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From: William K. <nb...@so...> - 2001-08-30 21:35:57
|
What do people think about accessibility issues? I'm thinking that perhaps the game could speak the following things, so that visually disabled people could play: 1. speak the title menu options (eg, say "PRESS RETURN TO PLAY" out loud when the title appears, and then "PRESS RETURN TO [whatever]" when the arrow keys are used) 2. speak the equations when they first appear on the screen (tweaking the timing of the game may be necessary to make it easier to play when it's talking) 3. speak the numbers the player types (ZERO, ONE, TWO, etc.) as they type them. Perhaps speak the total answer (eg, "TWELVE") when they hit RETURN. (And maybe say "CLEAR" when they hit BACKSPACE) 4. replace some of the sound effects (lasers, explosions, etc.) with spoken words describing what's going on ("CORRECT!" or "WRONG!" and "CITY 2 DESTROYED") [ in that case, perhaps telling which column the comet is falling down when the equation is spoken would be useful, too ] How portable is festival between OSes? How integratable to SDL is it? (Should it jump in as a full replacement for SDL_mixer; eg, no SFX music and just speech? Or can they live happily together? Or should we just have WAV files of people saying numbers and words?) Commets? Thanks! -bill! |
From: William K. <nb...@so...> - 2001-08-30 00:56:57
|
On Wed, Aug 29, 2001 at 02:59:00PM -0700, Jacob Greig wrote: > tuxmath runs too slow on my system (it always is insulting me by saying "Never waited; CPU too slow!" even though my system is a 400Mhz machine :) Hehe.. sorry, haven't seen a box that goes full FPS yet. Truly is being too slow. I am planning on adding dirty-rect stuff myself, soon. Thanks, though! (Going to whip out my P133 soon for testing, too :) ) -bill! |
From: William K. <nb...@so...> - 2001-08-30 00:54:15
|
On Wed, Aug 29, 2001 at 01:52:37PM -0700, Samuel Hart wrote: > On Wednesday 29 August 2001 1:02pm, William Kendrick wrote: > > On Wed, Aug 29, 2001 at 12:10:21PM -0700, William Kendrick wrote: > > > Thanks for the note. BTW I'm at LWE right now in the SEUL booth > > > and Harry here asked if I'd add a 'demo' mode to TuxMath, so I'm > > > going to try to grab the CVS ver and hack on it right here ;) > > > > Done. I'd like the game (in demo mode) to show as the numbers are > > typed, but for now, the game just randomly shoots down comets. > > (Sometimes it doesn't get them before they hit a city, but that's > > ok :) ) > > What does the demo mode do? I can't seem to get it to work (well, other than > just having the word DEMO over the main menu). > > I'm sure I'm doing something wrong. In title screen, game will automatically start itself after a few seconds. In the game, the lasers will shoot at the comets automagically. After all cities are destroyed, or after about a minute or two, the game will cycle back to the title screen. Seems to have been running the whole time since I put it up today on Harry's laptop, and supposedly gotten some good comments. Yay! :) Anyway, finishing up at expo. right now. Hope it works for you! -bill! |
From: Jacob G. <bom...@fi...> - 2001-08-30 00:43:11
|
--- Samuel Hart <cri...@ge...> > wrote: >Can you place your code online somewhere (I think you still have Noink access >on my site, so you could use that if you wanted) so we can look at it? noink isn't working on my directory for file uploads (could it be a permission problem in the *noi files?) I've been trying to use a geocities account, but its been two hours since I signed up for it, and i still cant get on. Maybe I'll just look t my code some more and try again in the morning :) == Jacob Greig bom...@fi... http://advogato.org/person/bombastic/ _____________________________________________________________ Want a new web-based email account ? ---> http://www.firstlinux.net |
From: Samuel H. <cri...@ge...> - 2001-08-29 22:07:48
|
