Thread: [Super-tux-devel] New sliding patch
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From: sik0fewl <xxd...@ho...> - 2004-04-16 02:36:09
Attachments:
new-slide.patch
|
Hi, I've made it so that sliding on ice works again (after the changes to the input handling functions--looks much nicer now, btw). I also changed supertux.stgt to make snow5.png ice. You can try out sliding around on ice in the second level. I wasn't really sure what would be a good sliding rate so people should try fiddling with different values. Right now the accel/decel rate is the direct inverse of the velocity.. this inverse can be increased or decreased. Also, the smalltux animation doesn't "slide", he walks to a stop.. haven't really looked into where to fix this, but I'm sure others could find it and fix it before I could. -- Ryan http://digitalhell.cjb.net/~ryan/supertux/ _________________________________________________________________ Add photos to your e-mail with MSN Premium. Get 2 months FREE* http://join.msn.com/?pgmarket=en-ca&page=byoa/prem&xAPID=1994&DI=1034&SU=http://hotmail.com/enca&HL=Market_MSNIS_Taglines |
From: Marek <wa...@gm...> - 2004-04-16 10:32:04
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Hi everyone! I thought about the design and level order of the first island, here is my proposal: -Revenge in Redmond levels -Entrance to the Cave -Ingo's Cave levels -Path in the Clouds -Miniboss: No more Mr Ice Guy -Escape, Shattered Bridge, Into the Castle -Boss: Ingo's Castle level I think every island should have a miniboss and a final boss, what do you think? Anyway, in total, that's 16 levels and two bosses which should be enough for milestone 1. (If not, the Snow and Sky levels fit in there, too, but maybe you should save some of the good levels for the second island :-)) For this setting, the world map should include a rather large cave, a small ice fortress, a bridge and a castle on an overall icy surface. If you agree, I'll start polishing up the levels mentioned above. That is, as soon as I can compile flexlay again, which returns the following errors: tile_selector.cxx: In member function `void TileSelector::draw()': tile_selector.cxx:111: error: 'class CL_Display' has no member named ' push_modelview' tile_selector.cxx:112: error: 'class CL_Display' has no member named ' add_translate' tile_selector.cxx:150: error: 'class CL_Display' has no member named ' pop_modelview' Has anyone got an idea what's wrong? Marek |
From: Ingo R. <gr...@gm...> - 2004-04-16 13:41:23
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Marek <wa...@gm...> writes: > I thought about the design and level order of the first island, here > is my proposal: Here a little screenshot of the first island: http://pingus.seul.org/~grumbel/tmp/supertux-worldmap-2004-04-15.jpg It has room for 30 levels, but be can 'compact' it a bit more if necessary of course. > I think every island should have a miniboss and a final boss, what > do you think? Should have 'yes', will have, most likly 'no'. Both from a graphic and programming point of view bosses can be quite throublesome and I would like to get milestone1 out real soon now. So if we don't get real bosses till then we strip them out or reduce them to something extremly simplfied (little sign in the boss area "I will be back after lunch" or so). > Anyway, in total, that's 16 levels and two bosses which should be > enough for milestone 1. (If not, the Snow and Sky levels fit in > there, too, but maybe you should save some of the good levels for > the second island :-)) Since second island might already have backscrolling/vertical scrolling and might also take place in another tileset, I think we should 'burn' (ie. use) all levels that we have now if they are fun. Whats not so fun can go into the contrib section. > For this setting, the world map should include a rather large cave, > a small ice fortress, a bridge and a castle on an overall icy > surface. I suggest we symbolize the caves and bridges simply by different icons for the levels, since this is something that can be done with little effort, while anything else could get really complicated if it should look decent. > tile_selector.cxx: In member function `void TileSelector::draw()': > tile_selector.cxx:111: error: 'class CL_Display' has no member named ' > push_modelview' > tile_selector.cxx:112: error: 'class CL_Display' has no member named ' > add_translate' > tile_selector.cxx:150: error: 'class CL_Display' has no member named ' > pop_modelview' > > Has anyone got an idea what's wrong? Needs new ClanLib version, due to added zoom support. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Marek <wa...@gm...> - 2004-04-16 19:34:27
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Hi! >Since second island might already have backscrolling/vertical >scrolling and might also take place in another tileset, I think we >should 'burn' (ie. use) all levels that we have now if they are fun. >Whats not so fun can go into the contrib section. > > > You made a good point there. In my level order, I'd mix them with the Redmond levels, so the order would be like this: -Revenge in Redmond, Snow and Sky levels -Entrance to the Cave -Ingo's Cave levels -Path in the Clouds -Miniboss: No more Mr Ice Guy -Escape, Shattered Bridge, Into the Castle -Boss: Ingo's Castle level Maybe we should create another sky level then, so it has some company. :-) As for the miniboss, I like the idea of putting a sign into his cave. But sooner or later, I think there should definitely be one. He cannot have lunch for all eternity... :-) So, if no one objects to the level order, I'll start getting them into shape and trying to fit them together a little. Marek |
