Thread: [Super-tux-devel] A chat with Bill Kendrick
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From: sik0fewl <xxd...@ho...> - 2004-04-17 11:05:02
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Hi, Bill came into #supertux today/tonight and pointed out some things that needed to be fixed. I've summarized them here. ----- Grass in front of tux looks wrong - Snow Level 1 Ice blocks shouldn't walk through eachother Stalactite hangs to low Jumping through two blocks is almost impossible (so is falling through them) Eggs come out of opposite side.. should always be right. Iceblocks shouldn't die after hitting a single enemy Tux should jump higher if you are running Lives don't reset after Game Over Tux should run faster when Ctrl is DOWN "Tux looks too stiff when jumping" The egg should be able to be changed directions when bouncing the block underneath it. When Tux jumps in front of a pipe he shouldn't hit the lip of the pipe (anti-physics) - seemed okay for me, though * make ST easier [04:15:59] <kendrick> probably just increase accelerations [04:16:10] <kendrick> make him jump quicker, but for less frames [04:16:23] <kendrick> make his turn-around speed faster [04:18:51] <kendrick> whenever i hit [Esc] when looking in contrib levels, it quits! :) Find a better decel rate for sliding on ice [04:27:51] <kendrick> btw; when you push into a wall (e.g., hit arrow right, but you can't move cuz of the wall), and then let go of [right] and jump, you shouldn't have any forward momentum! -- Ryan (sik0fewl) http://digitalhell.cjb.net/~ryan/supertux/ _________________________________________________________________ Tired of spam? Get advanced junk mail protection with MSN Premium http://join.msn.com/?pgmarket=en-ca&page=byoa/prem&xAPID=1994&DI=1034&SU=http://hotmail.com/enca&HL=Market_MSNIS_Taglines |
From: Ricardo C. <ri...@ae...> - 2004-04-17 13:56:45
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This kind of bug and wanted features submitting is a very healthing thing = and=20 I appreciate it. Here goes, a few comments. Em S=E1bado, 17 de Abril de 2004 12:04, o sik0fewl =A0 escreveu: > Hi, > > Bill came into #supertux today/tonight and pointed out some things that > needed to be fixed. I've summarized them here. > > ----- > > Grass in front of tux looks wrong > - Snow Level 1 > Tilesets behaviour can be changed through the *.stgt file. Though, I am no= t=20 familiar with that, could you fix that, Ingo? > Ice blocks shouldn't walk through eachother > That behaviour was lost after cleanups and fixes in the collisions code. I= 'll=20 have a look at that. > Stalactite hangs to low > That's a known bug, related with the fact that timing is no longer fixed. > Jumping through two blocks is almost impossible (so is falling through > them) > Tux jumping is a bit broken, I'll look forward for a fix. > Eggs come out of opposite side.. should always be right. > It just follows SuperMario 3 behaviour. Eggs go for the opposite side wher= e=20 you collided with the box. This was introduced a while ago (0.0.6 features this behaviour) and I vote= to=20 keep it. > Iceblocks shouldn't die after hitting a single enemy > I think we should talk more about gameplay behaviours... Maybe in a future= =20 meeting. > Tux should jump higher if you are running > True. Jumping code should be reviewed. > Lives don't reset after Game Over > Known bug... A patch, anyone? :) > Tux should run faster when Ctrl is DOWN > Doesn't that happens? Well, the animation speed is too fast (timing issue), but besides that, it= =20 works fine. > "Tux looks too stiff when jumping" > I don't know what you mean :=AD? > The egg should be able to be changed directions when bouncing the block > underneath it. > Ooops, looks like that was removed during a cleanup... > When Tux jumps in front of a pipe he shouldn't hit the lip of the pipe > (anti-physics) > - seemed okay for me, though > Seems okay to me too. > * make ST easier > [04:15:59] <kendrick> probably just increase accelerations > [04:16:10] <kendrick> make him jump quicker, but for less frames > [04:16:23] <kendrick> make his turn-around speed faster > > [04:18:51] <kendrick> whenever i hit [Esc] when looking in contrib levels, > it quits! :) > Not only in the Contribs, but in the Options or any other dialog. It shoul= d=20 use the back button... I already sent a patch for that... It was never applied, I still have it, = and=20 will apply it. > Find a better decel rate for sliding on ice > > [04:27:51] <kendrick> btw; when you push into a wall (e.g., hit arrow > right, but you can't move cuz of the wall), and then let go of [right] and > jump, you shouldn't have any forward momentum! > > > -- > Ryan (sik0fewl) > http://digitalhell.cjb.net/~ryan/supertux/ =2D-=20 The only real advantage to punk music is that nobody can whistle it. |
From: Marek <wa...@gm...> - 2004-04-17 14:13:22
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Hi! >>Grass in front of tux looks wrong >> - Snow Level 1 >> >> >> > Tilesets behaviour can be changed through the *.stgt file. Though, I am not >familiar with that, could you fix that, Ingo? > > This was a simple foreground/background problem in the level file. I already fixed that. >>Tux should jump higher if you are running >> >> >> > True. Jumping code should be reviewed. > > > Hmmm... the problem is, I designed the levels for the current jumping height. If Tux can jump higher, I'll have to redesign a lot of maps... :( >Find a better decel rate for sliding on ice > > IMHO, Tux should be sliding less. The way it currently is, the sliding makes a lot of jumps extremely frustrating. Btw, I am currently reviewing and polishing the maps for release. I finished 10 of the total 24 levels so far and I will soon send them to Ricardo to commit. Marek |
