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From: William K. <nb...@so...> - 2001-09-14 01:20:16
|
On Wed, Sep 12, 2001 at 11:55:39AM -0700, Harry McGregor wrote: > Ok, I finaly got some time to sit down with some teachers at corbett: > > Here is the reaction of a 2nd grade teacher. > > Addition and subtraction are the correct level for this grade level (in case you want to do options like -2ndgrade). > > The operations need to be changed to the format: > > 2 > +2 > -- > > instead of 2+2 > > By the end of 2nd grade students should be able to do simple 2 digit addition with and without carring: > ie: > 22 And 25 > +22 +27 > --- --- > > Some way of controling this would be nice. Also the rate of decent is too quick for most of the teachers, let alone the 5th grade students. > > > Harry Hi Harry.. thanks for the feedback. Hmm... these tweaks shouldn't be too difficult. I also like the idea of the grade-based options, although a few things: Like you actually pointed out, by the end of the 2nd grade, the students will be able to do different things, so I suppose we'd need to split it up into "--grade 2nd" and "--grade end-2nd" or something... I'm not sure what standards there are in the US or elsewhere, but I have a feeling some schools may have slightly different standards for what will/should be taught in different grades and during different parts of grades. (Also, some countries use different grade level values, I think) However, I'll keep it in mind. Adding to TODO.txt. Sam, you around? Have you considered redoing some of the game graphics due to this week's tragedy? Thanks! Somberly, -bill! |
From: William K. <nb...@so...> - 2001-09-12 17:11:40
|
In light of the horrific WTC attack yesterday, I think that at this momemnt, it would be in bad taste to keep the game as-is. Sam, would it be possible for you to adjust the 'city' graphics to something, ermm... less disturbing? The only thing that I can think of is, perhaps, Tux is defending some herring. Perhaps a set of little sheds full of them. -bill! (extremely disturbed by yesterday's events... I slept well last night, but am not doing very well now that I'm awake :^/ ) |
From: Calvin A. <cal...@ya...> - 2001-09-12 13:06:32
|
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From: William K. <nb...@so...> - 2001-09-11 03:54:32
|
On Mon, Sep 10, 2001 at 05:22:14PM -0700, Calvin Arndt wrote: > NOT 733 Bill... > > 233 > > anyway 16bpp... Ahh! Ok :) Whew! I was getting really baffled at speedy machines rendering so slowly. I think one thing we might want to consider is reducing the amount of alpha blending that occurs, as that's a pretty CPU intensive. That, in addition to dirty rectangle blitting, will definitely help. -bill! |
From: Calvin A. <cal...@ya...> - 2001-09-11 00:57:32
|
> SDL does do fullscreen... Under X 3.3.6 you need to have the modelines > correct in your XF86Config file (under X 4.x, you don't need to enter > modelines... but you can). Actually, using fullscreen, you can see > better > performance (depending on the support of your graphics hardware). > On Win32, I think the fullscreen can cause problems on some hardware (I > have > no idea why... all I know is some people have reported it this way). heres a picture of it on this system taken with my camera its not a good shot the screen is very clear but you can see the two lines thick one running down left side of screen and thin one running across top... this is across the board on all sdl apps I've tested! It does seem to be specfic to hardware since the video cards it does it on , it always does it on, sometimes these line are left on the screen after the programs exit... IMHO perf or not (and at 500mhz perf is not an issue) windowed is better! __________________________________________________ Do You Yahoo!? Get email alerts & NEW webcam video instant messaging with Yahoo! Messenger http://im.yahoo.com |
From: Calvin A. <cal...@ya...> - 2001-09-11 00:26:54
|
