?: 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?
+[?] Default keyboard setup should change. Up will be needed for other features
+ like going through doors and looking up, etc.
+[H] Worldmap needs to allow multiple maps
+ - or just one big map with multiple worlds?
[H] Change resolution to 800x600
- Levels need to be updated to resolution
- - Might still be some other bugs to iron out
+ - 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
- - Breaks 1 box too much at the left when tux is facing left.
- Should kill enemies with a certain range
+ - Done--now needs to be tweaked
- Animation (need images)
? Should disable Tux's movement temporarily (1 second?)
-[H] Camera movement shouldn't be so fast at the beggining, it takes the focus
- from the game (backscrolling)
[H] Tux should fall while walking in tiles that have a space between.
- - Possible solution: reduce Tux's width
-[H] Enemies should turn upside down after being hit by an kicked
- iceblock, fireball or bomb
+ - 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] When bumping powerups, they should bounce away from the centre of Tux
+[H] Backgrounds should be square tiles instead of just tiling one image
+ - Useful for vertical scrolling when we only want a sky background on the
+ top of the level
+ - Support for this is already available using a paralax tilemap layer
[M] Save score on per-level basis to make high-score
[M] Save time on per-level basis to make low-time-score
[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"
+[L] Allow any object to be inside of a [?] box, ie. trampoline or badguy
[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...
[L] time runs while being in in-game menu, at least a bit (jump, go to
- menu, wait a bit, leave menu, Tux will 'flip' to the ground,
- instead of fall, pause mode doesn't seem to have this problem, only
- menu)
+ menu, wait a bit, leave menu, Tux will 'flip' to the ground,
+ 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.
-[L] AX_CHECK_GL produces an error during configure, when something in
- configure.ac changed and it was automatically regenerated by make (instead
- of the user doing ./autogen.sh)
+Beyond Milestone2
+-----------------
+- More things than just levels on the worldmap (similar to SMB3)