-
Notifications
You must be signed in to change notification settings - Fork 1
/
Copy path2006-August.txt
2201 lines (2000 loc) · 73.3 KB
/
2006-August.txt
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
From christian_hoff at gmx.net Tue Aug 1 08:29:46 2006
From: christian_hoff at gmx.net (Christian Hoff)
Date: Tue, 01 Aug 2006 08:29:46 +0200
Subject: [Supertux-devel] World map
In-Reply-To: <[email protected]>
References: <[email protected]>
Message-ID: <[email protected]>
Hi Danny,
there are many ways to make a worldmap:
1. Using an editor like Flexlay for Linux(http://flexlay.berlios.de),
but I don't know if flexlay supports worldmap creating, or SWafe for
Windows(http://www.christian-hoff.de -> downloads -> SWafe). SWafe will
currently not work with the SVN Builds of supertux.
2. Manual creating of a worldmap file: I wouldn't do that, but if you
really want, you can use a template file like the Antarctica worldmap
and modify it a little. But this is not really a comfortable way and
only useful to understand the file format.
In both cases you have to save the worldmap with the extension *.stwm in
the (data/) levels/worldmaps subdirectory of your supertux installation.
In linux the installation path is normally /usr/games/supertux when
working with Supertux 1.3. The SVN versions are normally installing in
the user's home directory.
Christian Hoff
Danny Bittman wrote:
> is there anyway to make a world map?
> ------------------------------------------------------------------------
>
> _______________________________________________
> Supertux-devel mailing list
> Supertux-devel at lists.berlios.de
> http://bat.berlios.de/mailman/listinfo/supertux-devel
>
From uafr at gmx.de Tue Aug 1 15:01:09 2006
From: uafr at gmx.de (Wolfgang Becker)
Date: Tue, 1 Aug 2006 15:01:09 +0200
Subject: [Supertux-devel] World map
In-Reply-To: <[email protected]>
References: <[email protected]>
Message-ID: <[email protected]>
On 20060801 Christian Hoff <christian_hoff at gmx.net> wrote:
> 2. Manual creating of a worldmap file: I wouldn't do that, but if you
> really want, you can use a template file like the Antarctica worldmap
> and modify it a little. But this is not really a comfortable way and
> only useful to understand the file format.
See the wiki for more informations about the file format.
http://supertux.berlios.de/wiki/index.php/File_formats#Worldmaps
Tsch??,
Wolfgang
--
Wolfgang Becker *** eMail uafr at gmx.de *** http://uafr.freeshell.org/
From goldenpiranha at gmail.com Tue Aug 1 17:32:56 2006
From: goldenpiranha at gmail.com (Danny Bittman)
Date: Tue, 1 Aug 2006 08:32:56 -0700
Subject: [Supertux-devel] World map
In-Reply-To: <[email protected]>
References: <[email protected]>
Message-ID: <[email protected]>
haha! I ended up doing the second option you gave me! (not easy)
i used bonus island 2, but it was boring....
On 8/1/06, Wolfgang Becker <uafr at gmx.de> wrote:
>
> On 20060801 Christian Hoff <christian_hoff at gmx.net> wrote:
> > 2. Manual creating of a worldmap file: I wouldn't do that, but if you
> > really want, you can use a template file like the Antarctica worldmap
> > and modify it a little. But this is not really a comfortable way and
> > only useful to understand the file format.
>
> See the wiki for more informations about the file format.
> http://supertux.berlios.de/wiki/index.php/File_formats#Worldmaps
>
> Tsch??,
> Wolfgang
> --
> Wolfgang Becker *** eMail uafr at gmx.de *** http://uafr.freeshell.org/
> _______________________________________________
> Supertux-devel mailing list
> Supertux-devel at lists.berlios.de
> http://bat.berlios.de/mailman/listinfo/supertux-devel
>
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <https://lists.berlios.de/pipermail/supertux-devel/attachments/20060801/e7e7e3af/attachment.html>
From gnomino at hotmail.com Thu Aug 3 00:01:06 2006
From: gnomino at hotmail.com (gnomino)
Date: Wed, 02 Aug 2006 15:01:06 -0700
Subject: [Supertux-devel] Network play
Message-ID: <[email protected]>
Hello,
I'm trying to make some changes to the code that will eventually enable
the addition of network play. (These changes are mostly getting rid of
global variables player_status, camera, Sector::current, etc.)
