X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=TODO;h=ad548d434b105175632f7d59fa23b174685d0b63;hb=7cb27f3640a0d3d29aa7b0bed9b1a9fddf338355;hp=05f0f8672bde98de7527323658d0497d0f8f18a1;hpb=0a9338fa4ddb98f17d60b3d0784585e2c905450f;p=supertux.git diff --git a/TODO b/TODO index 05f0f8672..ad548d434 100644 --- a/TODO +++ b/TODO @@ -17,25 +17,36 @@ 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 - - Might still be some other bugs to iron out + - 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?) -[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 + - 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] Save score on per-level basis to make high-score [M] Save time on per-level basis to make low-time-score @@ -47,21 +58,20 @@ 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 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) + 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) +Beyond Milestone2 +----------------- +- More things than just levels on the worldmap (similar to SMB3)