Mail from my machine is either not getting through or at least very slowly... --- Calvin Arndt <cal...@ya...> wrote: > Date: Mon, 10 Sep 2001 19:09:42 -0500 > From: Calvin Arndt <cal...@ya...> > To: cal...@ya..., uxm...@li... > Subject: sdl & fullscreen > > > > SDL does do fullscreen... Under X 3.3.6 you need to have the > modelines > > correct in your XF86Config file (under X 4.x, you don't need to > enter > > modelines... but you can). Actually, using fullscreen, you can see > > better > > performance (depending on the support of your graphics hardware). > > On Win32, I think the fullscreen can cause problems on some > hardware (I > > have > > no idea why... all I know is some people have reported it this > way). > > > heres a picture of it on this system taken with my camera its not a > good > shot the screen is very clear but you can see the two lines thick one > running down left side of screen and thin one running across top... > > this is across the board on all sdl apps I've tested! It does seem to > be > specfic to hardware since the video cards it does it on , it always > does it > on, sometimes these line are left on the screen after the programs > exit... > > IMHO perf or not (and at 500mhz perf is not an issue) windowed is > better! > > ATTACHMENT part 2 image/x-png __________________________________________________ Do You Yahoo!? Get email alerts & NEW webcam video instant messaging with Yahoo! Messenger http://im.yahoo.com |
From: Calvin A. <cal...@ya...> - 2001-09-11 00:22:15
|
NOT 733 Bill... 233 anyway 16bpp... --- William Kendrick <nb...@so...> wrote: > On Mon, Sep 10, 2001 at 02:35:07PM -0700, William Kendrick wrote: > > On Mon, Sep 10, 2001 at 02:29:56PM -0700, Calvin Arndt wrote: > > > Ya ever seen mud flow!!! > > > > Yikes! :( > > (BTW, _what_ kind of CPU is this on? You said something like 733MHz? > Oh, what bitdepth? 16bpp? 24bpp?) > > -bill! > > _______________________________________________ > Tuxmath-devel mailing list > Tux...@li... > https://lists.sourceforge.net/lists/listinfo/tuxmath-devel __________________________________________________ Do You Yahoo!? Get email alerts & NEW webcam video instant messaging with Yahoo! Messenger http://im.yahoo.com |
From: David M. <ma...@si...> - 2001-09-10 22:48:44
|
On Monday, September 10, 2001, at 05:58 PM, William Kendrick wrote: > On Mon, Sep 10, 2001 at 02:51:03PM -0700, Samuel Hart wrote: >>>>> On Sun, Sep 09, 2001 at 01:38:36PM -0400, David Marshman wrote: >> <snip> >>>> Dave, Bill.... any thoughts/preferences? >>> >>> Dave? :) >> >> David Marshman.... the original poster & BeOS packager/porter ;-) >> >> I was just asking if he had any thoughts as well. > > Oh, sorry, I wasn't asking who Dave was, I was pretty much saying > "I dont have thoughts/prefs... Dave, do you?" :) Here I am :) Sorry to be causing confusion, but I don't get chance to read my e-mail until I've (at least) got home from work... You're lucky tonight - my better half is out playing golf, and I seem to have mislaid our daughter and the baby sitter (?!), so I'm actually getting some quality time to myself.... Anyway, here's the link to the BeBits page: http://www.bebits.com/app/2502 I'm fine with you giving me access to the sourceforge upload page, or you could just add a link to the BeBits page (I think that's what you did with TuxTyping). Either way is cool with me.... > <snip> >> I haven't heard a drop, other than the fact that the game can be a bit >> fast >> (which I always reply that there will be a slider or something to >> adjust the >> speed later on... which I'm assuming is a natural choice for an >> option). >> >> We will hear more once we get another release that includes more binary >> choices (the people we really want testing this typically don't find >> source >> code releases very usefull ;-) > > Well, we have some now (I guess :) ) Hopefully we may receive some feedback from BeOS users, but if our experience with TuxTyping is anything to go by (complete silence), I wouldn't bet the bank on it... :( The game seems to run at the correct speed (too fast if anything) on my desktop - dual 550 MHz Celeron's (100 MHz FSB), nVidia TNT gfx card and 320 MB RAM - I'd be a little upset if it didn't!!. --- David |
From: William K. <nb...@so...> - 2001-09-10 22:30:11
|