On Wednesday 29 August 2001 2:59pm, Jacob Greig wrote: > tuxmath runs too slow on my system (it always is insulting me by saying > "Never waited; CPU too slow!" even though my system is a 400Mhz machine :) Actually, looking at the code, it doesn't necessarily mean your CPU is too slow, just that your XFree86 driver and/or your graphic card doesn't support double buffering. It's not surprising you get this... AFAIK most XFree86 drivers don't support double buffering yet (neither my desktop nor my laptop do). > so I was tryin to come up with a dirty blit option to the game. i lifted > some code from tuxtype, and compiled it. but now I get this error: > > X Error of failed request: BadValue (integer parameter out of range for > operation) Major opcode of failed request: 147 (MIT-SHM) > Minor opcode of failed request: 3 (X_ShmPutImage) > Value in failed request: 0x55 > Serial number of failed request: 241 > Current serial number in output stream: 303 I would bet that it is trying to perform an update rects or blit rect or something outside of the screen's boundaries (we used to have these things all the time in Tux Typing, untill I added in checking code to ensure that we didn't blit outside the window ;-) Can you place your code online somewhere (I think you still have Noink access on my site, so you could use that if you wanted) so we can look at it? -- 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...> - 2001-08-29 21:59:01
|
tuxmath runs too slow on my system (it always is insulting me by saying "Never waited; CPU too slow!" even though my system is a 400Mhz machine :) so I was tryin to come up with a dirty blit option to the game. i lifted some code from tuxtype, and compiled it. but now I get this error: X Error of failed request: BadValue (integer parameter out of range for operation) Major opcode of failed request: 147 (MIT-SHM) Minor opcode of failed request: 3 (X_ShmPutImage) Value in failed request: 0x55 Serial number of failed request: 241 Current serial number in output stream: 303 anyone know what that means? it's not an SDL error. == Jacob Greig bom...@fi... http://advogato.org/person/bombastic/ _____________________________________________________________ Want a new web-based email account ? ---> http://www.firstlinux.net |
From: Samuel H. <cri...@ge...> - 2001-08-29 20:54:47
|
On Wednesday 29 August 2001 1:02pm, William Kendrick wrote: > On Wed, Aug 29, 2001 at 12:10:21PM -0700, William Kendrick wrote: > > Thanks for the note. BTW I'm at LWE right now in the SEUL booth > > and Harry here asked if I'd add a 'demo' mode to TuxMath, so I'm > > going to try to grab the CVS ver and hack on it right here ;) > > Done. I'd like the game (in demo mode) to show as the numbers are > typed, but for now, the game just randomly shoots down comets. > (Sometimes it doesn't get them before they hit a city, but that's > ok :) ) What does the demo mode do? I can't seem to get it to work (well, other than just having the word DEMO over the main menu). I'm sure I'm doing something wrong. -- 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...> - 2001-08-29 20:05:36
|
On Wed, Aug 29, 2001 at 12:10:21PM -0700, William Kendrick wrote: > Thanks for the note. BTW I'm at LWE right now in the SEUL booth > and Harry here asked if I'd add a 'demo' mode to TuxMath, so I'm > going to try to grab the CVS ver and hack on it right here ;) Done. I'd like the game (in demo mode) to show as the numbers are typed, but for now, the game just randomly shoots down comets. (Sometimes it doesn't get them before they hit a city, but that's ok :) ) After a while, it cycles back to the title screen. :) (Pause (TAB) and quit (ESC) still work in the game in demo mode, but you can't type numbers or RETURN) Whee! Grab from CVS. -bill! > > -bill! > > On Wed, Aug 29, 2001 at 10:08:09AM -0700, Samuel Hart wrote: > > On Tuesday 28 August 2001 6:38pm, William Kendrick wrote: > > > sam, you're right.. .something's crazy about the cvs. > > > > > > the comets directory is there and accessible via the web-based cvs repos. > > > > > > but when i did a "cvs update" on my home box just now, it didn't fetch > > > any of it. > > > > Whenever new directories are added to the repository, cvs update wont grab > > them. (You need a CVS subdir in each working directory for cvs update to work > > in it). > > > > Uhm.... you need to do an extra command (I think another "checkout") but I > > can't recall what it is off the top of my head. I'm sure it's in the CVS book > > (which I dont have at hand right now). > > > > > > -- > > 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/ > > > > > _______________________________________________ > > Tuxmath-devel mailing list > > Tux...@li... > > http://lists.sourceforge.net/lists/listinfo/tuxmath-devel > > _______________________________________________ > Tuxmath-devel mailing list > Tux...@li... > http://lists.sourceforge.net/lists/listinfo/tuxmath-devel |
From: William K. <nb...@so...> - 2001-08-29 19:13:09
|