If network play were to be implemented, should each host running the
game to keep a complete set of all the game objects, and then
synchronize them with each other? This would probably be faster, but the
clients might end up with inconsistent states (due to network delay,
failure, etc.) Also, it would be much easier for one player to "cheat"
by modifying their local state. (This probably does not matter most of
the time.)
Or does it make more sense for only one host to hold the state of the
game, and for all the clients on the other hosts to simply send events
to that host and receive (maybe) pre-rendered screens? This would be
much slower but would ensure a robust game state.
Maybe an intermediate between the two? (I'm trying to figure out how
Cameras and Sprites should be treated)
Thanks,
gnomino
From supertux at 2006.expires.deltadevelopment.de Thu Aug 3 00:36:11 2006
From: supertux at 2006.expires.deltadevelopment.de (Christoph Sommer)
Date: Thu, 03 Aug 2006 00:36:11 +0200
Subject: [Supertux-devel] Network play
In-Reply-To: <[email protected]>
References: <[email protected]>
Message-ID: <[email protected]>
gnomino wrote:
> If network play were to be implemented, should each host running the
> game to keep a complete set of all the game objects, and then
> synchronize them with each other? [...]
> Or does it make more sense for only one host to hold the state of the
> game, and for all the clients on the other hosts to simply send events
> to that host and receive (maybe) pre-rendered screens?
For the game to be playable over the Internet, I am afraid that neither
trying to sync two independently running engines nor streaming a live
video from the server might be sensible.
Thankfully, lots of smart people already tried coming up with good
solutions to the problems of lag, dropped frames and cheating. If you
have the time, take a look at <http://www.ra.is/unlagged/> to see how
Quake 3 tackles those problems, e.g. by using "dead reckoning". Also see
this site for a solution to serious lag that uses backward
reconciliation to figure out what a player actually wanted to do. For a
more theoretical approach to solving the problem of lag, read
<http://www.resourcecode.de/stuff/clientsideprediction.pdf>.
Kind regards,
Christoph
From jofele at gmail.com Mon Aug 7 23:25:14 2006
From: jofele at gmail.com (jofele)
Date: Tue, 8 Aug 2006 09:25:14 +1200
Subject: [Supertux-devel] info on supertux
Message-ID: <[email protected]>
Hi ,
I would need some info on supertux_0.1.3.orig.tar.gz that I got from a
debian mirror.
I am trying to build it as a package for the yoper distribution but
noticed that debian uses supertux data as a seperate package.
When I open the tarball I find data there as a folder,that should mean
this .orig.tar.gz has all supertux needs apart from it's
dependencies,no?
Hope to hear from you soon,
regards,
Danny
From supertux at 2006.expires.deltadevelopment.de Mon Aug 7 23:52:25 2006
From: supertux at 2006.expires.deltadevelopment.de (Christoph Sommer)
Date: Mon, 07 Aug 2006 23:52:25 +0200
Subject: [Supertux-devel] info on supertux
In-Reply-To: <[email protected]>
References: <[email protected]>
Message-ID: <[email protected]>
Hey Danny,
jofele wrote:
> I would need some info on supertux_0.1.3.orig.tar.gz that I got from a
> debian mirror.
> I [...] noticed that debian uses supertux data as a seperate package.
> When I open the tarball I find data there as a folder,that should mean
> this .orig.tar.gz has all supertux needs apart from it's
> dependencies,no?
I took a peek and it seems to contain everything needed to build and run
SuperTux. Seems like supertux_0.1.3.orig.tar.gz is the original tarball
downloaded from the SuperTux website with all differences stored in
supertux_0.1.3-1.1.diff.gz.
According to <http://packages.debian.org/unstable/games/supertux>, the
"supertux" Debian package is maintained by G?rkan Seng?n and Bartosz
Fenski, so they should be able to tell you for sure.
Why not just download the tarball from the SuperTux website instead of
guessing? You can find it on
<http://supertux.berlios.de/wiki/index.php/Download/Installation#Any_system.2FSource_Code>
(which links to
<http://download.berlios.de/supertux/supertux-0.1.3.tar.bz2>).