On Mon, Sep 10, 2001 at 03:13:31PM -0700, Jacob Greig wrote: > <snip> > > i agree. i really need to be able to slow the game down a littel before > i can give more input for what options I think are needed. You can try adjusting the FPS value at the top of "src/game.c" for now. > one thing I have noticed is now that there are muliple waves, the waves > go by too fast. id like to see an option for selecting how many comits > fall per wave. Comet dropping speed, as well as # of comets per wave are based on the current wave. "reset_level()" function in "src/game.c" set these when the wave begins. -bill! |
From: Samuel H. <cri...@ge...> - 2001-09-10 22:16:14
|
On Monday 10 September 2001 2:58pm, William Kendrick wrote: > Oh, sorry, I wasn't asking who Dave was, I was pretty much saying > "I dont have thoughts/prefs... Dave, do you?" :) whoops... my mistake :-) -- Sam "Criswell" Hart <cri...@ge...> AIM, Yahoo!: <criswell4069> Homepage: < http://www.geekcomix.com/snh/ > PGP Info: < http://www.geekcomix.com/snh/contact/ > Tux4Kids: < http://www.geekcomix.com/tux4kids/ > |
From: Jacob G. <bom...@fi...> - 2001-09-10 22:13:31
|
--- Samuel Hart <cri...@ge...> > wrote: >I think we should start including all the options we originally wanted as >command line options. Bill, I know you've already got the operator switches, >and I think this is the right way to go. > >Once we get all the options we originally wanted as command line switches, >then we can (hopefully ;-) get some feedback as to what else is needed. I >mean, even if a command line option we add isn't needed/wanted in the >graphical options screen, it would probably still be nice to have (you can >never have too many command line options ;-) i agree. i really need to be able to slow the game down a littel before i can give more input for what options I think are needed. one thing I have noticed is now that there are muliple waves, the waves go by too fast. id like to see an option for selecting how many comits fall per wave. == Jacob Greig bom...@fi... http://advogato.org/person/bombastic/ _____________________________________________________________ Want a new web-based email account ? ---> http://www.firstlinux.net |
From: William K. <nb...@so...> - 2001-09-10 21:58:42
|
On Mon, Sep 10, 2001 at 02:51:03PM -0700, Samuel Hart wrote: > > > > On Sun, Sep 09, 2001 at 01:38:36PM -0400, David Marshman wrote: > <snip> > > > Dave, Bill.... any thoughts/preferences? > > > > Dave? :) > > David Marshman.... the original poster & BeOS packager/porter ;-) > > I was just asking if he had any thoughts as well. Oh, sorry, I wasn't asking who Dave was, I was pretty much saying "I dont have thoughts/prefs... Dave, do you?" :) <snip> > I haven't heard a drop, other than the fact that the game can be a bit fast > (which I always reply that there will be a slider or something to adjust the > speed later on... which I'm assuming is a natural choice for an option). > > We will hear more once we get another release that includes more binary > choices (the people we really want testing this typically don't find source > code releases very usefull ;-) Well, we have some now (I guess :) ) -bill! |
From: Samuel H. <cri...@ge...> - 2001-09-10 21:52:47
|
> > > On Sun, Sep 09, 2001 at 01:38:36PM -0400, David Marshman wrote: <snip> > > Dave, Bill.... any thoughts/preferences? > > Dave? :) David Marshman.... the original poster & BeOS packager/porter ;-) I was just asking if he had any thoughts as well. > > Once we get all the options we originally wanted as command line > > switches, then we can (hopefully ;-) get some feedback as to what else is > > needed. I mean, even if a command line option we add isn't needed/wanted > > in the graphical options screen, it would probably still be nice to have > > (you can never have too many command line options ;-) > > Speaking of that, any feedback from anyone? I want to know what options > to have available! I haven't heard a drop, other than the fact that the game can be a bit fast (which I always reply that there will be a slider or something to adjust the speed later on... which I'm assuming is a natural choice for an option). We will hear more once we get another release that includes more binary choices (the people we really want testing this typically don't find source code releases very usefull ;-) -- Sam "Criswell" Hart <cri...@ge...> AIM, Yahoo!: <criswell4069> Homepage: < http://www.geekcomix.com/snh/ > PGP Info: < http://www.geekcomix.com/snh/contact/ > Tux4Kids: < http://www.geekcomix.com/tux4kids/ > |
