X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=TODO;h=4625da56735daf6e7cca9e44bc67a6e6f4f9d96e;hb=546364c9567ef212ea9276201facf73f5ada696a;hp=429c4ca1b0fd91c15b15847264220b1cb8307696;hpb=6c259503c8ac6c6a8f8a7a06243942529ccad6cc;p=supertux.git diff --git a/TODO b/TODO index 429c4ca1b..4625da567 100644 --- a/TODO +++ b/TODO @@ -17,41 +17,85 @@ 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? +--Scons-- + * [H] Add an install target + * [H] Generate the config.h file + * [M] improve opengl check to work on win32 and eventually more strange + systems again + * [H] Make sure compilation on win32 and cross-compilation works + * [M] compile some test executables to test for SDL, SDL_mixer and SDL_image. + Also test for version of SDL_mixer and SDL_image + * [M] Create a distclean target + * [M] Create a dist target + * [M] Add instructions to the README + * [L] If all of the [H] and [M] issues are fixed, remove autoconf/automake + * [L] Take a look if it is possible to make it a bit more quiet. (Similar to + linux kernel, samba or jam output would be optimum, ie. + C++ build/linux/src/bla.o + C++ build/linux/src/blup.o + C++ build/linux/src/error.o + Error on line xx in error.o: This source contained an error + + g++ -Wall .... -o build/linux/src/error.o src/error.cpp + +--Miscelaneous-- [?] Default keyboard setup should change. Up will be needed for other features like going through doors and looking up, etc. + Up arrow - Look up / activate + Down arrow - Look down / duck + Left arrow - Left move + Right arrow - Right move + Ctrl - Run / Power + Space - Jump -[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] Worldmap needs to allow multiple maps +[H] Worldmap should have a flag to allow to go to another map after finishing + a level from that one. + It might be cool to have a (place group in the worldmap file that would + allow such stuff as: levels, messages, wrapping and worldmap changing + (or even combinations). [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 (still to be discussed) + - 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] Graphics + - 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). + - Images tiling code sucks resulting in glitches and unecessary drawings. + Matze: can you give more details? The code looks perfectly fine to me +[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 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. - 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" +[M] Implement Unisolid type for tiles (where collisions from below are ignored). + - done +[M] Menu doesn't jump titles, and doesn't seem to like having menu entries + created after initialization. + Matze: what does "menu doesn't jump titles" mean? [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... @@ -60,9 +104,6 @@ L: low priority 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. Beyond Milestone2 -----------------