Regards,
Christoph
From afief.h at gmail.com Tue Aug 8 16:03:41 2006
From: afief.h at gmail.com (Afief Halumi)
Date: Tue, 8 Aug 2006 17:03:41 +0300
Subject: [Supertux-devel] Scoring and coins
In-Reply-To: <[email protected]>
References: <[email protected]> <[email protected]>
Message-ID: <[email protected]>
How about adding coins for the multi badguy hits?
Kill one badguy: get 1 coin
Kill two badguys: get 2 coins
Kill three badguys: get 3 coins
Kill four badguys: get 5 coins
Kill five badguys: get 8 coins
(you guys know phibonachy don't you?)
of course this would lead to a problem with the coin gathering score, but i
think it is a very neat feature.
Love supertux
Afief
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <https://lists.berlios.de/pipermail/supertux-devel/attachments/20060808/e203b926/attachment.html>
From supertux at 2006.expires.deltadevelopment.de Tue Aug 8 16:16:09 2006
From: supertux at 2006.expires.deltadevelopment.de (Christoph Sommer)
Date: Tue, 08 Aug 2006 16:16:09 +0200
Subject: [Supertux-devel] Scoring and coins
In-Reply-To: <[email protected]>
References: <[email protected]>
Message-ID: <[email protected]>
Hey Afief,
Afief Halumi wrote:
> How about adding coins for the multi badguy hits?
> Kill one badguy: get 1 coin
> Kill two badguys: get 2 coins
> Kill three badguys: get 3 coins
> Kill four badguys: get 5 coins
> Kill five badguys: get 8 coins
> (you guys know phibonachy don't you?)
I think using Fibonacci numbers might be a bit too generous - squishing
15 badguys would give you the equivalent of 40 extra lives.
Other than that, I think it's a neat idea.
> of course this would lead to a problem with the coin gathering score, but i
> think it is a very neat feature.
Let's not add this to the "collected coins" score then - problem solved
:-)
Regards,
Christoph
From rebecca at laudate.ca Tue Aug 8 16:17:55 2006
From: rebecca at laudate.ca (Rebecca Gilbert)
Date: Tue, 08 Aug 2006 10:17:55 -0400
Subject: [Supertux-devel] Scoring and coins
In-Reply-To: <[email protected]>
Message-ID: <[email protected]>
No, that would only be if you squished 15 badguys in a row, wouldn't
it? You already get more points per badguy the more badguys you
squish/knock out with an ice cube if you don't hit the ground in between.
Rebecca
Christoph Sommer wrote:
> Hey Afief,
>
> Afief Halumi wrote:
>
>> How about adding coins for the multi badguy hits?
>> Kill one badguy: get 1 coin
>> Kill two badguys: get 2 coins
>> Kill three badguys: get 3 coins
>> Kill four badguys: get 5 coins
>> Kill five badguys: get 8 coins
>> (you guys know phibonachy don't you?)
>>
>
> I think using Fibonacci numbers might be a bit too generous - squishing
> 15 badguys would give you the equivalent of 40 extra lives.
>
> Other than that, I think it's a neat idea.
>
>
>> of course this would lead to a problem with the coin gathering score, but i
>> think it is a very neat feature.
>>
>
> Let's not add this to the "collected coins" score then - problem solved
> :-)
>
> Regards,
>
> Christoph
> _______________________________________________
> Supertux-devel mailing list
> Supertux-devel at lists.berlios.de
> http://bat.berlios.de/mailman/listinfo/supertux-devel
>
--
"Act justly ... love mercy ... walk humbly with your God."
-- Micah 6:8
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <https://lists.berlios.de/pipermail/supertux-devel/attachments/20060808/988c9592/attachment.html>
From afief.h at gmail.com Tue Aug 8 16:24:49 2006
From: afief.h at gmail.com (Afief Halumi)
Date: Tue, 8 Aug 2006 17:24:49 +0300
Subject: [Supertux-devel] Scoring and coins
In-Reply-To: <[email protected]>
References: <[email protected]> <[email protected]>
Message-ID: <[email protected]>
Yes i was talking about squishing without hitting the ground.
40 lives for squishing 15 badguys? that is too generous indeed, but i can't
remember a level where i could squish more than 5 badguys without hitting
the ground(admittedly though, i never tried to squish as many as possible).
We could just start counting from the beginig after every X squishes, that
also solves the problem.
On 8/8/06, Rebecca Gilbert <rebecca at laudate.ca> wrote:
>
> No, that would only be if you squished 15 badguys in a row, wouldn't it?
