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- updated TODO
author
Ryan Flegel
<rflegel@gmail.com>
Tue, 8 Jun 2004 20:36:48 +0000
(20:36 +0000)
committer
Ryan Flegel
<rflegel@gmail.com>
Tue, 8 Jun 2004 20:36:48 +0000
(20:36 +0000)
SVN-Revision: 1445
TODO
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b/TODO
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TODO
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TODO
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-28,16
+28,19
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L: low priority
- 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
- 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 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 when checking collision with tiles
[H] stdint.h isn't a part of FreeBSD. We should probably use SDL integer
types instead.
[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] 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
[H] Graphics
- New forest tileset
- Badguy sprites