[?] Default keyboard setup should change. Up will be needed for other features
like going through doors and looking up, etc.
-[H] Make sure there are no invalid tile numbers in the level files
- - Tile 6 occurs in world1/level5.stl as well as other levels
-[H] Adding objects should be done by adding them into a queue and then
- physically added at the end of Sector::action()
- - may cause crashes otherwise (due to iterators)
- - see world1/level7.stl, killing the bombs
[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
- (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
- 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
+ - 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 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] 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] 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
[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] Show level number on top of the screen when playing the level
+[L] Fix the door animation
+[L] Prevent Tux from being able to jump over ending sequence triggers
Beyond Milestone2
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