Thread: [Super-tux-devel] some new ideas
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From: C R. <zra...@mi...> - 2004-04-18 23:04:48
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Here are some new ideas for objects: http://digitalhell.cjb.net/~ryan/supertux/zratchet/ --- Are YOU a Good Person? Go here: http://www.wayofthemaster.com/wotm_flash.html |
From: C R. <zra...@mi...> - 2004-04-19 19:39:11
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Just wondering if these ideas could be put on the development page or anything, or if anyone had any comments... Ratchet On Apr 18, 2004, at 6:04 PM, C Ratchet wrote: > Here are some new ideas for objects: > > http://digitalhell.cjb.net/~ryan/supertux/zratchet/ > --- > > Are YOU a Good Person? Go here: > http://www.wayofthemaster.com/wotm_flash.html --- Are YOU a Good Person? Go here: http://www.wayofthemaster.com/wotm_flash.html |
From: Ricardo C. <ri...@ae...> - 2004-04-20 14:45:57
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Well, I liked the idea of having a fly vehicle, boomerang weapon and stuff. But there is work that needs to be done before that. Besides, I think sliding is much more priority than those, since it could take SuperTux to another level of gameplaying. Ricardo Cruz Em Segunda, 19 de Abril de 2004 20:39, o C Ratchet escreveu: > Just wondering if these ideas could be put on the development page or > anything, or if anyone had any comments... > > Ratchet > > On Apr 18, 2004, at 6:04 PM, C Ratchet wrote: > > Here are some new ideas for objects: > > > > http://digitalhell.cjb.net/~ryan/supertux/zratchet/ > > --- > > > > Are YOU a Good Person? Go here: > > http://www.wayofthemaster.com/wotm_flash.html > > --- > > Are YOU a Good Person? Go here: > http://www.wayofthemaster.com/wotm_flash.html -- You will inherit millions of dollars. |
From: Marek <wa...@gm...> - 2004-04-20 17:33:05
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Hi guys! I finally polished all 24 levels and sent them to Ricardo to commit. I believe they'll be in the CVS very soon. After we agreed on IRC that the game is too hard in general, I made most of the levels a little easier. Please look through the levels and tell me if you find anything that needs to be fixed, such as: -Difficulty (are there really unfair spots that are near unbeatable?) -Graphic glitches (wrong or missing tiles) -Item placement (are there enough or too many items somewhere?) -Secrets (are they too hard or too easy to find?) (Hint: The engine in its current state only allows for two kinds of secrets: Invisible blocks/floors and fake walls. Also, keep in mind that you can walk across the ceiling of, for example, a cave level, if you can find a way to jump up there.) -Anything else that appears not right to you Also, I don't really like the naming of the levels; some levels have real titles while others are just numerated (Antartica 1-10, The Cave 1-6). If anyone can come up with good names for those levels, please send them to me as well. Have fun! Marek -- -----BEGIN GEEK CODE BLOCK----- Version: 3.1 GCS dpu@ s:+ a-- C++(++++)$ UL++>++++ P+ L+++>+++++ E- W++ N o? K- w--- O M+@ V- !PS !PE Y+ PGP++@ t--- 5-- X- R+(++) tv-- b++@ DI+ D+>++++ G++ e>++++ h--- r++(+++) y+++ ------END GEEK CODE BLOCK------ |
From: C R. <zra...@mi...> - 2004-04-21 21:55:35
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OK will do (look at the levels, etc.) Glad to hear some of my ideas were already kind of there ;) Ratchet On Apr 20, 2004, at 12:33 PM, Marek wrote: > > Hi guys! > I finally polished all 24 levels and sent them to Ricardo to commit. I > believe they'll be in the CVS very soon. After we agreed on IRC that > the game is too hard in general, I made most of the levels a little > easier. > Please look through the levels and tell me if you find anything that > needs to be fixed, such as: > > -Difficulty (are there really unfair spots that are near unbeatable?) > -Graphic glitches (wrong or missing tiles) > -Item placement (are there enough or too many items somewhere?) > -Secrets (are they too hard or too easy to find?) > (Hint: The engine in its current state only allows for two kinds of > secrets: Invisible > blocks/floors and fake walls. Also, keep in mind that you can walk > across the > ceiling of, for example, a cave level, if you can find a way to jump > up there.) > -Anything else that appears not right to you > > Also, I don't really like the naming of the levels; some levels have > real titles while others are just numerated (Antartica 1-10, The Cave > 1-6). If anyone can come up with good names for those levels, please > send them to me as well. > Have fun! > > Marek > > -- > -----BEGIN GEEK CODE BLOCK----- > Version: 3.1 > GCS dpu@ s:+ a-- C++(++++)$ UL++>++++ P+ L+++>+++++ E- W++ N o? K- w--- > O M+@ V- !PS !PE Y+ PGP++@ t--- 5-- X- R+(++) tv-- b++@ DI+ D+>++++ > G++ e>++++ h--- r++(+++) y+++ > ------END GEEK CODE BLOCK------ > > > ------------------------------------------------------- > This SF.Net email is sponsored by: IBM Linux Tutorials > Free Linux tutorial presented by Daniel Robbins, President and CEO of > GenToo technologies. Learn everything from fundamentals to system > administration.http://ads.osdn.com/?ad_id=1470&alloc_id=3638&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: C R. <zra...@mi...> - 2004-04-21 21:56:07
