Thread: [Super-tux-devel] Mini Boss
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From: Ricardo C. <ri...@ae...> - 2004-04-27 22:07:19
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Hey there, I was wondering if there isn't any chance of implementing a mini-boss... I mean it is just the ingredient the Milestone1 lacks. Anyway, technically, how should it be coded? Should we use a script file? Ricardo Cruz -- polygon: Dead parrot. |
From: Benjamin P. J. <bp...@gm...> - 2004-04-27 22:37:47
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Two things... 1) I was just playing SuperTux for a while when I realised, that it is possible to jump on Mr. Iceblock in mid-air and thus make him hang stuck instead of falling down... kinda hard for me to reproduce that -- maybe some of the coders might want to look into that. 2) SuperTux once he has become invicible by picking up the star might behave like Mario in "Super Mario World" -- there it's possible to gain an extra life (multiple extra lifes indeed, if I remember that one right) by killing a bunch (about 10 or so) enemies by using the star's power.... that's a neat feature and would make the star more powerful. Benjamin Jung (bp...@gm...) |
From: Ricardo C. <ri...@ae...> - 2004-04-27 23:23:15
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Em Quarta, 28 de Abril de 2004 00:40, o Benjamin P. Jung escreveu: > > 1) I was just playing SuperTux for a while when I realised, that it is > possible to jump on Mr. Iceblock in mid-air and thus make him hang stuck > instead of falling down... kinda hard for me to reproduce that -- maybe > some of the coders might want to look into that. > Try to remove line 254 of badguy.cpp file, type make and tell us if that fixes it. Ricardo > > > Benjamin Jung > (bp...@gm...) > -- The amount of weight an evangelist carries with the almighty is measured in billigrahams. |
From: Benjamin P. J. <bp...@gm...> - 2004-04-27 23:41:36
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>>1) I was just playing SuperTux for a while when I realised, that it is >>possible to jump on Mr. Iceblock in mid-air and thus make him hang stuck >>instead of falling down... kinda hard for me to reproduce that -- maybe >>some of the coders might want to look into that. >> >> >> > > Try to remove line 254 of badguy.cpp file, type make and tell us if that >fixes it. > >Ricardo > > No... removing line 254 ( if(dying == DYING_NOT) ) didn't make any difference.... Benjamin |
From: Benjamin P. J. <bp...@gm...> - 2004-04-27 23:25:48
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Ok , ok .... sorry to bother you again and again .... my idea of SuperTux having bigger eyes was obviously not very widely=20 accepted --- anyways ... the eyes have been changed and I think they=20 look great now. Still I'm of the impression that the small SuperTux=20 version might still be modified .... my idea is to change Tux's head=20 (German: Verdammt.... was hei=DFt den Schnabel auf Englisch???). You can find a modified version (an animated GIF -- as last time) at=20 http://www.phreakzone.com/tmp/ Just look for yourselves -- I think it makes a lot of difference. Well... ok. This will be my last objection concerning the SuperTux charakter --=20 promise! :-) Benjamin Jung bp...@gm... |
From: Alex V. <Al...@co...> - 2004-04-28 02:00:19
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Benjamin P. Jung wrote: > Ok , ok .... sorry to bother you again and again .... > my idea of SuperTux having bigger eyes was obviously not very widely > accepted --- anyways ... the eyes have been changed and I think they > look great now. Still I'm of the impression that the small SuperTux > version might still be modified .... my idea is to change Tux's head > (German: Verdammt.... was heißt den Schnabel auf Englisch???). > You can find a modified version (an animated GIF -- as last time) at > http://www.phreakzone.com/tmp/ > Just look for yourselves -- I think it makes a lot of difference. I think Tux looks best with the shorter beak and smaller eyes. The shorter beak is a big improvement, but I think Grumbel is right. It seems a little to short now. Maybe somewhere in between... Alex |
From: Matze B. <ma...@br...> - 2004-04-28 00:53:44
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On Wed, 28 Apr 2004, Benjamin P. Jung wrote: > Ok , ok .... sorry to bother you again and again .... > my idea of SuperTux having bigger eyes was obviously not very widely=20 > accepted --- anyways ... the eyes have been changed and I think they=20 > look great now. Still I'm of the impression that the small SuperTux=20 > version might still be modified .... my idea is to change Tux's head=20 > (German: Verdammt.... was hei=DFt den Schnabel auf Englisch???). > You can find a modified version (an animated GIF -- as last time) at=20 > http://www.phreakzone.com/tmp/ > Just look for yourselves -- I think it makes a lot of difference. Well this will probably get a long bashing anyway... I personally still=20 prefer your big eyes version but really don't like the short beak... So=20 probably it'd be best if we stop this and keep it like it is. Greetings, =09Matze |
From: Christopher A. W. <cr...@li...> - 2004-04-28 01:06:29
