- implement wingling
- implement tree (really?)
- bring back stay on platform flag
- - make enemies bounce of upon each other again
- - make enemies fall again - ok
** implement ability to cary mriceblock (and other objects) around - delayed
for after big commit...
* smoke clouds are too fast
[L] rename gameloop.* files to gamesession.*
[L] rename GameObject::action to GameObject::update()
[L] use physfs for loading files
-[L] eventually move over new lispreader code from tuxkart
[L] change physics class y-velocity-coordinate to be like all other
y-coordinates again (positive y to go down)
[M] harmonize to 1 single gameloop that switches between title, worldmap,
ingame mode and eventually leveleditor mode
[H] introduce a special mode in DrawingContext for objects that want to draw
themselfes. This could speed up rendering of tilemaps.
-[?] remove badguyspecs and bitmask files
[M] Make the gamelogic run in a fixed logical framerate
--Miscellaneous--
- New forest tileset
- Badguy sprites
- Tux's buttjump animation
-[H] Tiles constructed with image-region are not drawn coordinates < 0
[M] Save score on per-level basis to make high-score
[M] Save time on per-level basis to make low-time-score
Beyond Milestone2
-----------------
- More things than just levels on the worldmap (similar to SMB3)
+- if we have a logical framerate we could record/play demos by simply storing
+ the pressed keys in each frame...