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From: Samuel H. <cri...@ge...> - 2001-08-28 19:15:57
|
On Tuesday 28 August 2001 12:08pm, 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) Actually, our problem was that we assumed SDL_Flip would give us a consistant frame-rate. This stemmed from the fact that when I originally started Tux Typing I didn't completely understand what SDL_Flip did... and then (once I did understand it) I forgot to go back and fix it. Tuxmath checks to make sure there was an appropriate wait (see lines 427-430 in game.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...> - 2001-08-28 19:11:42
|
On Tuesday 28 August 2001 12:05pm, 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 :) Well, it is still early in development. Whenever a project like this is new, it typically goes through some pretty rapid and radical changes until it settles down. Tux Typing was the exact same way (I originally started the game at a res of 800x600 with several other animations [including rocks that Tux could eat], and found that to be too slow, so at about 0.2 I went back and completely rewrote much of it and redid the graphics). -- 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...> - 2001-08-28 19:08:08
|
--- 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) == Jacob Greig bom...@fi... http://advogato.org/person/bombastic/ _____________________________________________________________ Want a new web-based email account ? ---> http://www.firstlinux.net |
From: Jacob G. <bom...@fi...> - 2001-08-28 19:05:58
|
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 :) --- William Kendrick <nb...@so...> > wrote: >( Sorry for this barrage of e-mail! :) ) > >I'm curious... when a player fails to answer a problem, and a city >gets destroyed, should the answer be shown on the screen? > >(Either in the form of "ANS" or as "EQ = ANS") i think this is a good idea. maybe it shouldn't say "EQ=ANS", but say "ANS" in a different color (or even font) than the math problem was in. == 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...> - 2001-08-28 18:58:00
|
On Tuesday 28 August 2001 11:27am, William Kendrick wrote: > Sure, lemme know when to 'cvs update' Okay, it's now in CVS. Another thing I originally wanted was uniform ground colors (that cycled across waves), unfortunately, I didn't take that into consideration when I sent some of the original background images. So now I don't know which way would be best. 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). -- 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 18:30:03
|
On Tue, Aug 28, 2001 at 11:24:29AM -0700, Samuel Hart wrote: > On Tuesday 28 August 2001 10:48am, William Kendrick wrote: > > (Regarding "small-shot" images being used as cometS) > <snip> > > The size I picked was kind of arbitrary, but it looks ok. > > I think they look okay, but are they so big as to slow the game down (the > cities blow up slower than they did before, was this by design, or was the > animation just slowed down?) FPS was slowed down. Even on my girlfriend's 400Mhz PIII, with the background image being re-blitted every frame, it goes _slowly_. What I should do is some dirty-rectangle stuff to get better efficiency. For now, I added a "--nobackground" ("-b") option to disable the background, but the FPS is still slow (on purpose). I need to find a happy spot in the middle I think. > We may want to resize the later on, we'll wait and see what some users think. > > One thing I personally would like (if for no other reason then as a > throw-back to the original Missle Command ;-) is to have all the cities be > the same color, and to have that color kind of dynamic with the ground color > (like you can kind of see from this old 2600 missle command shot): > http://www.atariage.com/screenshot_page.html?SystemID=2600&SoftwareID=1154&ItemTypeID=SCREENSHOT Hehe.. quite familiar with that game. ;) Yeah, ok... I can do that. (Just change which var I "mod" on - tee-hee!) > Bill, would you mind if I hacked away at the code to show you what I had in > mind here? Sure, lemme know when to 'cvs update' In the meantime, I'll continue reading Strenua Intertia. (I hadn't read it much previously... 21st cent. man is hilarious! :) ) -bill! |
From: Samuel H. <cri...@ge...> - 2001-08-28 18:26:34
|
On Tuesday 28 August 2001 10:48am, William Kendrick wrote: > (Regarding "small-shot" images being used as cometS) <snip> > The size I picked was kind of arbitrary, but it looks ok. I think they look okay, but are they so big as to slow the game down (the cities blow up slower than they did before, was this by design, or was the animation just slowed down?) We may want to resize the later on, we'll wait and see what some users think. One thing I personally would like (if for no other reason then as a throw-back to the original Missle Command ;-) is to have all the cities be the same color, and to have that color kind of dynamic with the ground color (like you can kind of see from this old 2600 missle command shot): http://www.atariage.com/screenshot_page.html?SystemID=2600&SoftwareID=1154&ItemTypeID=SCREENSHOT Bill, would you mind if I hacked away at the code to show you what I had in mind here? -- 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 17:50:53