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OK... well when it is a good time to add new ideas like these, please tell me :) Ratchet On Apr 20, 2004, at 9:28 AM, Ricardo Cruz wrote: > > Well, I liked the idea of having a fly vehicle, boomerang weapon and > stuff. > But there is work that needs to be done before that. Besides, I think > sliding > is much more priority than those, since it could take SuperTux to > another > level of gameplaying. > > Ricardo Cruz > > Em Segunda, 19 de Abril de 2004 20:39, o C Ratchet escreveu: >> Just wondering if these ideas could be put on the development page or >> anything, or if anyone had any comments... >> >> Ratchet >> >> On Apr 18, 2004, at 6:04 PM, C Ratchet wrote: >>> Here are some new ideas for objects: >>> >>> http://digitalhell.cjb.net/~ryan/supertux/zratchet/ >>> --- >>> >>> Are YOU a Good Person? Go here: >>> http://www.wayofthemaster.com/wotm_flash.html >> >> --- >> >> Are YOU a Good Person? Go here: >> http://www.wayofthemaster.com/wotm_flash.html > > -- > You will inherit millions of dollars. > > > ------------------------------------------------------- > This SF.Net email is sponsored by: IBM Linux Tutorials > Free Linux tutorial presented by Daniel Robbins, President and CEO of > GenToo technologies. Learn everything from fundamentals to system > administration.http://ads.osdn.com/?ad_id=1470&alloc_id=3638&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: Matze B. <ma...@br...> - 2004-04-21 18:01:35
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Ok, I just played all the supertux maps in the worldmap once now. For most of them I mention the number of lives I used to get through, but keep in mind that I knew some of the maps quiete well (the 4 old maps, and all the older maps from wansti) while others were new to me in their current form. The game has become very nice. It'll be a very cool Milestone1 if we get all the bugs fixed, that I mentioned at the end. Another nice thing would be a levelboss for the Castle map, but I'm not sure if we have the time and/or a concept that is easy enough to implement. -Antarctica1: (lives used 1) * ok, but maybe too hard for the very first map... -Antarctica2: (lives used 2) -Antarctica3: (lives used 1) -Antarctica4: (lives used 1) -Antarctica5: (lives used 3) * The iglu should be placed more to the end. It is possible to jump on the roof of the iglu, which looks silly -Antarctica6: (lives used 1) * The grey thingies in the background are nice. In generall everything that touches up the monotonous background a bit is nice :) -Antarctica7: The 3 Jumpies at the end are very hard to beat. We should have at least a reset point there. Better remove 1 or 2 of them so that you can get through in each case when you're still big. -Antarctica8: * Seeems ok to me. -Antarctica9: * The place with the 3 flying snowballs is very hard, but also an interesting chalenge. Just make sure you place a resetpoint right before it and soon after that place. Also take a look at the "Jumpy Problems" mentioned at the end of this text. -Antarctica10: ok -Above the arctic skies: The black background looks very strange, should be blue or even better some sky image. Badly needs a resetpoint before all these jumpies near the end -Entrance to the cave: (Number of lives used: 12) * There's still a bug with the cavebackground, the parts at the left side disappear too early. * When using the secret and walking on top of teh 1st cave part, you typically fall down into a hole when you come down again. * After the 1st cave part, there's a place with a jumpy where the jump is very hard, you typically stop at the small tile before the wall and it is very hard to get back. * At the 2nd cave part 1 jump is extremely hard, because you easily dodge at the roof... Also it's nearly impossible to get through the jumpy there. * The end of the level should look like the end of a level :) -The Cave1: ok (lives used: 7) -The Cave2: (lives used: 13) * At the beginning there are 2 jumpies with a hole between them. Nearly impossible to get through. (Might still be ok, since there's a growup right before that place). See "jumpy problems" at the end. A similar place occurs later in the level -The Cave3: (lives used: 1) * ok, maybe this should be renamed to "Cave 1" since it seems alot easier to me than Cave 1,2 -The Cave4: (lives used: 1) * at once place there's a jumpy right before you have to jump to a higher * platform. In general these are hard jumps. Maybe place a growup before that place to make it more fair... -The Cave5: (lives used: 10) * Hard but fair map -The Cave6: (lives used: ?) * It seems you start in a wall, and are dead before