From: Samuel H. <cri...@ge...> - 2001-09-10 21:47:53
|
On Monday 10 September 2001 2:35pm, William Kendrick wrote: > Here's an animated GIF that goes about how fast the comets themselves > should animate within the game (by animate, I mean switch between the > three "comet#.png" graphics): > > http://www.sonic.net/~nbs/comet-anim.gif Wow! On my desktop it probably goes half that speed. My laptop comes closer to that, but still doesn't match it. My specs (if interested)- My desktop: 300Mhz AMD-k6, ATI Rage Pro AGP, Linux 2.4.9, X.4.0.3 My laptop: 500Mhz Celery, Chips & Technologies 65555, Linux 2.4.6, X.4.0.3 -- Sam "Criswell" Hart <cri...@ge...> AIM, Yahoo!: <criswell4069> Homepage: < http://www.geekcomix.com/snh/ > PGP Info: < http://www.geekcomix.com/snh/contact/ > Tux4Kids: < http://www.geekcomix.com/tux4kids/ > |
From: William K. <nb...@so...> - 2001-09-10 21:43:11
|
On Mon, Sep 10, 2001 at 01:59:48PM -0700, Samuel Hart wrote: <snip> > Yeah, sure, feel free to ask me to draw some things... My skills aren't what > they were (I find I'm too lazy any more :-/ ) but I can try. > > Also, we've had another game in the works (I probably already told everyone > on this list about it) that is intended to be a pre-school game teaching > colors/shapes and mouse control ("Catch the Goblin" or "Catch the Ghost"... > where Tux acts as a "ghostbuster" trying to track down ghosts of certain > colors and possibly having certain basic shapes on them). Sounds interesting! :) Hey, is there a general Tux4Kids mailing list? (Since this is getting off-topic for TuxMath, but I'd really like to continue talking about it in an open forum) -bill! |
From: Calvin A. <cal...@ya...> - 2001-09-10 21:42:54
|
> Here's an animated GIF that goes about how fast the comets themselves > should animate within the game (by animate, I mean switch between the > three "comet#.png" graphics): > > http://www.sonic.net/~nbs/comet-anim.gif I saved it I'll take it w/me next time I head out to Aurora, IN. __________________________________________________ Do You Yahoo!? Get email alerts & NEW webcam video instant messaging with Yahoo! Messenger http://im.yahoo.com |
From: Samuel H. <cri...@ge...> - 2001-09-10 21:41:02
|
On Monday 10 September 2001 2:29pm, Calvin Arndt wrote: > > The motion in the game is slow, but the animation should be fine. > > Are you running fullscreen, or windowed? What kind of video card? > > Windowed (sdl doesn't do fullscreen right) CT 65554, 2 meg SVGA driver > XFREE 3.3.6 SDL does do fullscreen... Under X 3.3.6 you need to have the modelines correct in your XF86Config file (under X 4.x, you don't need to enter modelines... but you can). Actually, using fullscreen, you can see better performance (depending on the support of your graphics hardware). On Win32, I think the fullscreen can cause problems on some hardware (I have no idea why... all I know is some people have reported it this way). -- Sam "Criswell" Hart <cri...@ge...> AIM, Yahoo!: <criswell4069> Homepage: < http://www.geekcomix.com/snh/ > PGP Info: < http://www.geekcomix.com/snh/contact/ > Tux4Kids: < http://www.geekcomix.com/tux4kids/ > |
From: William K. <nb...@so...> - 2001-09-10 21:40:36
|
On Mon, Sep 10, 2001 at 12:20:53PM -0700, Samuel Hart wrote: > On Sunday 09 September 2001 9:31pm, William Kendrick wrote: > > On Sun, Sep 09, 2001 at 01:38:36PM -0400, David Marshman wrote: > > > Hi guys. > > > > > > Here's the first version of TuxMath for BeOS. It's dynamically linked > > > against SDL v1.2.2. > > > I created a BeIDE project file - it's in the zip archive. > > > > Cool, thanks! Should we include the BeIDE file in the main tarball to > > kind of 'roll it in'? > > I usually stick things like this in CVS. Err, umm.. that's what I meant. ;) (Sorry) <snip> > I think we should start including all the options we originally wanted as > command line options. Bill, I know you've already got the operator switches, > and