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> Well this will probably get a long bashing anyway... I personally still > prefer your big eyes version but really don't like the short beak... So > probably it'd be best if we stop this and keep it like it is. Highly agreed. Milestone 1 is almost ready, and there's practically no point in implementing any such unnecessary modifications to anything that is currently working decently well. We'll have more time for polishing after the pressure of Milestone 1 is off our shoulders. Let's get done all the necessities that need to get done. Christopher Allan Webber | The bottom line |
From: Ricardo C. <ri...@ae...> - 2004-04-27 23:40:10
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Hey Benjamin, This time you have my bless ;) Really, yours looks a bit too fatty (too circular...), but I like the beak= a=20 lot more. I think Ingo's first smalltux was very good, but the current one has the b= eak=20 too much long, I vote for using Benjamin's Tux modification. Ricardo Cruz Em Quarta, 28 de Abril de 2004 01:28, o Benjamin P. Jung escreveu: > Ok , ok .... sorry to bother you again and again .... > my idea of SuperTux having bigger eyes was obviously not very widely > accepted --- anyways ... the eyes have been changed and I think they > look great now. Still I'm of the impression that the small SuperTux > version might still be modified .... my idea is to change Tux's head > (German: Verdammt.... was hei=DFt den Schnabel auf Englisch???). > You can find a modified version (an animated GIF -- as last time) at > http://www.phreakzone.com/tmp/ > Just look for yourselves -- I think it makes a lot of difference. > > Well... ok. > This will be my last objection concerning the SuperTux charakter -- > promise! :-) > > Benjamin Jung > bp...@gm... > > =2D-=20 I cannot draw a cart, nor eat dried oats; If it be man's work I will do it. |
From: Michael G. <mi...@ge...> - 2004-04-27 23:48:42
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I like the Benjamin's new proposed version (small eyes, beak) but my girlfriend likes the big-eyes version. --Mike Ricardo Cruz wrote: > Hey Benjamin, > > This time you have my bless ;) > Really, yours looks a bit too fatty (too circular...), but I like the beak a > lot more. > > I think Ingo's first smalltux was very good, but the current one has the beak > too much long, I vote for using Benjamin's Tux modification. > > Ricardo Cruz > > Em Quarta, 28 de Abril de 2004 01:28, o Benjamin P. Jung escreveu: > >>Ok , ok .... sorry to bother you again and again .... >>my idea of SuperTux having bigger eyes was obviously not very widely >>accepted --- anyways ... the eyes have been changed and I think they >>look great now. Still I'm of the impression that the small SuperTux >>version might still be modified .... my idea is to change Tux's head >>(German: Verdammt.... was heißt den Schnabel auf Englisch???). >>You can find a modified version (an animated GIF -- as last time) at >>http://www.phreakzone.com/tmp/ >>Just look for yourselves -- I think it makes a lot of difference. >> >>Well... ok. >>This will be my last objection concerning the SuperTux charakter -- >>promise! :-) >> >>Benjamin Jung >>bp...@gm... >> >> > > |
From: Benjamin P. J. <bp...@gm...> - 2004-04-27 23:57:31
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Thanks... ;-) I think a shorter beak (that's the word if been looking for ... aargh!) really _does_ the trick ... hm.. maybe mine grew a bit too short -- I've provided an xcf-file download containing all the animation steps of the modified right-looking small tux at http://www.phreakzone.com/tmp/ ... have fun. Benjamin >Hey Benjamin, > > This time you have my bless ;) > Really, yours looks a bit too fatty (too circular...), but I like the beak a >lot more. > > I think Ingo's first smalltux was very good, but the current one has the beak >too much long, I vote for using Benjamin's Tux modification. > > |
From: Ingo R. <gr...@gm...> - 2004-04-28 00:45:08
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"Benjamin P. Jung" <bp...@gm...> writes: > I think a shorter beak (that's the word if been looking for ... > aargh!) really _does_ the trick ... hm.. maybe mine grew a bit too > short Its definitvly too short, it looks like some kind of pet bird, not like a penguin. Beside that the long beak is done on purpose to connect the small Tux to the large one, after all they should represent the same character, so they really should look similar. And the Smalltux was never meant to look really cute in the first place anyway, so trying to make him look like that is the wrong way. But yep, in the current version the beak did get quite a bit to long, might be a worth consideration to simply reuse the whole beak of the largetux and maybe cut it by a pixel or too:. http://pingus.seul.org/~grumbel/tmp/tux.png Anyway, this is isn't really an important issue and I would really like to get the release out and not waste time on little irrelevant details. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Ricardo C. <ri...@ae...> - 2004-04-28 11:59:27
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Oh, please, not the big eyes again :D I really like your short beak version and I vote for replacing the current. Ricardo Em Quarta, 28 de Abril de 2004 01:59, o Benjamin P. Jung escreveu: > Thanks... ;-) > I think a shorter beak (that's the word if been looking for ... aargh!) > really _does_ the trick ... hm.. maybe mine grew a bit too short -- I've > provided an xcf-file download containing all the animation steps of the > modified right-looking small tux at http://www.phreakzone.com/tmp/ ... > have fun. > > Benjamin > > >Hey Benjamin, > > > > This time you have my bless ;) > > Really, yours looks a bit too fatty (too circular...), but I like the > > beak a lot more. > > > > I think Ingo's first smalltux was very good, but the current one has the > > beak too much long, I vote for using Benjamin's Tux modification. > -- The chief cause of problems is solutions. -- Eric Sevareid |