From: Ricardo C. <ri...@ae...> - 2004-04-16 16:14:08
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About the proposal, that sounds good, but there is still work to do on the worldmap code... Besides, are there any bosses yet? If not, should they be scripted? About Flexlay, it is an independent project. Most likely, you'll need to update your ClanLib. Ricardo Cruz Em Sexta, 16 de Abril de 2004 11:32, o Marek escreveu: > Hi everyone! > I thought about the design and level order of the first island, here is > my proposal: > > -Revenge in Redmond levels > -Entrance to the Cave > -Ingo's Cave levels > -Path in the Clouds > -Miniboss: No more Mr Ice Guy > -Escape, Shattered Bridge, Into the Castle > -Boss: Ingo's Castle level > > I think every island should have a miniboss and a final boss, what do > you think? > Anyway, in total, that's 16 levels and two bosses which should be enough > for milestone 1. (If not, the Snow and Sky levels fit in there, too, but > maybe you should save some of the good levels for the second island :-)) > For this setting, the world map should include a rather large cave, a > small ice fortress, a bridge and a castle on an overall icy surface. > If you agree, I'll start polishing up the levels mentioned above. That > is, as soon as I can compile flexlay again, which returns the following > errors: > > tile_selector.cxx: In member function `void TileSelector::draw()': > tile_selector.cxx:111: error: 'class CL_Display' has no member named ' > push_modelview' > tile_selector.cxx:112: error: 'class CL_Display' has no member named ' > add_translate' > tile_selector.cxx:150: error: 'class CL_Display' has no member named ' > pop_modelview' > > Has anyone got an idea what's wrong? > > Marek > > -- If more of us valued food and cheer and song above hoarded gold, it would be a merrier world. -- J.R.R. Tolkien |
From: Marek <wa...@gm...> - 2004-04-16 14:33:20
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(I mailed this message before but I'm not sure if it was sent correctly; sorry if you get it twice.) Hi everyone! I thought about the design and level order of the first island, here is my proposal: -Revenge in Redmond levels -Entrance to the Cave -Ingo's Cave levels -Path in the Clouds -Miniboss: No more Mr Ice Guy -Escape, Shattered Bridge, Into the Castle -Boss: Ingo's Castle level I think every island should have a miniboss and a final boss, what do you think? Anyway, in total, that's 16 levels and two bosses which should be enough for milestone 1. (If not, the Snow and Sky levels fit in there, too, but maybe you should save some of the good levels for the second island :-)) For this setting, the world map should include a rather large cave, a small ice fortress, a bridge and a castle on an overall icy surface. If you agree, I'll start polishing up the levels mentioned above. That is, as soon as I can compile flexlay again, which returns the following errors: tile_selector.cxx: In member function `void TileSelector::draw()': tile_selector.cxx:111: error: 'class CL_Display' has no member named ' push_modelview' tile_selector.cxx:112: error: 'class CL_Display' has no member named ' add_translate' tile_selector.cxx:150: error: 'class CL_Display' has no member named ' pop_modelview' Has anyone got an idea what's wrong? Marek |
From: Ricardo C. <ri...@ae...> - 2004-04-16 16:27:39
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I've applied your patch. Could someone hack into the collisions between badguys. For instance, when= =20 Mr. Bomb explodes, he should kill other bad_guys too. Or when the stalactit= e=20 falls into a badguy, he should die... It should be pretty easy and fun... :) Thx, Ricardo Cruz Em Sexta, 16 de Abril de 2004 03:35, o sik0fewl =A0 escreveu: > Hi, > > I've made it so that sliding on ice works again (after the changes to the > input handling functions--looks much nicer now, btw). > > I also changed supertux.stgt to make snow5.png ice. You can try out slidi= ng > around on ice in the second level. I wasn't really sure what would be a > good sliding rate so people should try fiddling with different values. > > Right now the accel/decel rate is the direct inverse of the velocity.. th= is > inverse can be increased or decreased. > > Also, the smalltux animation doesn't "slide", he walks to a stop.. haven't > really looked into where to fix this, but I'm sure others could find it a= nd > fix it before I could. > > -- > Ryan > http://digitalhell.cjb.net/~ryan/supertux/ > > _________________________________________________________________ > Add photos to your e-mail with MSN Premium. Get 2 months FREE* > http://join.msn.com/?pgmarket=3Den-ca&page=3Dbyoa/prem&xAPID=3D1994&DI=3D= 1034&SU=3Dht >tp://hotmail.com/enca&HL=3DMarket_MSNIS_Taglines =2D-=20 "I don't know what their gripe is. A critic is simply someone paid to render opinions glibly." "Critics are grinks and groinks."=20 =2D- Baron and Badger, from Badger comics |