From: Ingo R. <gr...@gm...> - 2004-04-17 15:14:15
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Marek <wa...@gm...> writes: > Hmmm... the problem is, I designed the levels for the current jumping > height. If Tux can jump higher, I'll have to redesign a lot of maps... > :( The normal jump should be 4 tiles high, while the accelerated should be 5 tiles high. Currently both are something like 4.5 tiles high, so level changes should be minimal. > IMHO, Tux should be sliding less. The way it currently is, the sliding > makes a lot of jumps extremely frustrating. Jepp, currently Tux slides to much, there are also a lot of situations where you just run into enemies, without having much a chance to dodge or break, unless you already know where the enemies appear (ie. already run into them). Slowing down some enemies and giving better breaking abilities should help. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Bill K. <nb...@so...> - 2004-04-17 18:47:40
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On Sat, Apr 17, 2004 at 11:04:56AM +0000, sik0fewl ? wrote: > Hi, > > Bill came into #supertux today/tonight and pointed out some things that > needed to be fixed. I've summarized them here. Thanks. :) I'll add clarification below most of them, just to make sure we're clear on what I mean. ;^) <snip> > > Ice blocks shouldn't walk through eachother No enemies should walk next to each other. For example, say you have this: [Wall] <1] <2] <3] e.g., enemies 1, 2 and 3 walking to the left, and there's a wall in front of them (straight ahead of #1). When #1 hits the wall, it will be like this: [Wall][1> <2] <3] #1 turns around. But then he'll hit #2! [Wall] <1][2> <3] #1 turns around again, and #2 turns around. But the #1 will hit the wall again, and #2 will hit #3: [Wall][1> <2][3> So you see, #1 gets bumped around like a pinball for a while. ;^) #2 less so. #3 just hits once and goes on his/her way: [Wall] <1][2> [3> Once last bump into the wall... [Wall][1> [2> [3> And they're on their way again, in the opposite direction (but the SAME order!) [Wall] [1> [2> [3> <snip> > Jumping through two blocks is almost impossible (so is falling through > them) By two blocks I mean: +-+ ^ +-+ |1| X |2| +-+ | +-+ X marks the spot :) You can't fall through them either. You should be able to walk quickly across the tops of two that are arranged like that... So that if the level has this: # # # # # # # # # # # # # # # # You can run across it, and would only need to jump once, at the big gap. But, if you slowed down, you'll need to be careful, otherwise you'll wall through! > Eggs come out of opposite side.. should always be right. I guess I need to play SMB3 more. I really like it always coming out the same direction, though. This also allows for evil things like: ##?######################### ##### # # # # # ##### e.g., hit the "?" block and you don't get to grab the egg until you've traversed something difficult. >:^) > Iceblocks shouldn't die after hitting a single enemy Yes! I can't believe someone changed this!!! If you have an enemy setup like this: <1] <2] <3] <4] <5] Where "1" is an iceblock and "2" thru "5" are, say, snowballs or other iceblocks, if you stomp "1" and kick it to the right, it'll kill all of the others! _1><2] <3] <4] <5][Wall] !2! _1><3] <4] <5] [Wall] !3! _1><4] <5] [Wall] !4! _1><5] [Wall] !5! _1> [Wall] And then he's still alive, and will bounce back if he hits a wall! >:^) <1_[Wall] > Tux should jump higher if you are running Yes!!! <snip> > Tux should run faster when Ctrl is DOWN By this, I mean... "Yes, I guess he DOES go faster when Ctrl is down... but it's really hard to tell. It doesn't seem MUCH faster!" > "Tux looks too stiff when jumping" My wife described as: "You know when they have enemies that stick to your head and make it hard to move? That's what it reminds me of." What >I< assume she means is that Tux's face/chest/neck doesn't seem to look much different when he's jumping. It's like he's doing Riverdance. ;) But honestly, that's her comment. >I< think he looks adorable! I can't wait to see a 'big' version of him running around! > The egg should be able to be changed directions when bouncing the block > underneath it. E.g., hit the "?" block: [?] [#]^^^[#][#][#] Egg pops out: [0> [#][ ][#][#][#] Hit another 'bounceable' brick (e.g., another "?", or a breakable brick, either as big or small Tux): <0] [#] [#][ ][#]^^^[#] And the egg goes the other direction... <0] [#][ ][#][#][#] > When Tux jumps in front of a pipe he shouldn't hit the lip of the pipe > (anti-physics) > - seemed okay for me, though In other words, if you have this: ===== | | | | | X | ########## (X marks the Tux) If you jump UP, you shouldn't bump your head on the "===" lip. However, when you're falling DOWN, you should land on the lip. e.g., so you can go from the state in the diagram above to this, just by hitting the [Jump] key: X ===== | | | | | | ########## (Again, X marks the Tux ;^) ) > * make ST easier > [04:15:59] <kendrick> probably just increase accelerations > [04:16:10] <kendrick> make him jump quicker, but for less frames > [04:16:23] <kendrick> make his turn-around speed faster <snip> Admittedly, I only get 26fps. But that should be PLENTY for Tux to move around quickly, since the game is no longer dependent on the FPS it gets! :^) Thanks much! I'm so glad I can finally compile it now! (Had to upgrade to automake ~1.9 and install g++-3.0 ;^) ) -bill! bi...@ne... | Milhouse, you ready to imitate that Jackass show? newbreedsoftware.com/bill | All those disclaimers made me want to do it more! |