> You already get more points per badguy the more badguys you squish/knock out
> with an ice cube if you don't hit the ground in between.
>
> Rebecca
>
>
> Christoph Sommer wrote:
>
> Hey Afief,
>
> Afief Halumi wrote:
>
> How about adding coins for the multi badguy hits?
> Kill one badguy: get 1 coin
> Kill two badguys: get 2 coins
> Kill three badguys: get 3 coins
> Kill four badguys: get 5 coins
> Kill five badguys: get 8 coins
> (you guys know phibonachy don't you?)
>
> I think using Fibonacci numbers might be a bit too generous - squishing
> 15 badguys would give you the equivalent of 40 extra lives.
>
> Other than that, I think it's a neat idea.
>
> of course this would lead to a problem with the coin gathering score, but i
> think it is a very neat feature.
>
> Let's not add this to the "collected coins" score then - problem solved
> :-)
>
> Regards,
>
> Christoph
> _______________________________________________
> Supertux-devel mailing list
> Supertux-devel at lists.berlios.dehttp://bat.berlios.de/mailman/listinfo/supertux-devel
>
>
> --
> "Act justly ... love mercy ... walk humbly with your God."
> -- Micah 6:8
>
>
> _______________________________________________
> Supertux-devel mailing list
> Supertux-devel at lists.berlios.de
> http://bat.berlios.de/mailman/listinfo/supertux-devel
>
>
>
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <https://lists.berlios.de/pipermail/supertux-devel/attachments/20060808/faf30181/attachment.html>
From goldenpiranha at gmail.com Tue Aug 8 17:38:46 2006
From: goldenpiranha at gmail.com (Danny Bittman)
Date: Tue, 8 Aug 2006 08:38:46 -0700
Subject: [Supertux-devel] Scoring and coins
In-Reply-To: <[email protected]>
References: <[email protected]> <[email protected]>
Message-ID: <[email protected]>
Well, in some levels that I played, there was a bridge of flying snowballs
that you had to kill to get across, that ended up to squishing 10
badguys.....
On 8/8/06, Afief Halumi <afief.h at gmail.com> wrote:
>
> Yes i was talking about squishing without hitting the ground.
>
> 40 lives for squishing 15 badguys? that is too generous indeed, but i
> can't remember a level where i could squish more than 5 badguys without
> hitting the ground(admittedly though, i never tried to squish as many as
> possible).
>
> We could just start counting from the beginig after every X squishes, that
> also solves the problem.
>
>
> On 8/8/06, Rebecca Gilbert < rebecca at laudate.ca> wrote:
> >
> > No, that would only be if you squished 15 badguys in a row, wouldn't
> > it? You already get more points per badguy the more badguys you
> > squish/knock out with an ice cube if you don't hit the ground in between.
> >
> > Rebecca
> >
> >
> > Christoph Sommer wrote:
> >
> > Hey Afief,
> >
> > Afief Halumi wrote:
> >
> > How about adding coins for the multi badguy hits?
> > Kill one badguy: get 1 coin
> > Kill two badguys: get 2 coins
> > Kill three badguys: get 3 coins
> > Kill four badguys: get 5 coins
> > Kill five badguys: get 8 coins
> >
> > (you guys know phibonachy don't you?)
> >
> > I think using Fibonacci numbers might be a bit too generous - squishing
> > 15 badguys would give you the equivalent of 40 extra lives.
> >
> > Other than that, I think it's a neat idea.
> >
> > of course this would lead to a problem with the coin gathering score, but i
> > think it is a very neat feature.
> >
> > Let's not add this to the "collected coins" score then - problem solved
> > :-)
> >
> > Regards,
> >
> > Christoph
> > _______________________________________________
> > Supertux-devel mailing list
> > Supertux-devel at lists.berlios.dehttp://bat.berlios.de/mailman/listinfo/supertux-devel
> >
> >
> > --
> > "Act justly ... love mercy ... walk humbly with your God."