|
(Regarding "small-shot" images being used as cometS) On Tue, Aug 28, 2001 at 10:35:21AM -0700, Samuel Hart wrote: <snip> > Okay, if you can give me new image sizes for each of these, I can go back and > remake them from source (which helps clean them up, and keep the > alpha-blending out of there ;-) Well, grab the latest CVS. I just threw them in there to replace the UFOs. One thing I also did was create two frames of 'exploding' comets. (Just a lot of selection tool-ing in Gimp) The size I picked was kind of arbitrary, but it looks ok. Lemme know what you think. -bill! |
From: Samuel H. <cri...@ge...> - 2001-08-28 17:37:25
|
On Tuesday 28 August 2001 10:08am, William Kendrick wrote: > On Tue, Aug 28, 2001 at 08:47:38AM -0700, Samuel Hart wrote: > > I have been giving thought to our talks of using comets instead of UFOs, > > and it occured to me, we actually already have some CG rock animation we > > could use as the comets. All we would need to do is come up with > > something to use as vapor trails following the rocks, and viola! We have > > comets! > > Hmm... I'm not sure how much I'd like to use the CG rocks. At least, > as they are at the moment. They're a little too dark. I could tweak > them in Gimp, but... They might brighten up once we add background graphics to the game. Also, I still have the original Blender sources for them, so making new ones (with additional light sources) isn't a problem. > ... I also would prefer to try and keep the sprites looking similar to > each other (eg, cartoony). Yeah, I do agree there. > I can re-grab the tarball of original art and see what I can do with the > 'shot' images. They look pretty comet'ish already. I think all we'll > need to do is enlarge them some. Okay, if you can give me new image sizes for each of these, I can go back and remake them from source (which helps clean them up, and keep the alpha-blending out of there ;-) -- 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 17:11:07
|
On Tue, Aug 28, 2001 at 08:47:38AM -0700, Samuel Hart wrote: > I have been giving thought to our talks of using comets instead of UFOs, and > it occured to me, we actually already have some CG rock animation we could > use as the comets. All we would need to do is come up with something to use > as vapor trails following the rocks, and viola! We have comets! Hmm... I'm not sure how much I'd like to use the CG rocks. At least, as they are at the moment. They're a little too dark. I could tweak them in Gimp, but... ... I also would prefer to try and keep the sprites looking similar to each other (eg, cartoony). I can re-grab the tarball of original art and see what I can do with the 'shot' images. They look pretty comet'ish already. I think all we'll need to do is enlarge them some. > Something that might be visually neat would be to do as well is to do some > simple vapor dissapation animation, and then have this animation trail the > comets (kind of like how they used to construct large characters in 8-bit & > 16-bit video games by stringing together a chain of smaller sprites, kind of > like this from Space Harrier: > http://freeweb.pdq.net/brandonmarks2/spaceharrier/arcade/shot05.gif ) True. I think we can keep it pretty simple for now. > Or, you could always lift code from your explosions demo to use as vapor > trails as well. Well, it'd have to be a much simpler version. :) Explosions is a CPU hog. :) -bill! |
From: Samuel H. <cri...@ge...> - 2001-08-28 15:49:43
|
I have been giving thought to our talks of using comets instead of UFOs, and it occured to me, we actually already have some CG rock animation we could use as the comets. All we would need to do is come up with something to use as vapor trails following the rocks, and viola! We have comets! Something that might be visually neat would be to do as well is to do some simple vapor dissapation animation, and then have this animation trail the comets (kind of like how they used to construct large characters in 8-bit & 16-bit video games by stringing together a chain of smaller sprites, kind of like this from Space Harrier: http://freeweb.pdq.net/brandonmarks2/spaceharrier/arcade/shot05.gif ) Or, you could always lift code from your explosions demo to use as vapor trails as well. -- 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...> - 2001-08-28 15:16:24
|
