- needs discussion
--Scons--
- * [H] Add an install target
+ * [H] Add an install target - done (however scons is creating stupid .sconsign
+ files at the install location :-/)
* [M] improve opengl check to work on win32 and eventually more strange
systems again
* [H] Make sure compilation on win32 and cross-compilation works
--Collision Detection Rewrite (all [H])--
* make blocks bounce again - ok
* bonusblocks don't always bounce back to their original position (but stay a
- few pixels higher)
+ few pixels higher) - hopefully ok
* it's impossible to go into passages that have exactly the size of tux,
either reduce collision rectangle by DELTA or round collision coordinates to
- integers...
+ integers... - ok for tux and most badguys
** implement 1up - ok
** implement star - ok
* bring back the enemies
- - add activation again
- - make api simpler
+ - add activation again - ok
+ - make api simpler - ok
- implement jumpy - ok
-* implement spiky - ok
- implement snowball - ok
- implement tree (really?)
- bring back stay on platform flag
- make enemies bounce of upon each other again
- - make enemies fall again
+ - make enemies fall again - ok
-* activate/deactive enemies when on screen/away again - ok
** implement ability to cary mriceblock (and other objects) around - delayed
for after big commit...
* smoke clouds are too fast
* some shots disappear in the ground with a "max collision depth reached"
- message
+ message - ok
* rework collision detection to take movement into account - this should fix
the egg suddenly turning directions and the somtimes strange behaviour
when hitting a block from the side when falling.
+ - done for rectangles, fixes the issues with blocks and enemies hitting
+ when they should get squished, still it's not optimal as when hitting 2
+ blocks now only 1 gets cleared...
* rethink slopes collision feedback... tux becomes too slow when walking up
and starts jumping when walking down
* think about an attachement mechanism for moving platforms
* check if unducking is actually possible or if something is in the way
* fix flapping
** having a star doesn't kill enemies - ok
+ * tux always jumps to full height at the moment - ok
+ * invisble blocks are visible and make the game crash when bumped - ok
+ * reimplement spikes as objects - ok
+ * what to do when stuck under tiles (after using duck-sliding)
+ * do we want multi hit scores again?
+ * tux doesn't stop at igloo anymore
+ * background particle systems are too slow - ok
+ * buttjump is deactivated
--Code Refactoring/Cleanup/Optimisation--
[H] make the title using GameSession instead of reimplementing all the stuff
themselfes. This could speed up rendering of tilemaps.
[H] implement quadtree to speed up collision detection
[?] remove badguyspecs and bitmask files
+[M] Make the gamelogic run in a fixed logical framerate
---Miscelaneous--
+--Miscellaneous--
[?] think about how to implement scripting, and how to make a simple and easy to
use api for the scripting interface
(language will probably be lua - just have to figure out how well we can do
- New forest tileset
- Badguy sprites
- Tux's buttjump animation
-[H] Background code have the following bugs:
- - Gradient in software rendering doesn't currently work (at least here).
- Matze: can you give more details? The code looks perfectly fine to me
+[H] Tiles constructed with image-region are not drawn coordinates < 0
-[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 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] Implement Unisolid type for tiles (where collisions from below are ignored).
- - done
[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...
-[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] catch exceptions thrown by lispreader
Beyond Milestone2
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