> > -- Micah 6:8
> >
> >
> > _______________________________________________
> > Supertux-devel mailing list
> > Supertux-devel at lists.berlios.de
> > http://bat.berlios.de/mailman/listinfo/supertux-devel
> >
> >
> >
>
> _______________________________________________
> Supertux-devel mailing list
> Supertux-devel at lists.berlios.de
> http://bat.berlios.de/mailman/listinfo/supertux-devel
>
>
>
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <https://lists.berlios.de/pipermail/supertux-devel/attachments/20060808/c276edbd/attachment.html>
From matze at braunis.de Tue Aug 8 19:26:18 2006
From: matze at braunis.de (Matthias Braun)
Date: Tue, 08 Aug 2006 19:26:18 +0200
Subject: [Supertux-devel] Scoring and coins
In-Reply-To: <[email protected]>
References: <[email protected]> <[email protected]>
Message-ID: <[email protected]>
I'd simply not give coins for this. Just make it a separate score that
gets displayed in the level statistics. This would mainly be a feature
to increase replayability for people who already played through the
whole game. These people will probably have enough lives anyway, so more
lives/coins isn't really a reward anyway.
Greetings,
Matze
Am Dienstag, den 08.08.2006, 16:16 +0200 schrieb Christoph Sommer:
> Hey Afief,
>
> Afief Halumi wrote:
> > How about adding coins for the multi badguy hits?
> > Kill one badguy: get 1 coin
> > Kill two badguys: get 2 coins
> > Kill three badguys: get 3 coins
> > Kill four badguys: get 5 coins
> > Kill five badguys: get 8 coins
> > (you guys know phibonachy don't you?)
>
> I think using Fibonacci numbers might be a bit too generous - squishing
> 15 badguys would give you the equivalent of 40 extra lives.
>
> Other than that, I think it's a neat idea.
>
> > of course this would lead to a problem with the coin gathering score, but i
> > think it is a very neat feature.
>
> Let's not add this to the "collected coins" score then - problem solved
> :-)
>
> Regards,
>
> Christoph
> _______________________________________________
> Supertux-devel mailing list
> Supertux-devel at lists.berlios.de
> http://bat.berlios.de/mailman/listinfo/supertux-devel
From gnomino at hotmail.com Tue Aug 8 20:18:49 2006
From: gnomino at hotmail.com (gnomino)
Date: Tue, 08 Aug 2006 11:18:49 -0700
Subject: [Supertux-devel] Scoring and coins
Message-ID: <[email protected]>
Why not keep a separate score per level?
Each replay of a level could create a new score, which could be compared
against the old one, in the same way that current statistics are
compared. (# of badguys killed, # of secret areas found, etc.)
From bubuabu at bubuabu.org Wed Aug 9 16:09:57 2006
From: bubuabu at bubuabu.org (Vivien)
Date: Wed, 9 Aug 2006 16:09:57 +0200
Subject: [Supertux-devel] A new creature : dog
Message-ID: <[email protected]>
I've just make a new badguys : a dog.
I join the files, but since I not draw very well, the pictures are just for
testing the code.
-------------- next part --------------
A non-text attachment was scrubbed...
Name: dog.cpp
Type: text/x-c++src
Size: 3752 bytes
Desc: not available
URL: <https://lists.berlios.de/pipermail/supertux-devel/attachments/20060809/a1333427/attachment.cpp>
-------------- next part --------------
A non-text attachment was scrubbed...
Name: dog.hpp
Type: text/x-c++hdr
Size: 1456 bytes
Desc: not available
URL: <https://lists.berlios.de/pipermail/supertux-devel/attachments/20060809/a1333427/attachment.hpp>
-------------- next part --------------
A non-text attachment was scrubbed...
Name: attack-left.png
Type: image/png
Size: 659 bytes
Desc: not available
URL: <https://lists.berlios.de/pipermail/supertux-devel/attachments/20060809/a1333427/attachment.png>
-------------- next part --------------
(supertux-sprite
(action
(name "left")
(hitbox 2 4 63.6 31.9)
(images "left-0.png"
"left-1.png"
"left-2.png")
)
(action
(name "right")
(hitbox 2 4 63.6 31.9)
(mirror-action "left")
)
(action
(name "attack-left")
(hitbox 2 4 63.6 31.9)
(images "attack-left.png")
)
(action
(name "attack-right")
(hitbox 2 4 63.6 31.9)
(mirror-action "attack-left")
)
(action
(name "sleep-left")
(hitbox 2 4 63.6 31.9)
(images "sleep-left.png")
)
(action
(name "sleep-right")
(hitbox 2 4 63.6 31.9)
(mirror-action "sleep-left")
)
(action
(name "squished-left")
(hitbox 1 -19 63.6 31.9)
(images "squished-left.png")
)
(action
(name "squished-right")
(hitbox 1 -19 63.6 31.9)
(mirror-action "squished-left")
)
)
-------------- next part --------------
A non-text attachment was scrubbed...