On Monday 27 August 2001 5:20pm, William Kendrick wrote: > I have a few questions about scoring... > > * When a player types in an incorrect answer and hits RETURN, should they > be docked for it, or is simply getting it wrong (and the UFO continuing > on its deadly path of destruction) sufficient enough? Personally, I think the UFO/Comet/whatever continuing on its path should be sufficient. > * Should players get higher score if they focus on equations that are > closer to the bottom or closer to the top? With games of skill similar > to this, the player is often rewarded for cutting it close. > But with a game like this, I think score should probably be higher for > players who are quicker to answer the problem. I agree. > * I assume cities should be reincarnated based on score. > Good assumption? :) Well, I was thinking it would be like the classic Missle Command. After each wave, the cities regenerate (didn't they?) And as the waves increase, so to does the difficulty (perhaps not by introducing other unselected math operators, but certainly by having the UFOs/Comets/Whatever move faster). > * Generally, how do people feel score should be calculated. > Weighing the tougher questions seems simple. Addition questions > being the easiest and worth the least. Division being the hardest and > highest scoring. (And again, see above about possibly weighing > points based on height of the attacking object.) I haven't really thought of this. Basically, I feel whatever scoring system we use, we should make it possible (but very difficult) to flip the score. Originally I wanted this game to have a very "classic" feel with respect to the scoring system. -- 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 00:42:25
|
( Sorry for this barrage of e-mail! :) ) I'm curious... when a player fails to answer a problem, and a city gets destroyed, should the answer be shown on the screen? (Either in the form of "ANS" or as "EQ = ANS") Also, as in "Missile Command," which TuxMath is vaguely based on, missiles can continue to fall on some dead spots. Right now, only previously-launched UFOs do this. Should UFOs fall anywhere they like, or should all new UFOs only head to existing cities (like it does now)? Thanks! -bill! (working on the Pause feature) |
From: William K. <nb...@so...> - 2001-08-28 00:23:04
|
I have a few questions about scoring... * When a player types in an incorrect answer and hits RETURN, should they be docked for it, or is simply getting it wrong (and the UFO continuing on its deadly path of destruction) sufficient enough? * Should players get higher score if they focus on equations that are closer to the bottom or closer to the top? With games of skill similar to this, the player is often rewarded for cutting it close. But with a game like this, I think score should probably be higher for players who are quicker to answer the problem. * I assume cities should be reincarnated based on score. Good assumption? :) * Generally, how do people feel score should be calculated. Weighing the tougher questions seems simple. Addition questions being the easiest and worth the least. Division being the hardest and highest scoring. (And again, see above about possibly weighing points based on height of the attacking object.) Thx! -bill! |
From: William K. <nb...@so...> - 2001-08-27 22:56:52
|
On Mon, Aug 27, 2001 at 03:20:44PM -0700, Samuel Hart wrote: <snip> > I think shields are important, otherwise the player only has 4 lives > (effectively). Hehe... Actually, I wrote the game so that you could set the number of cities (it's currently a #define). I doubt we ever will, and more than 6 on the screen would really be pushing it. > Also, I have been trying to figure out other ways to include Tux in the game > (he's supposed to be staring in it ;-) One thing I have come up with is as an > alternative to the spire I submitted before, perhaps we could have an overlay > along the bottom of the screen that had a control center. In the center of > this control center, Tux could be sitting manning the controls for the > lazer/missle/whatever that is used to blast down the UFOs/comets. Sounds good! > If you're interested, I can draw something up for it tonite, and probably get > the graphics done by tomorrow (I can even animate Tux pushing buttons). Sure, that'd be good! Don't make it too wide, though (see above about being limited space-wise) > What I'm suggesting would essentially replace the spire I already made (which > I didn't like anyway) and then add a few extra lines of this image at the > bottom of the rest of the screen. I understand, except the part about "a few extra lines..." Can you expl? :) BTW, I just updated README.txt to flesh it out quite a bit. Much still needs to be done, but if you get the chance, please read over it and make sure I'm going in the right direction. :) Thx! -bill! |
From: Samuel H. <cri...@ge...> - 2001-08-27 22:22:53
|
