the secret Star Road > special levels in SMW, which changed the appearance of most enemies). > I agree that you should reuse the water tiles (and maybe other tiles, > too, that you consider fitting). That way, it might be easier to keep > the graphics consistent. Of course you can do it the other way round as > well: If you have a better water tileset, make sure that it fits into > the ice tileset so it can be used for both worlds. > Additionally, you should try to keep the sizes of roads, buildings, > trees etc consistent. (I assume you did pay attention to that, but I > can't tell from the screenshots if you did, that's why I mentioned it.) > > When you draw background images, remember that most levels will scroll > in all directions, so we'll probably need tilable background images. I'm > not sure how this will be done, though; a good way might be to split > background images into three parts: A sky and ground part with fixed > height (horizontally tilable) and a middle part consisting of normal > tiles. That way we could have, for example, rows of trees with tree tops > at the top and roots at the bottom of the level, independent from the > level's height and width. > > Marek > > P.S. There haven't been any CVS updates for quite a while now; I'm > really busy at the moment, but I will continue working on Supertux in > late march. How about you other guys? I think we'll especially need > Matze's help on the code side, since he seems to be the only one who > fully understands it at the moment. :-) > > Jonas B=E4hr wrote: > >Am Dienstag, 8. M=E4rz 2005 14:14 schrieb Iv=E1n S=E1nchez Ortega: > >>Hhhmm. Looks too dark. The color scheme should be clearer, in order to > >> fit the ice world's colors. Maybe you should reuse the water and tree > >> tiles in your map: that would make world maps consistent. > > > >In fact I like the dark setting... What about that: The first levels are > > light (like the ice-world) and the other half is a forest only lit by t= he > > moon... > > > >Jonas > > ------------------------------------------------------- > SF email is sponsored by - The IT Product Guide > Read honest & candid reviews on hundreds of IT Products from real users. > Discover which products truly live up to the hype. Start reading now. > http://ads.osdn.com/?ad_id=3D6595&alloc_id=3D14396&op=3Dclick > _______________________________________________ > Super-tux-devel mailing list > Sup...@li... > https://lists.sourceforge.net/lists/listinfo/super-tux-devel =2D-=20 Matter will be damaged in direct proportion to its value. |