I think this is the right way to go. Indeed... this allows for cool icons that launch the game in different modes. :) > Once we get all the options we originally wanted as command line switches, > then we can (hopefully ;-) get some feedback as to what else is needed. I > mean, even if a command line option we add isn't needed/wanted in the > graphical options screen, it would probably still be nice to have (you can > never have too many command line options ;-) Speaking of that, any feedback from anyone? I want to know what options to have available! <snip stuff about File Releases> > Sure, I can handle them if you want. Thanks :) <snip> > If we let Dave handle it on BeBits... it makes it easier for us (heh, heh, > heh ;-), and there is a common place for BeOS users to get them from (and a > known BeOS app place at that). The only problem is what happens if BeBits > closes shop (I mean, BeOS on the desktop's future is kind of up in the air > thanks to this whole Palm deal :-( No reason not to have it both places, with the SF / Tux4Kids sites being the main distribution points. <snip> > Perhaps as a compromise, we could give Dave SourceForge file release > technician status on SourceForge, and let him release them via SourceForge. > Idunno.... just an option.... > > Dave, Bill.... any thoughts/preferences? Dave? :) -bill! |
From: William K. <nb...@so...> - 2001-09-10 21:37:36
|
On Mon, Sep 10, 2001 at 02:35:07PM -0700, William Kendrick wrote: > On Mon, Sep 10, 2001 at 02:29:56PM -0700, Calvin Arndt wrote: > > Ya ever seen mud flow!!! > > Yikes! :( (BTW, _what_ kind of CPU is this on? You said something like 733MHz? Oh, what bitdepth? 16bpp? 24bpp?) -bill! |
From: William K. <nb...@so...> - 2001-09-10 21:35:27
|
On Mon, Sep 10, 2001 at 02:29:56PM -0700, Calvin Arndt wrote: > Ya ever seen mud flow!!! Yikes! :( > > Just curious, though... _how_ slow is it going? > > I suppose I could make a little animated GIF that shows approx. how > > fast, say, the comet animation should be going. > > for testing purposes that'd help alot. Here's an animated GIF that goes about how fast the comets themselves should animate within the game (by animate, I mean switch between the three "comet#.png" graphics): http://www.sonic.net/~nbs/comet-anim.gif -bill! |
From: Calvin A. <cal...@ya...> - 2001-09-10 21:30:00
|
Ya ever seen mud flow!!! > Just curious, though... _how_ slow is it going? > I suppose I could make a little animated GIF that shows approx. how > fast, say, the comet animation should be going. for testing purposes that'd help alot. I'd say 30 seconds to see the first problem... (guessing at least it seemed that long) Hasn't Sam L. has added some kind of perf testing stuff to the library. I've seen framerate measurements on other sdl stuff. > The motion in the game is slow, but the animation should be fine. > Are you running fullscreen, or windowed? What kind of video card? Windowed (sdl doesn't do fullscreen right) CT 65554, 2 meg SVGA driver XFREE 3.3.6 Animation did fine. __________________________________________________ Do You Yahoo!? Get email alerts & NEW webcam video instant messaging with Yahoo! Messenger http://im.yahoo.com |
From: Samuel H. <cri...@ge...> - 2001-09-10 21:01:32
|
On Monday 10 September 2001 1:49pm, William Kendrick wrote: > On Mon, Sep 10, 2001 at 12:10:38PM -0700, Calvin Arndt wrote: > <snip> > > > and for the youngest kids pics (three apples + 1 apple =) > > Actually, unrelated to TuxMath, I'm interested in working on a general > preschool 'suite' of games... colors, numbers, letters, matching, etc. > > The design should be a little easier (I'll be less stressed about getting > feedback before going too far with it, like I have been with TuxMath), > all I'll need is art. > > Unfortunately, I had a friend who could do some AWESOME work (she drew > vegetables and fruit, for some reason, whenever we went to the local > italian food joint, which has paper tableclothes and crayons at every > table), but she moved and has been impossible to contact. :( > > Of course, now I have Sam. MWAHAHAHAHA Yeah, sure, feel free to ask me to draw some things... My skills aren't what they were (I find I'm too lazy any more :-/ ) but I can try. Also, we've had another game in the works (I probably already told everyone on this list about it) that is intended to be a pre-school game teaching colors/shapes and mouse control ("Catch the Goblin" or "Catch the Ghost"... where Tux acts as a "ghostbuster" trying to track down ghosts of certain colors and possibly having certain basic shapes on them). -- Sam "Criswell" Hart <cri...@ge...> AIM, Yahoo!: <criswell4069> Homepage: < http://www.geekcomix.com/snh/ > PGP Info: < http://www.geekcomix.com/snh/contact/ > Tux4Kids: < http://www.geekcomix.com/tux4kids/ > |