the map even starts. At this place I cheated to get to the next map :) -A path in the clouds: (lives used: 6) * Still my favourite in leveldesign because of nice usage of foreground/background layers * At the first place where a block is hidden in a cloud, you easily bump against that block and fall down into the hole. Would be alot nicer if the ground below this block would be extended. * In the cave part the roof is very low (when you don't used the path in the clouds...) -No more Mr. Iceguy (lives used: 3) * hard but fair and short level. * It even contains a dopefish, we're very cool now :) -The escape (lives used: 5) * Very nice effect at the beginning of the map -The scattered bridge (lives used: 3) * nice map -Arctic Ruins (lives used: 15) * the growup could be placed a little earlier * hard but fair. That's how maps near the end of a world should be. -The Castle of Nolok (lives used: 5) * why did you redesign the place with the 3 flames. I found it alot more interesting in the older versions (though it also was harder and suffered a bit from the enemy activation problem like the jumpies) * very nice map, if we just had a boss at the end... ;-) -Level 25, 26 are mentioned in the worldmap but don't exist Bugs: * Sometimes you die when you've been in pause mode and unpaus * At the beginning and end of the worldmap it's possible to leave the way * The explosion of mr.bomb is placed at the wrong point. * often 2 or more enemies get stuck and just turn right/left all the time at the same spot. * Sometimes it's possible to shoot bullets at a very high rate (1 bullet per frame or so...) * Music in the worldmap doesn't loop * Sometimes the game stops at the beginning of a map. * The game nearly always crashs when you finished a map, go back to worldmap and want to start the next map * Bumping enemies doesn't work anymore (jumping at a tile below them) Problems: * Jumpy Problems: 1 general problem with enemies and esp. Jumpies is the way they get activated: They start to move as soon as they appear on the screen. The problem here is that this depends on how the player moves. Esp. in the map "Above the Arctic Skies" at the end you easily move forward to slowly, so that the jumpies get aligned in such a way that it is impossible to get through. * It seems to me like the game is getting too easy if you have the ice-flower upgrade. In this case you just run around and simply shoot all enemies down. Maybe it shouldn't be possible to shoot spikies and jumpies... Or mrbombs should explode instead of falling down when shot. * The first few levels should be even easier, so that beginners aren't frustrated from the start. |
From: Marek <wa...@gm...> - 2004-04-21 18:26:58
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Hi! Thanks, Matze, for that large report. Let me just comment on a few things: >-Antarctica1: (lives used 1) > * ok, but maybe too hard for the very first map... > > There are two options: Either I'll make it a little easier, or build another (very easy) tutorial level to be placed before the first map. Still unsure which one I'll choose. >-Entrance to the cave: (Number of lives used: 12) > * There's still a bug with the cavebackground, the parts at the left side > disappear too early. > > I noticed that, too, but it seems that can't be fixed with the level editor. Maybe one of the code crunchers can help out here... :-) >-The Cave6: (lives used: ?) > * It seems you start in a wall, and are dead before the map even starts. > At this place I cheated to get to the next map :) > > That's strange... didn't happen to me, though. >-The Castle of Nolok (lives used: 5) > * why did you redesign the place with the 3 flames. > > Simple: Because it was impossible to pass this place as big Tux. As for all the other (map-related) things you mentioned: They'll be fixed in the next version (which will probably be ready this weekend). Marek |
From: Ricardo C. <ri...@ae...> - 2004-04-21 22:52:23
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Marek, please do a couple of easy level :) For the record, the worldmap has currently place for 26 levels and we have 24, so we can add two more... Ricardo Cruz Em Quarta, 21 de Abril de 2004 19:27, o Marek escreveu: > Hi! > Thanks, Matze, for that large report. > > Let me just comment on a few things: > >-Antarctica1: (lives used 1) > > * ok, but maybe too hard for the very first map... > > There are two options: Either I'll make it a little easier, or build > another (very easy) tutorial level to be placed before the first map. > Still unsure which one I'll choose. > > > Marek > -- There are three infallible ways of pleasing an author, and the three form a rising scale of compliment: 1, to tell him you have read one of his books; 2, to tell him you have read all of his books; 3, to ask him to let you read the manuscript of his forthcoming book. No. 1 admits you to his respect; No. 2 admits you to his admiration; No. 3 carries you clear into his heart. -- Mark Twain, "Pudd'nhead Wilson's Calendar" |