From 2af2870e02b4eae89b25d58b591c9475b938869e Mon Sep 17 00:00:00 2001 From: Ryan Flegel Date: Tue, 8 Jun 2004 20:36:48 +0000 Subject: [PATCH] - updated TODO SVN-Revision: 1445 --- TODO | 9 ++++++--- 1 file changed, 6 insertions(+), 3 deletions(-) diff --git a/TODO b/TODO index ad548d434..8a61978ab 100644 --- a/TODO +++ b/TODO @@ -28,16 +28,19 @@ 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 - ? 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 + - 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] Dead Tux/badguys should be drawn on top of the foreground layer [H] Graphics - New forest tileset - Badguy sprites -- 2.11.0