Name: left-0.png
Type: image/png
Size: 704 bytes
Desc: not available
URL: <https://lists.berlios.de/pipermail/supertux-devel/attachments/20060809/a1333427/attachment-0001.png>
-------------- next part --------------
A non-text attachment was scrubbed...
Name: left-1.png
Type: image/png
Size: 693 bytes
Desc: not available
URL: <https://lists.berlios.de/pipermail/supertux-devel/attachments/20060809/a1333427/attachment-0002.png>
-------------- next part --------------
A non-text attachment was scrubbed...
Name: squished-left.png
Type: image/png
Size: 1525 bytes
Desc: not available
URL: <https://lists.berlios.de/pipermail/supertux-devel/attachments/20060809/a1333427/attachment-0003.png>
-------------- next part --------------
A non-text attachment was scrubbed...
Name: sleep-left.png
Type: image/png
Size: 648 bytes
Desc: not available
URL: <https://lists.berlios.de/pipermail/supertux-devel/attachments/20060809/a1333427/attachment-0004.png>
-------------- next part --------------
A non-text attachment was scrubbed...
Name: left-2.png
Type: image/png
Size: 703 bytes
Desc: not available
URL: <https://lists.berlios.de/pipermail/supertux-devel/attachments/20060809/a1333427/attachment-0005.png>
From djwings at gmail.com Wed Aug 9 18:08:52 2006
From: djwings at gmail.com (djwings at gmail.com)
Date: Wed, 9 Aug 2006 12:08:52 -0400
Subject: [Supertux-devel] A new creature : dog
In-Reply-To: <[email protected]>
References: <[email protected]>
Message-ID: <[email protected]>
That's okay, pic-wise, because we have someone for everything on the team,
especially graphics.
On 8/9/06, Vivien <bubuabu at bubuabu.org> wrote:
>
> I've just make a new badguys : a dog.
> I join the files, but since I not draw very well, the pictures are just
> for
> testing the code.
>
>
> _______________________________________________
> Supertux-devel mailing list
> Supertux-devel at lists.berlios.de
> http://bat.berlios.de/mailman/listinfo/supertux-devel
>
>
>
>
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <https://lists.berlios.de/pipermail/supertux-devel/attachments/20060809/a1ec6fe9/attachment.html>
From djwings at gmail.com Wed Aug 9 18:43:04 2006
From: djwings at gmail.com (djwings at gmail.com)
Date: Wed, 9 Aug 2006 12:43:04 -0400
Subject: [Supertux-devel] Scoring and coins
In-Reply-To: <[email protected]>
References: <[email protected]>
Message-ID: <[email protected]>
Maybe I'd approve of it if it uses a less sharp curve than a Fibonacci. And
besides, ice cubes would be lethal. You could easily knock out 10 at once
with one, which would yield 29 coins and 2 lives. Too broken.
On 8/8/06, gnomino <gnomino at hotmail.com> wrote:
>
> Why not keep a separate score per level?
> Each replay of a level could create a new score, which could be compared
> against the old one, in the same way that current statistics are
> compared. (# of badguys killed, # of secret areas found, etc.)
> _______________________________________________
> Supertux-devel mailing list
> Supertux-devel at lists.berlios.de
> http://bat.berlios.de/mailman/listinfo/supertux-devel
>
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <https://lists.berlios.de/pipermail/supertux-devel/attachments/20060809/993ebdc2/attachment.html>
From afief.h at gmail.com Wed Aug 9 23:07:10 2006
From: afief.h at gmail.com (Afief Halumi)
Date: Thu, 10 Aug 2006 00:07:10 +0300
Subject: [Supertux-devel] Scoring and coins
In-Reply-To: <[email protected]>
References: <[email protected]>
Message-ID: <[email protected]>
should ice cube even have the same reward mechanism? i remember in SMW there
was a level where you could get a life for knocking out a long row of
badguys right at the begining, but i never checked if it was the same for
squashing(SMW was my first console game.)
We could always devide the phibonacy result by a constant, that would slow
it's growth quite a lot since all the items in the sequence are devided by
that constant.
But i really think hitting with a cube should have a different rewarding
system.
