- implement tree (really?)
- bring back stay on platform flag
- make enemies bounce of upon each other again
- - make enemies fall again
+ - make enemies fall again - ok
-* activate/deactive enemies when on screen/away again - ok
** implement ability to cary mriceblock (and other objects) around - delayed
for after big commit...
* check if unducking is actually possible or if something is in the way
* fix flapping
** having a star doesn't kill enemies - ok
- * tux always jumps to full height at the moment
+ * tux always jumps to full height at the moment - ok
+ * invisble blocks are visible and make the game crash when bumped - ok
+ * reimplement spikes as objects
+ * what to do when stuck under tiles (after using duck-sliding)
+ * do we want multi hit scores again?
+ * tux doesn't stop at igloo anymore
+ * background particle systems are too slow - ok
--Code Refactoring/Cleanup/Optimisation--
[H] make the title using GameSession instead of reimplementing all the stuff
- 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).
- Matze: can you give more details? The code looks perfectly fine to me
[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 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
[L] Allow any object to be inside of a [?] box, ie. trampoline or badguy
- Not sure if this would be gameplay wise.