tuxomania-devel Mailing List for Tuxomania
Status: Pre-Alpha
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From: Vincent P. <PVi...@ya...> - 2012-01-09 21:36:35
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Hi, I've moved the tuxomania code from svn to git and removed the svn repository. I find that git is more comfortable to use. Cheers, Vincent Petry |
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From: Vincent P. <PVi...@ya...> - 2011-10-22 09:57:00
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Hello guys, Would you be interested to continue developing Tuxomania ? Thanks, Vincent |
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From: Vincent P. <PVi...@ya...> - 2010-04-27 12:46:16
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-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 Hi guys, Let's use the mailing list from now on to discuss the development topics. In my last check in I integrated the World class with the Level class. Now the Level instance returned by the level deserializer is stored in an attribute of World. The tiles are copied to an internal attribute to be used in run time. The original level state is kept in the Level instance. Note that the game engine is supposed to never modifying the data stored in the Level instance, and only work with the World instance. (we might want to change these names later). I also enabled the debugging flags, so now using Eclipse and gdb will work. Here is our task list: A) Ouyang will be working on the sound part, which includes: 1) Find sounds online and make sure their license allow them to be used in an open source game. One website for this is http://www.freesound.org/. Some licenses require us to mention the author's name, which is not an issue. Usually the license will be Creative Commons. 2) Add SDL_mixer to the project and find out how to integrate it with our current code. One idea was to create a sound queue and let the controllers add a sound event to the queue. Then after the view has been rendered, let another class (to be created) loop over the queue and play all the sounds. The goal is to lay the groundwork so that it's easier to add sound events later. If you like you can start with the implementation first and use some dummy sounds, we can always change them later to something better. B) Heng will continue working on the level serialization part: 1) Integrate the color bars properties. Currently the level model classes use an unconvenient format to store the color properties. If possible, please add a helper method that will return instances of the Color class directly, so that the World class can use them. We can extend this later to cover more cases. I'd like to have the original one to work as before (vertical bars with 2 colors). 2) Make the "Level" class self-contained. It means that the internal objects, like the array of tiles, is created by the Level class itself, not by an outside class. Remove the setTiles() method and others that set complex objects. Only the deserializer is allowed to directly or indirectly modify the Level object at creation time. In a similar way, the destructor of the Level class must also destroy the internal object structures, like the Tiles array. 3) Currently the WorldLoader will still create the levels in a hard-coded way, but using the new Level class. Try to use the serializer to save these levels as files and load them again. If it works well, then we can remove the hard-coded data. C) For my part I will do the following: 1) Tidy the implementation, especially the state classes. Also some parts are a little bit messed up / mixes and I'd like to refactor them. 2) Create monsters There will be three types of non-intelligent monsters: one always going left-right, one up-down, and another one always following the player. For now, let's try to get this done until the end of May. Please let me know if you have questions or problems. Thanks, Vincent -----BEGIN PGP SIGNATURE----- Version: GnuPG v2.0.12 (GNU/Linux) Comment: Using GnuPG with SUSE - http://enigmail.mozdev.org/ iEYEARECAAYFAkvW3SwACgkQSSdxpfEEQEwdRwCfQaqnJJz2C6nacaneXv+bB8ii UKkAn1LTanTqACHSqbOkCd5gFYn3rq34 =6Ef/ -----END PGP SIGNATURE----- |
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From: Vincent P. <PVi...@ya...> - 2010-03-08 13:41:36
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Hash: SHA1
Heng, I have been thinking about the data structure for the level
editor. I think that if you are going to display the level, the data
structure using the x and y coordinates is not very good. I am
talking about this:
struct Tile {
int x, y;
int platform,
int content,
int sides
}
It is better that you convert the serialized x/y coordinates to a
map (array of array of Tile), like this:
struct Tile {
int platform,
int content,
int sides
}
A map is much easier and faster to draw to the screen. Also, when
drawing the tiles, the order is important: the tiles on the
top-right must be displayed before the tiles in the bottom-left.
So in the Level class you will have this:
Tile** map;
What do you think ?
Thanks,
Vincent Petry
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From: Vincent P. <PVi...@ya...> - 2010-03-08 13:23:27
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-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 Hi guys, I have set up the bug tracker for tuxomania and also assigned some bugs to you (Jun and Heng). You might want to use the tracker's "Monitor" feature, so you will receive emails when there is a change. For now, we can use the feature requests tracker to track the features. Later I will create a wiki with a more specific road map. As soon as we have a working game with editor, and also some levels, we can release it as 0.1 alpha (no more pre-alpha). Thanks, Vincent Petry -----BEGIN PGP SIGNATURE----- Version: GnuPG v2.0.12 (GNU/Linux) Comment: Using GnuPG with SUSE - http://enigmail.mozdev.org/ iEYEARECAAYFAkuU+qcACgkQSSdxpfEEQEwLkQCcCz2SaQqRmjFYRYBwL3pWF4bs pcoAnip2bwVOyUJBZjt7465d0uKOHLq5 =oTFO -----END PGP SIGNATURE----- |