At any rate, i've just finished my calculus 1 course, shouldn't be hard to
come up with a sequence that is fair for everybody if you give me some
pointers what you want to have where(10 badguys=1 life, 20 badguys 5 lifes
for example). I would love to help the development of supertux.
Afief Halumi
On 8/9/06, djwings at gmail.com <djwings at gmail.com> wrote:
>
> Maybe I'd approve of it if it uses a less sharp curve than a Fibonacci.
> And besides, ice cubes would be lethal. You could easily knock out 10 at
> once with one, which would yield 29 coins and 2 lives. Too broken.
>
>
> On 8/8/06, gnomino <gnomino at hotmail.com > wrote:
> >
> > Why not keep a separate score per level?
> > Each replay of a level could create a new score, which could be compared
> >
> > against the old one, in the same way that current statistics are
> > compared. (# of badguys killed, # of secret areas found, etc.)
> > _______________________________________________
> > Supertux-devel mailing list
> > Supertux-devel at lists.berlios.de
> > http://bat.berlios.de/mailman/listinfo/supertux-devel
> >
>
>
> _______________________________________________
> Supertux-devel mailing list
> Supertux-devel at lists.berlios.de
> http://bat.berlios.de/mailman/listinfo/supertux-devel
>
>
>
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <https://lists.berlios.de/pipermail/supertux-devel/attachments/20060810/d11aa8cf/attachment.html>
From supertux at 2006.expires.deltadevelopment.de Thu Aug 10 00:22:16 2006
From: supertux at 2006.expires.deltadevelopment.de (Christoph Sommer)
Date: Thu, 10 Aug 2006 00:22:16 +0200
Subject: [Supertux-devel] Scoring and coins
In-Reply-To: <[email protected]>
References: <[email protected]> <[email protected]>
Message-ID: <[email protected]>
Hey Afief,
Afief Halumi wrote:
> should ice cube even have the same reward mechanism?
In my opinion: No.
Squishing badguys should be encouraged, not shooting them, flipping them
over with Mr. Iceblock or the Snail, having them get hit by darts and
the like or just letting them fall off a ledge.
Regards,
Christoph
From gnomino at hotmail.com Thu Aug 10 07:36:39 2006
From: gnomino at hotmail.com (gnomino)
Date: Wed, 09 Aug 2006 22:36:39 -0700
Subject: [Supertux-devel] Nogl patch
Message-ID: <[email protected]>
Hello,
The addition of ambient_color handling to the video code broke the nogl
patch. This is a patch against rev. 4144 that fixes the nogl patch.
By the way, why is the nogl patch no longer maintained? So far (AFAIK)
no key feature requiring OpenGL has been added. I'm sure that the % of
players using old, non-OpenGL graphics cards is very little, but it took
very little effort to upgrade the nogl patch(es), so I really think that
SDL rendering support should be continued.
-------------- next part --------------
An embedded and charset-unspecified text was scrubbed...
Name: supertux-nogl.diff.diff
URL: <https://lists.berlios.de/pipermail/supertux-devel/attachments/20060809/131e5349/attachment.ksh>
From anmaster at berlios.de Thu Aug 10 19:02:59 2006
From: anmaster at berlios.de (Arvid Norlander)
Date: Thu, 10 Aug 2006 19:02:59 +0200
Subject: [Supertux-devel] Nogl patch
In-Reply-To: <[email protected]>
References: <[email protected]>
Message-ID: <[email protected]>
As far as I know this is because no one of the devs no longer need it (a bit
selfish maybe? ;)
gnomino wrote:
> By the way, why is the nogl patch no longer maintained? So far (AFAIK)
> no key feature requiring OpenGL has been added. I'm sure that the % of
> players using old, non-OpenGL graphics cards is very little, but it took
> very little effort to upgrade the nogl patch(es), so I really think that
> SDL rendering support should be continued.
From gnomino at hotmail.com Fri Aug 11 00:37:38 2006
From: gnomino at hotmail.com (gnomino)
Date: Thu, 10 Aug 2006 15:37:38 -0700
Subject: [Supertux-devel] Remove add_bullets from Sector
Message-ID: <[email protected]>
Hello,
This patch removes Sector::add_bullets() (which was marked with TODO),
and moves the necessary checks into Player. It also removes
Sector::bullets and adds a single integer to Player which is incremented
after adding a bullet and decremented in the destructor of Bullet.
