X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=TODO;h=5858e197e7ee2eddc38f1be0f3f0071b2b2badae;hb=c2a0343d166e426a6a24c97ce608dc5ac7f217de;hp=4fd7cb62f40f5a38996cb844726d2624933eab63;hpb=02d4bd62ddab2abcca2f2b18331265468a67c6ce;p=supertux.git diff --git a/TODO b/TODO index 4fd7cb62f..5858e197e 100644 --- a/TODO +++ b/TODO @@ -17,24 +17,41 @@ 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? [?] Default keyboard setup should change. Up will be needed for other features like going through doors and looking up, etc. +[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 - - Breaks 1 box too much at the left when tux is facing left. - 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 + - 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] Graphics + - New forest tileset + - Badguy sprites + - Tux's buttjump animation +[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 @@ -45,8 +62,6 @@ L: low priority [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 @@ -60,10 +75,9 @@ L: low priority [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) - +[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 -----------------