Thanks for the note. BTW I'm at LWE right now in the SEUL booth and Harry here asked if I'd add a 'demo' mode to TuxMath, so I'm going to try to grab the CVS ver and hack on it right here ;) -bill! On Wed, Aug 29, 2001 at 10:08:09AM -0700, Samuel Hart wrote: > On Tuesday 28 August 2001 6:38pm, William Kendrick wrote: > > sam, you're right.. .something's crazy about the cvs. > > > > the comets directory is there and accessible via the web-based cvs repos. > > > > but when i did a "cvs update" on my home box just now, it didn't fetch > > any of it. > > Whenever new directories are added to the repository, cvs update wont grab > them. (You need a CVS subdir in each working directory for cvs update to work > in it). > > Uhm.... you need to do an extra command (I think another "checkout") but I > can't recall what it is off the top of my head. I'm sure it's in the CVS book > (which I dont have at hand right now). > > > -- > 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/ > > > _______________________________________________ > Tuxmath-devel mailing list > Tux...@li... > http://lists.sourceforge.net/lists/listinfo/tuxmath-devel |
From: Samuel H. <cri...@ge...> - 2001-08-29 18:54:05
|
On Tuesday 28 August 2001 11:36pm, William Kendrick wrote: > Anyway, go grab the CVS version. If you have issues, let me know via this > list, so we can figure out what the heck I'm doing wrong. There are a few files missing from CVS. Do a "cvs update" in your directory, and see what files are prefixed by "?". Those are the ones missing Right now, from the FTP snapshot, I'd say they are playsound.h & playsound.c -- 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...> - 2001-08-29 18:45:09
|
On Wednesday 29 August 2001 11:39am, Samuel Hart wrote: > Okay, I think I have made all the necessary Tux animation images. You can > grab them here: > http://www.geekcomix.com//dm/tuxmath/tuxanim.tar.gz > > Included is a fake screenshot, the images in png format, and a few > animation tests (in Gimp's XCF format). If we use the console I made, we > will probably want to merge it with the spire image to reduce blits. If I > get some more time today, I may hack away at CVS to show you what I mean. Oh, and I guess I should mention I made a bunch of extra animations we may or may not want to use. -- 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...> - 2001-08-29 18:41:31
|
Okay, I think I have made all the necessary Tux animation images. You can grab them here: http://www.geekcomix.com//dm/tuxmath/tuxanim.tar.gz Included is a fake screenshot, the images in png format, and a few animation tests (in Gimp's XCF format). If we use the console I made, we will probably want to merge it with the spire image to reduce blits. If I get some more time today, I may hack away at CVS to show you what I mean. -- 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...> - 2001-08-29 17:12:43
|
On Tuesday 28 August 2001 6:33pm, William Kendrick wrote: > On Tue, Aug 28, 2001 at 06:11:50PM -0700, Samuel Hart wrote: > > So, if you want, I can start contacting the BeOS, Win32, MacOS, i386 RPM > > & DEB people to make packages for it. > > Sure, as long as they don't mind making builds semi-regularly. ;) > > How can we gather more testers? I've sent one friend off to the site > and he tried it out. Another friend of mine has two little boys and > he'd like to have them try it out. Should we just assume lots of > playtesting after initial alpha release, or should I hound more friends? :) OSEF.org is willing to supply us with /all the beta testers we ever want/. They will install any release we make in the schools they manage, and give us feedback. Once we get a release, we'll let them know. Now one thing to keep in mind, they deal with so many systems that they can usually only update their systems once a month (at most). So (depending on how often we release) they may not catch all of our releases. -- 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...> - 2001-08-29 17:10:21
|
On Tuesday 28 August 2001 6:38pm, William Kendrick wrote: > sam, you're right.. .something's crazy about the cvs. > > the comets directory is there and accessible via the web-based cvs repos. > > but when i did a "cvs update" on my home box just now, it didn't fetch > any of it. Whenever new directories are added to the repository, cvs update wont grab them. (You need a CVS subdir in each working directory for cvs update to work in it). Uhm.... you need to do an extra command (I think another "checkout") but I can't recall what it is off the top of my head. I'm sure it's in the CVS book (which I dont have at hand right now). -- 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...> - 2001-08-29 06:39:37
