From 73d5274e1154a1729252a90c4ba4fef6a768eb32 Mon Sep 17 00:00:00 2001 From: Ryan Flegel Date: Tue, 18 May 2004 21:11:41 +0000 Subject: [PATCH] - just some formatting stuff SVN-Revision: 1262 --- TODO | 14 +++++++------- 1 file changed, 7 insertions(+), 7 deletions(-) diff --git a/TODO b/TODO index 05f0f8672..fc32ee791 100644 --- a/TODO +++ b/TODO @@ -19,7 +19,7 @@ L: low priority [?] 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? + - Discuss this, is that really what we want? [H] Change resolution to 800x600 - Levels need to be updated to resolution @@ -33,9 +33,9 @@ L: low priority [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 +[H] Enemies should turn upside down after being hit by an kicked iceblock, + fireball or bomb [M] Save score on per-level basis to make high-score [M] Save time on per-level basis to make low-time-score @@ -54,9 +54,9 @@ L: low priority 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 -- 2.11.0