- To do for Milestone1 -
http://super-tux.sf.net/
-Last update: April 26, 2004
+Last update: May 3, 2004
These are mostly bugs:
Todo
----
-- change lispreader to throw exceptions instead of simply assert() on
- syntax error
-- tux sometimes makes short jumps in the endsequence, mostly when
- going through the goal with a small jump, might be old_up related
-- fadein/out for intro/extro would be nice
-- the can_jump flag should be based on a time instead of the 2 tiles check.
- Since the 2 tiles flag won't help when you're jumping over a hole. Better use
- a timer that is started when up is pressed, when you then land and the timer
- is below a certain time, you can do the jump.
-- when bumping a special with 2 blocks at once, it won't change direction
+H: high priority
+L: low priority
+
+[H] background in underground levels scrolls far too slow, makes them
+ hardly playable, since once too easily get focused on the
+ background instead of the playfield
+[H] Frame ratio code has been changed and so the animation may need tuning.
+ Somebody do some testing and change the definitions regarding this.
+[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.
+[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)
+[L] titlescreen level doesn't seamlessly wrap around, might be due to the new
+ scrolling code or due to the worldmap doing the drawing
+[L] Backscroll is really messed up right now :)
+[L] change lispreader to throw exceptions instead of simply assert() on
+ syntax error
+[L] tux sometimes makes short jumps in the endsequence, mostly when
+ going through the goal with a small jump, might be old_up related
+[L] fadein/out for intro/extro would be nice
+[L] when bumping a special with 2 blocks at once, it won't change direction
+[L] tux get killed if he kicks a iceblock while at the same time
+ bouncing on the roof
+[L] tux can be killed by back bouncing iceblocks in the exit sequence
+ (all enemies should be removed/turned to coins once the exit
+ sequence started)
+[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] Life counter should be decreased once the die-animation starts,
+ not when it ends
+[L] Enemies should turn upside down after being hit by an kicked
+ iceblock
+- leveleditor crashs when pressing the button with the levelsettings
-- leveleditor lacks enemies support (will be fixed soon by Tobias)
-- sometimes you die after being in pause modus and unpausing - still true?
+Stuff for past milestone1:
+--------------------------
+Note that this list is far from complete, but lists some bugs that we don't want
+to touch before milestone1 at the moment.
+- You shouldn't be able to stand on invisible blocks, before you bumped them
+- bombs should explode directly when hit by another bomb or a mr.iceblock
+- we only have a global counter for multiple coin blocks. This should be handled
+ per block.
+- We should reduced the width of tux collision rectangle so that he falls easier
+ between 1 tile wide holes.
+- The enabled/disabled icon in the options shouldn't be a cross. Some people
+ think the options are disabled because they're crossed. Better use a green
+ check mark.
Fixed
-----
+- leveleditor lacks enemies support (will be fixed soon by Tobias)
- points aren't reset when gameover
- when jumping into the exit with a star, the endgame music will change back to
levelmusic after a short time