?: 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.
+ Ricardo: IMO, there should be the following keys for the following actions:
+ Up arrow - Look up
+ Down arrow - Look down / duck
+ Left arrow - Left move
+ Right arrow - Right move
+ Ctrl - Run / Power
+ Alt - Jump
+ Not sure if Open doors action would be attributed to Up or Ctrl...
+[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
- - 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?)
+ - 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
-[H] When you jump into the roof or a bonus and fall back down you collide with
- the badguys twice. Noticable with iceblocks. (level 15)
+ - Possible solution: reduce Tux's width when checking collision with tiles
+[H] Graphics
+ - New forest tileset
+ - Badguy sprites
+ - Tux's buttjump animation
+[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
+[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.
+[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).
[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.
-[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)
-
+ per block. - Why is this a bad thing? It avoids unnecessary cpu and memory use.
Beyond Milestone2
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