-------------- next part --------------
An embedded and charset-unspecified text was scrubbed...
Name: bullets.diff
URL: <https://lists.berlios.de/pipermail/supertux-devel/attachments/20060810/4069781c/attachment.ksh>
From karl at huftis.org Sun Aug 13 11:25:56 2006
From: karl at huftis.org (Karl Ove Hufthammer)
Date: Sun, 13 Aug 2006 11:25:56 +0200
Subject: [Supertux-devel] Updated Norwegian Nynorsk translation
Message-ID: <[email protected]>
After two years, here's finally an updated Norwegian Nynorsk translation of
SuperTux (the game + the first world). Please commit it to CVS.
--
Regards,
Karl Ove Hufthammer
-------------- next part --------------
A non-text attachment was scrubbed...
Name: supertux-nn.patch
Type: text/x-diff
Size: 32990 bytes
Desc: not available
URL: <https://lists.berlios.de/pipermail/supertux-devel/attachments/20060813/2c238f9a/attachment.patch>
From anmaster at berlios.de Sun Aug 13 15:19:35 2006
From: anmaster at berlios.de (Arvid Norlander)
Date: Sun, 13 Aug 2006 15:19:35 +0200
Subject: [Supertux-devel] Updated Norwegian Nynorsk translation
In-Reply-To: <[email protected]>
References: <[email protected]>
Message-ID: <[email protected]>
I committed it to svn. It might be interesting for you to know that we changed
from CVS quite a while ago. ;)
Your patch to supertux.desktop was wrong btw.
Karl Ove Hufthammer wrote:
> After two years, here's finally an updated Norwegian Nynorsk translation of
> SuperTux (the game + the first world). Please commit it to CVS.
From gnomino at hotmail.com Wed Aug 16 00:09:43 2006
From: gnomino at hotmail.com (gnomino)
Date: Tue, 15 Aug 2006 15:09:43 -0700
Subject: [Supertux-devel] Iceflower implementation
Message-ID: <[email protected]>
Hello,
This is a patch against rev. 4186 that implements iceflower. Icebullets
can freeze some badguys (only the ones I could find sprite images for).
Mr. Bombs can be carried around while frozen, as said on the wiki. When
an icebullet hits an already frozen badguy, it bounces off him.
Firebullets will unfreeze frozen badguys. All non-freezable badguys are
killed by any type of bullet.
(Is this the right behavior?)
-------------- next part --------------
An embedded and charset-unspecified text was scrubbed...
Name: iceflower-4186.diff
URL: <https://lists.berlios.de/pipermail/supertux-devel/attachments/20060815/4bb35701/attachment.ksh>
From djwings at gmail.com Wed Aug 16 01:34:17 2006
From: djwings at gmail.com (djwings at gmail.com)
Date: Tue, 15 Aug 2006 19:34:17 -0400
Subject: [Supertux-devel] Iceflower implementation
In-Reply-To: <[email protected]>
References: <[email protected]>
Message-ID: <[email protected]>
But is it used in any levels? Good idea, I had no clue the flower was
unimplemented until now!
On 8/15/06, gnomino <gnomino at hotmail.com> wrote:
>
> Hello,
> This is a patch against rev. 4186 that implements iceflower. Icebullets
> can freeze some badguys (only the ones I could find sprite images for).
> Mr. Bombs can be carried around while frozen, as said on the wiki. When
> an icebullet hits an already frozen badguy, it bounces off him.
> Firebullets will unfreeze frozen badguys. All non-freezable badguys are
> killed by any type of bullet.
> (Is this the right behavior?)
>
>
> Index: src/badguy/spiky.hpp
> ===================================================================
> --- src/badguy/spiky.hpp (revision 4186)
> +++ src/badguy/spiky.hpp (working copy)
> @@ -30,6 +30,9 @@
> void write(lisp::Writer& writer);
> virtual Spiky* clone() const { return new Spiky(*this); }
>
> + void freeze();
> + bool is_freezable() const;
> +
> private:
> };
>
> Index: src/badguy/jumpy.hpp
> ===================================================================
> --- src/badguy/jumpy.hpp (revision 4186)
> +++ src/badguy/jumpy.hpp (working copy)
> @@ -33,6 +33,9 @@
> void write(lisp::Writer& writer);
> void active_update(float);
>
> + void freeze();
> + bool is_freezable() const;