-- To do for Milestone1 -
+- To do for Milestone2 -
http://super-tux.sf.net/
-Last update: May 3, 2004
-
-These are mostly bugs:
+High priority: milestone goals that should be implemented for next milestone
+Medium priority: would be nice to have for next milestone, but should
+ be secondary to high priority goals
+Low priority: things that should be fixed sometime
+?: Things that need to be discussed to determine whether or not they should be
+ implemented
Todo
----
H: high priority
+M: medium priority
L: low priority
+?: 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?
+
+[H] Change resolution to 800x600
+ - Levels need to be updated to resolution
+ - Might still be some other bugs to iron out
+[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
+ - Animation (need images)
+ ? Should disable Tux's movement temporarily (1 second?)
+[H] Camera movement shouldn't be so fast at the beggining, it takes the focus
+ from the game (backscrolling)
+[H] Tux should fall while walking in tiles that have a space between.
+ - Possible solution: reduce Tux's width
+[H] Enemies should turn upside down after being hit by an kicked iceblock,
+ fireball or bomb
-[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] 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.
-[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)
+ 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"
+
[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
-
-
-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
-- when jupming against the 2nd multiple coin block in a level only 1 coin will
- come out.
-- when you interrupted the intro (by going to credits for example) and go back
- to it, tux doesn't jump anymore
-- supertux crashs from time to time - fixed
-- mriceblock doesn't fall down when being squished in the air - fixed
-- It's not possible to duck while jumping - fixed
-- Intro/Extro textspeed is CPU dependent - fixed
-- sometimes the level restarts/you die after collecing a growup - fixed
-- mriceblock doesn't disapear after being kicked my another iceblock,
- not sure when exactly it happens, might depend on direction or so - fixed
+[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
+[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)