?: bug or feature?
- needs discussion
-[?] When jumping into a brick and there is a powerup, it should change
- direction or not, depending where the collision was. It currently sucks.
- - Discuss this, is that really what we want?
+--Scons--
+ * [H] Add an install target
+ * [H] Generate the config.h file
+ * [M] improve opengl check to work on win32 and eventually more strange
+ systems again
+ * [H] Make sure compilation on win32 and cross-compilation works
+ * [M] compile some test executables to test for SDL, SDL_mixer and SDL_image.
+ Also test for version of SDL_mixer and SDL_image
+ * [M] Create a distclean target
+ * [M] Create a dist target
+ * [M] Add instructions to the README
+ * [L] If all of the [H] and [M] issues are fixed, remove autoconf/automake
+ * [L] Take a look if it is possible to make it a bit more quiet. (Similar to
+ linux kernel, samba or jam output would be optimum, ie.
+ C++ build/linux/src/bla.o
+ C++ build/linux/src/blup.o
+ C++ build/linux/src/error.o
+ Error on line xx in error.o: This source contained an error
+
+ g++ -Wall .... -o build/linux/src/error.o src/error.cpp
+
+--Miscelaneous--
[?] Default keyboard setup should change. Up will be needed for other features
like going through doors and looking up, etc.
+ Up arrow - Look up / activate
+ Down arrow - Look down / duck
+ Left arrow - Left move
+ Right arrow - Right move
+ Ctrl - Run / Power
+ Space - Jump
-[H] Make sure there are no invalid tile numbers in the level files
- - Tile 6 occurs in world1/level5.stl as well as other levels
-[H] Adding objects should be done by adding them into a queue and then
- physically added at the end of Sector::action()
- - may cause crashes otherwise (due to iterators)
- - see world1/level7.stl, killing the bombs
-[H] Worldmap needs to allow multiple maps
- - or just one big map with multiple worlds?
+[H] Worldmap should have a flag to allow to go to another map after finishing
+ a level from that one.
+ It might be cool to have a (place group in the worldmap file that would
+ allow such stuff as: levels, messages, wrapping and worldmap changing
+ (or even combinations).
[H] Change resolution to 800x600
- Levels need to be updated to resolution
- (half of the levels have been already updated)
+ - half of the levels have been already updated
+ - some fixed levels still have "glitches". See the menu level where
+ some of the tiles are "wrong" and don't fit
[H] Buttjump related things
- ? Right now only breaks bricks beneath tux - what else should it break
- Should kill enemies with a certain range
- Done--now needs to be tweaked
- Animation (need images)
- ? Should disable Tux's movement temporarily (1 second?)
+ - Should be a powerup item (still to be discussed)
+ - Should break bricks if Tux is on top of bricks, otherwise it should
+ kill enemies within a close range.
+ - After enemy-kill is used, powerup should be removed from Tux
+[H] Icebullet related things
+ - we should decide on specifics
[H] Tux should fall while walking in tiles that have a space between.
- Possible solution: reduce Tux's width when checking collision with tiles
-[H] stdint.h isn't a part of FreeBSD. We should probably use SDL integer
- types instead.
-[H] Dead Tux/badguys should be drawn on top of the foreground layer
[H] Graphics
- New forest tileset
- Badguy sprites
- Tux's buttjump animation
+[H] Background code have the following bugs:
+ - Gradient in software rendering doesn't currently work (at least here).
+ - Images tiling code sucks resulting in glitches and unecessary drawings.
+ Matze: can you give more details? The code looks perfectly fine to me
+[M] There are some weird graphical glitches when Tux bumps more than one block
+ at the same time
[M] Save score on per-level basis to make high-score
[M] Save time on per-level basis to make low-time-score
[M] Add bonus score for extra time left when finishing a level
-[M] When aborting a level, lives and score should remain the same as they
- were before. Solution: make more dependency between the game engine and
- worldmap or just backup those variables before starting a level. - fixed?
[M] when bumping a special with 2 blocks at once, it won't change direction
[M] tux get killed if he kicks a iceblock while at the same time bouncing on
[M] You shouldn't be able to stand on invisible blocks, before you bumped them
the roof
-[M] bombs should explode directly when hit by another bomb or a mr.iceblock
- - right now they transform into a "squished mrbomb"
+[M] Implement Unisolid type for tiles (where collisions from below are ignored).
+ - done
+[M] Menu doesn't jump titles, and doesn't seem to like having menu entries
+ created after initialization.
+ Matze: what does "menu doesn't jump titles" mean?
[L] Allow any object to be inside of a [?] box, ie. trampoline or badguy
+ - Not sure if this would be gameplay wise.
[L] in the "Welcome to Antarctica" level, the blocks next to the first growup
look like there are 2 blocks above each other when bumping against them as
small tux...
instead of fall, pause mode doesn't seem to have this problem, only
menu)
[L] catch exceptions thrown by lispreader
-[L] fadein/out for intro/extro would be nice
-[L] we only have a global counter for multiple coin blocks. This should be handled
- per block.
Beyond Milestone2
-----------------