On Monday 27 August 2001 2:55pm, William Kendrick wrote: > Sam's Faux screenshot showed shields over some cities. > > How should this be implemented in the game play? > All I can think of is, perhaps, each city starts with a shield > (so that they can be hit once before being destroyed by a 2nd hit) > > Any ideas? Should I just forget about them? I think shields are important, otherwise the player only has 4 lives (effectively). Also, I have been trying to figure out other ways to include Tux in the game (he's supposed to be staring in it ;-) One thing I have come up with is as an alternative to the spire I submitted before, perhaps we could have an overlay along the bottom of the screen that had a control center. In the center of this control center, Tux could be sitting manning the controls for the lazer/missle/whatever that is used to blast down the UFOs/comets. If you're interested, I can draw something up for it tonite, and probably get the graphics done by tomorrow (I can even animate Tux pushing buttons). What I'm suggesting would essentially replace the spire I already made (which I didn't like anyway) and then add a few extra lines of this image at the bottom of the rest of 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...> - 2001-08-27 21:57:57
|
Sam's Faux screenshot showed shields over some cities. How should this be implemented in the game play? All I can think of is, perhaps, each city starts with a shield (so that they can be hit once before being destroyed by a 2nd hit) Any ideas? Should I just forget about them? -bill! |
From: Samuel H. <cri...@ge...> - 2001-08-27 21:23:17
|
On Monday 27 August 2001 1:50pm, William Kendrick wrote: > I'd like people's suggestions regarding the way equations are > created in TuxMath. <snip> > Sam has already pointed out that we probably should support negative > answers, so this one will probably go away. :) > > (Question, though... should either "eq1" and/or "eq2" be allowed to be > negative? eg, " 5 x -3 = -15 " ???) Ew... yeah that's something I hadn't thought of either. Man that could get overly complicated. I think we need to decide exactly how general we want this to be. If want it to be as general as possible, then yes, things like "5 x -3" should be allowed. If we want to simply supply subsets (perhaps no negative numbers are allowed in the equations, but negatives are allowed in the solutions), then things like "5 x -3" would not be allowed, but we would have to document that (so that any educator using the game wouldn't assume they could get these math problems). I would say that if it can easily be done in the code, then we should allow for generalities like this (again, this is coming from someone who has yet to really /look/ at the code to see how easy/difficult it would be to add this option ;-) -- 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...> - 2001-08-27 20:53:38
|
I'd like people's suggestions regarding the way equations are created in TuxMath. Right now, I simply do the following: eq1 = rand() % 10; oper = rand() % NUM_OPERS; /* 4: +, -, * and / */ eq2 = rand() % 10; I have but two special cases at this point: if (oper is "-", and eq2 > eq1) swap eq1 and eq2 [ in other words, in a subtraction problem, don't allow negative numbers ] Sam has already pointed out that we probably should support negative answers, so this one will probably go away. :) (Question, though... should either "eq1" and/or "eq2" be allowed to be negative? eg, " 5 x -3 = -15 " ???) the other case is: if (oper is "/") while (eq2 == 0) eq2 = rand() % 10; [ in other words, don't try to divide by zero! :) ] Work really needs to be done to expand this, though. We should try to settle on exact constraints (eg, I didn't realize we'd allow negative answers until Sam mentioned it today). Another issue is when the player gets asked something like " 8 / 3 " :) I really should make sure that answers for division questions come out as whole (integer) numbers. :) I could do a 'while' for that, but I think it might be easier (no having to deal with prime numbers) if I simply base the "eq1" value on the "eq2". In other words, if "eq2" is 3, then "eq1" can be "3, 6, 9, 12, 15,..." (I suppose I can code that in right now :) ) -bill! |
From: Samuel H. <cri...@ge...> - 2001-08-27 20:49:45
|
Actually, I personally would prefer waiting until we have something more playable before we announce. I know that ESR has said it's important to "Release Early.... Release Often", but with games it's been my experience that if you release your code too early, people don't tend to get as enthused about it. Personally, for open-source games I think it should be "Release when playable.... and then release often" ;-) But really, we can release whenever you're ready. When we do, we really ought to discuss how we go about it (should I handle the release files, and let you do the tuxmath-annc announcement, or do you want me or you to do them both, or whatever). -- 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...> - 2001-08-27 19:08:16