From: Matze B. <ma...@br...> - 2004-04-28 00:51:20
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On Tue, 27 Apr 2004, Ricardo Cruz wrote: > > Hey there, > > I was wondering if there isn't any chance of implementing a mini-boss... I > mean it is just the ingredient the Milestone1 lacks. > Anyway, technically, how should it be coded? Should we use a script file? Some comments here: - milestone 1 should be released as soon as possible now, so extra features are not good now. We should concentrate on squashing bugs. - The main problem is getting graphics for nolok done. As a miniboss probably has several different actions, this will be alot of animations frames to draw. - If it's only 1 miniboss and if we want him implemented fastly then we should not use a scriptfile. Don't underestimate the work needed to define a nice API and scripting language for such a thing. You can surely implement several minibosses in C++ in the same time. Greetings, Matze |
From: Bill K. <nb...@so...> - 2004-04-28 00:54:38
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On Wed, Apr 28, 2004 at 03:05:28AM +0200, Matze Braun wrote: > - If it's only 1 miniboss and if we want him implemented fastly then we > should not use a scriptfile. Don't underestimate the work needed to > define a nice API and scripting language for such a thing. You can > surely implement several minibosses in C++ in the same time. I agree. But... that should be no surprise. :^) We definitely need to let players know this is more a 'proof of concept' release than a final game. Obviously, far less-so that my initial Super Tux release of ~4 years ago, but they still shouldn't expect the same thing they would for a $60 USD cartridge for their Super Nintendo! ;^) (We're getting damned close, though! W00t!) -bill! |
From: Christopher A. W. <cr...@li...> - 2004-04-28 01:04:12
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> - The main problem is getting graphics for nolok done. As a miniboss > probably has several different actions, this will be alot of animations > frames to draw. Nolok is not being implemented in Milestone 1. He is coming in later. Please read my previous post titled "Nolok"... grumbel and I already created a Nolok statue, which will at the moment serve the purpose well enough. Christopher Allan Webber | The bottom line |
From: Marek <wa...@gm...> - 2004-04-28 08:52:13
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Christopher A. Webber wrote: >>/- The main problem is getting graphics for nolok done. As a miniboss >> probably has several different actions, this will be alot of animations >> frames to draw./ >> > > Nolok is not being implemented in Milestone 1. He is coming in > later. Please read my previous post titled "Nolok"... grumbel and I > already created a Nolok statue, which will at the moment serve the > purpose well enough. How about having the Nolok Statue spit out/summon various standard enemies? That way, we'd have a Miniboss that should be fairly easy to code without the need for new graphics. Marek |
From: Ricardo C. <ri...@ae...> - 2004-04-28 12:11:09
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Em Quarta, 28 de Abril de 2004 02:05, o Matze Braun escreveu: > On Tue, 27 Apr 2004, Ricardo Cruz wrote: > > Hey there, > > > > I was wondering if there isn't any chance of implementing a mini-boss... > > I mean it is just the ingredient the Milestone1 lacks. > > Anyway, technically, how should it be coded? Should we use a script > > file? > > Some comments here: > > - milestone 1 should be released as soon as possible now, so extra > features are not good now. We should concentrate on squashing bugs. I agree if you said that regarding an ordinary release, but we are talking about a "Milestone" here! :) You don't find one of those everyday ;) > - The main problem is getting graphics for nolok done. As a miniboss > probably has several different actions, this will be alot of animations > frames to draw. I really think the biggest one would be coding it... > - If it's only 1 miniboss and if we want him implemented fastly then we > should not use a scriptfile. Don't underestimate the work needed to > define a nice API and scripting language for such a thing. You can > surely implement several minibosses in C++ in the same time. > You've got a good point there, but I am familiar with creating a C/C++ shared object and then use a script to give it orders. Anyway, I haven't ever done a scripting implementation for such a big thing. And yes, I agree that for now we should C++ing it, instead of scriptting it. (Besides, just the discussion about what language to use and how should it be implemented would take over a month ;) ) Ricardo Cruz > Greetings, > Matze > -- But you who live on dreams, you are better pleased with the sophistical reasoning and frauds of talkers about great and uncertain matters than those who speak of certain and natural matters, not of such lofty nature. -- Leonardo Da Vinci, "The Codex on the Flight of Birds" |