|
Ok, a few more things have been changed. Most notably, the addition of some sound effects and some temporary music. (I threw in a couple of MODs I had been using in a stale old project, but presumably these'll be replaced with some Ogg-Vorbis files Sam said he'd get.) Besides scoring, waves and game options, it's actually getting pretty playable. (I wanted to spruce/spice it up with sound in case I got a chance to show it off to folks while I'm at LinuxWorld Expo today (Wed)) Anyway, go grab the CVS version. If you have issues, let me know via this list, so we can figure out what the heck I'm doing wrong. In the meantime, you can also grab it as a .tar.gz here: ftp://ftp.sonic.net/pub/users/nbs/tuxmath/ Enjoy! Feedback welcome, as usual!!! -bill! |
From: William K. <nb...@so...> - 2001-08-29 01:40:44
|
sam, you're right.. .something's crazy about the cvs. the comets directory is there and accessible via the web-based cvs repos. but when i did a "cvs update" on my home box just now, it didn't fetch any of it. i grabbed them manually via the web cvs interface, but something's borked. :( anyone know how to fix it? thx! -bill! |
From: William K. <nb...@so...> - 2001-08-29 01:36:18
|
On Tue, Aug 28, 2001 at 06:11:50PM -0700, Samuel Hart wrote: > > So, if you want, I can start contacting the BeOS, Win32, MacOS, i386 RPM & > DEB people to make packages for it. Sure, as long as they don't mind making builds semi-regularly. ;) How can we gather more testers? I've sent one friend off to the site and he tried it out. Another friend of mine has two little boys and he'd like to have them try it out. Should we just assume lots of playtesting after initial alpha release, or should I hound more friends? :) -bill! |
From: Samuel H. <cri...@ge...> - 2001-08-29 01:13:52
|
On Tuesday 28 August 2001 5:46pm, William Kendrick wrote: > Ok, I've added a laser-beam effect when you get the right answer, > and the cities now have shields (so they can be hit once before exploding) All very awesome. I think the game is almost complete enough for a release (if you feel the same way). So, if you want, I can start contacting the BeOS, Win32, MacOS, i386 RPM & DEB people to make packages for it. I would like to do some minor graphic tweaks (to the images). Also, I have most of the new Tux animations done. I should be able to get them online by tomorrow morning. > I've thrown a screenshot up here for people to oogle over > (Sam can you stick it on the TuxMath home page?) Sure will. I was planning on making some new screenshots (and finish up the site, heh, heh ;-) -- 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...> - 2001-08-29 00:49:02
|
Ok, I've added a laser-beam effect when you get the right answer, and the cities now have shields (so they can be hit once before exploding) I've thrown a screenshot up here for people to oogle over (Sam can you stick it on the TuxMath home page?) http://www.sonic.net/~nbs/tuxmath-game.gif I'm heading home from work now, and prob. won't be doing much online or development tonight, and will be at Linux expo all day tomorrow. Enjoy! Test, send comments, feel free to send patches or poke around the code (if you have CVS access). Just lemme know what you did and why, so I can make sure it grooves. :) Thx! -bill! |
From: Samuel H. <cri...@ge...> - 2001-08-28 22:57:42
|
On Tuesday 28 August 2001 3:01pm, William Kendrick wrote: > Sam - I've got some suggestions for what I think would be cute for the > Tux animation in the middle of the game screen. > > * When the level starts, he'll be happily looking at the players for a > second. Then an alarm will sound (and perhaps a flashing light on > his console) and he'll look surprised and turn around (to face away > from you) > > * Whenever you press a key, we can animate him shifting back and forth > and/or tapping on buttons on his console. > > * If you shoot down a comet, he can do a little "woo-hoo!" stance. > (ie, arms up in the air in a "V" shape) > > * If you loose a city, he can do something like cover his eyes. > > > If you'd like some cruddy mock-ups of what I mean, I can whip some up. I think I know what you're talking about. (You are meaning as he is sitting in a control room in the foreground, right? ;-) I'll draw up something today (I ran out of time yesterday). The one problem I was facing was trying to make it clear he is in the foreground (instead of simply looking like this massive grotesque pengiun next to these tiny cities ;-) > In the meantime, I'll try and add a 'laser' effect that explains why the > comets are exploding in the first place. ;) Yeah, see that was something the old Atari BASICs (my favorite was SuperBasic ;-) could do easily. Just do a PLOT(x,y) followed by a DRAWTO(x,y) -- 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...> - 2001-08-28 22:04:38