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--- William Kendrick <nb...@so...> > wrote: >On Mon, Aug 27, 2001 at 11:41:14AM -0700, Jacob Greig wrote: >> - tuxmath should have slider controls to control the difficulty of the game. Im saying this because i'd hate to see it have the same problems tuxtype has had in this area: > >Indeed. This is already planned. Sam Hart had created a mockup of the >options screen. I don't think it's on the TuxMath home page or SF though. > >What it will allow for is which operations will appear >(+, -, *, /), the max. number of UFOs, etc. > >I had the idea that we could have an 'administrative' options screen >(password-protected) for teachers/parents to either lock or set >constraints on the actual options screen. Thats cool! Sothing that it should also have is a way to wipe out any password protection (in case a parent ever forgot the password) >> I might try to come up with a patch or two for these... where should I submit the patch to? > >It's been CVS'd on SF. I'm still figuring out how to use CVS. >My first test upload from my local machine will be an updated "TODO.txt" >file. ;) Right, but normal people (like me) wont have CVS submission permissions. so we still will need submit patches. I am pretty new to cvs also. I have had cvs access on tuxtype for a while now, but I have never been able to figure out how to use it (probably because i'm lazy :) so I always just submit patches to Sam. == 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...> - 2001-08-27 18:51:59
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I see "TuxMath" is listed on the Tux4Kids projects page. Would people mind if I submit its existence to places like libSDL homepage (where they list SDL-based projects), The Linux Game Time, LinuxGames.com and Freshmeat.net? Or should we keep it quiet until we have it more fleshed out? -bill! (off to lunch) |
From: William K. <nb...@so...> - 2001-08-27 18:46:16
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On Mon, Aug 27, 2001 at 11:41:14AM -0700, Jacob Greig wrote: > Hey, I just checked out the latest CVS, and this is going to be really neat! > > I have some ideas, though. > > - tuxmath should have slider controls to control the difficulty of the game. Im saying this because i'd hate to see it have the same problems tuxtype has had in this area: > http://www.geocrawler.com/mail/thread.php3?subject=%5BTuxtype-dev%5D+Re%3A+Again+Kids+can%27t+play+Tuxtyping+%28too+fast+and+difficult+for+the+begginers%29&list=8561 Indeed. This is already planned. Sam Hart had created a mockup of the options screen. I don't think it's on the TuxMath home page or SF though. What it will allow for is which operations will appear (+, -, *, /), the max. number of UFOs, etc. I had the idea that we could have an 'administrative' options screen (password-protected) for teachers/parents to either lock or set constraints on the actual options screen. So, for example, in day 2 of teaching subtraction, kids will be able to turn on and off the addition math questions if they feel confident enough to fight back an attack of 100% subtraction questions. :) > - the ufos should not obscure eachother. (so you can still see the math equations). this was another problem in tuxtype that took a while to fix, it would be nice if it could be caught before tuxmath gets too far. Exactly. FYI, I started working on the game late, late Saturday night (around 1am) and then worked on it some more last night starting at around 7pm. The gameplay part was the last thing I threw in there. ;) > I might try to come up with a patch or two for these... where should I submit the patch to? It's been CVS'd on SF. I'm still figuring out how to use CVS. My first test upload from my local machine will be an updated "TODO.txt" file. ;) Thanks for the comments! -bill! |
From: Jacob G. <bom...@fi...> - 2001-08-27 18:41:16
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Hey, I just checked out the latest CVS, and this is going to be really neat! I have some ideas, though. - tuxmath should have slider controls to control the difficulty of the game. Im saying this because i'd hate to see it have the same problems tuxtype has had in this area: http://www.geocrawler.com/mail/thread.php3?subject=%5BTuxtype-dev%5D+Re%3A+Again+Kids+can%27t+play+Tuxtyping+%28too+fast+and+difficult+for+the+begginers%29&list=8561 - the ufos should not obscure eachother. (so you can still see the math equations). this was another problem in tuxtype that took a while to fix, it would be nice if it could be caught before tuxmath gets too far. I might try to come up with a patch or two for these... where should I submit the patch to? == 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...> - 2001-08-27 18:17:16
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Hello anyone and everyone on this list. :) I've just edited the Trove categorization for TuxMath to include Win32 and MacOS. Being an SDL-based app, the game should be portable between various OSes. Personally, I can [hopefully still] cross-compile Win32 builds. We'll need to find people willing and able to build MacOS and BeOS binaries on occasion. I'll trust that other folks using other Un*x-like OSes (IRIX, Solaris, etc.) supported by SDL can live with source. Eventually, it'd be nice to provide RPM, DEB and Solaris binary versions of things, too. -bill! (what's my position? oh, "Project Manager" and, I suppose "Lead Programmer") |