From: Samuel H. <cri...@ge...> - 2001-09-10 20:57:41
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On Monday 10 September 2001 1:45pm, William Kendrick wrote: > On Mon, Sep 10, 2001 at 01:41:11PM -0700, Samuel Hart wrote: > > On Monday 10 September 2001 12:35pm, Calvin Arndt wrote: > > > I hear some of these during gameplay can anyone else here them? > > > > I have... I'm assuming it has to do with the music we're using right now. > > > > The music is temporary... as we have someone working on replacement music > > (for this and Tux Tuxtyping) right now. > > How odd... I haven't heard any. When you type, it's supposed to make > a keyclick noise. Also, if the keypad is up ("--keypad" or "-k" option), > clicking the mouse will cause the same keyclick (and tap in the numbers > you clicked). The clicks, pops, and beeps I hear seem to be from the music (they arent the key-click sounds). I think it's because of the MOD format (which, AFAIK, actually requires certain hardware options on your sound card, and if not supported, is emulated... but I could be wrong). I've had problems using MODs on my crappy Onboard Crystal Audio sound chip before. >Note: An older version still supported the mouse controls > even if the keypad wasn't enabled, which was a bug - fixed now. I noticed that... and actually thought it was kind of kewl ;-) I could show -off by magically controlling the game by clicking on the screen! -- Sam "Criswell" Hart <cri...@ge...> AIM, Yahoo!: <criswell4069> Homepage: < http://www.geekcomix.com/snh/ > PGP Info: < http://www.geekcomix.com/snh/contact/ > Tux4Kids: < http://www.geekcomix.com/tux4kids/ > |
From: William K. <nb...@so...> - 2001-09-10 20:50:12
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On Mon, Sep 10, 2001 at 12:10:38PM -0700, Calvin Arndt wrote: <snip> > > and for the youngest kids pics (three apples + 1 apple =) Actually, unrelated to TuxMath, I'm interested in working on a general preschool 'suite' of games... colors, numbers, letters, matching, etc. The design should be a little easier (I'll be less stressed about getting feedback before going too far with it, like I have been with TuxMath), all I'll need is art. Unfortunately, I had a friend who could do some AWESOME work (she drew vegetables and fruit, for some reason, whenever we went to the local italian food joint, which has paper tableclothes and crayons at every table), but she moved and has been impossible to contact. :( Of course, now I have Sam. MWAHAHAHAHA -bill! |
From: William K. <nb...@so...> - 2001-09-10 20:48:09
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On Mon, Sep 10, 2001 at 01:39:57PM -0700, Samuel Hart wrote: > On Monday 10 September 2001 12:10pm, Calvin Arndt wrote: > > Are you planning on separating the math ops??? > > > > addtion > > subtraction > > multiplication > > division > > You can already do this with the command line options (see "tuxmath --help") Yep... tuxmath --operator add or: tuxmath -o add Mix and match, too. :) tuxmath -o add -o subtract or: tuxmath -o multiply -o divide <snip> > Bill is planning (last I checked ;-) to add some sort of dirty-blitting > method for the game. This can greatly increase speed on slower machines > (it's what we did in Tux Typing). Yes, I am... Just curious, though... _how_ slow is it going? I suppose I could make a little animated GIF that shows approx. how fast, say, the comet animation should be going. The motion in the game is slow, but the animation should be fine. Are you running fullscreen, or windowed? What kind of video card? Thx! -bill! |