|
Sam - I've got some suggestions for what I think would be cute for the Tux animation in the middle of the game screen. * When the level starts, he'll be happily looking at the players for a second. Then an alarm will sound (and perhaps a flashing light on his console) and he'll look surprised and turn around (to face away from you) * Whenever you press a key, we can animate him shifting back and forth and/or tapping on buttons on his console. * If you shoot down a comet, he can do a little "woo-hoo!" stance. (ie, arms up in the air in a "V" shape) * If you loose a city, he can do something like cover his eyes. If you'd like some cruddy mock-ups of what I mean, I can whip some up. In the meantime, I'll try and add a 'laser' effect that explains why the comets are exploding in the first place. ;) Thanks! -bill! |
From: Samuel H. <cri...@ge...> - 2001-08-28 21:48:46
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On Tuesday 28 August 2001 1:28pm, William Kendrick wrote: > On Tue, Aug 28, 2001 at 11:55:55AM -0700, Samuel Hart wrote: > > Blitting cycling ground colors could be more "aesthetically pleasing", > > but that would meane we would be making two blits for every one city (or > > perhaps one single blit for the ground, or a single fill rect, I guess). > > !? No. :) They're PNGs. The cities should appear just fine. No, I meant if we also were blitting a "ground" image underneath the city images. That way, we would be blitting two images (one for the city, one for the ground) for each city blitted. See, I originally wanted the ground color to cycle like the cities (kind of like it used to in the old Missle Command). But now I'm thinking it probably would just be simplier to draw the ground directly onto the background images to save blits and make life simpler. I'll see if I can come up with some background images with ground overlays that I like. I'll let you know when I get 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: William K. <nb...@so...> - 2001-08-28 20:31:07
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On Tue, Aug 28, 2001 at 11:55:55AM -0700, Samuel Hart wrote: > > Blitting cycling ground colors could be more "aesthetically pleasing", but > that would meane we would be making two blits for every one city (or perhaps > one single blit for the ground, or a single fill rect, I guess). !? No. :) They're PNGs. The cities should appear just fine. Or, oh, I see, when redrawing. Hmm. Yeah. It shouldn't be too bad. (falling asleep after lunch) -bill! |
From: William K. <nb...@so...> - 2001-08-28 20:27:08
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On Tue, Aug 28, 2001 at 12:08:06PM -0700, Jacob Greig wrote: > --- William Kendrick <nb...@so...> > > wrote: > >FPS was slowed down. Even on my girlfriend's 400Mhz PIII, with the > >background image being re-blitted every frame, it goes _slowly_. > > i saw your using sdl_flip, will this make differences on other OSes (lke beOS?) > > (I rememebr tuxtype had some problems using SDL_flip before, and thats why I ask) I believe "SDL_Flip()" 'does the right thing(tm)' when it's not actually doing true double-buffering. In otherwords, SDL_Flip() will fall-back and end up being a call to SDL_UpdateRect() for the entire surface. :) If there are probs., let me know. It's easy enough to build a wrapper that does do the "if" decision. -bill! |
From: William K. <nb...@so...> - 2001-08-28 20:25:18
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On Tue, Aug 28, 2001 at 12:05:57PM -0700, Jacob Greig wrote: > you guys are fast! I had a patch for this game (game pause), but it was for some CVS snapshot from yesterday monring! I can see contributing code to this will be like trying to hit a moving target :) Sorry about that! :) Hehe... I work very very quickly at the beginning of a project. Then it usually trails off and I never complete it. :) (Well, fortunately, it doesn't always work this way :) But I do have quite a few old games 'on the back burner'.. <sigh>) -bill! |