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[Pingus-CVS] r3624 - trunk/pingus
From: |
grumbel at BerliOS |
Subject: |
[Pingus-CVS] r3624 - trunk/pingus |
Date: |
Wed, 2 Jul 2008 20:00:57 +0200 |
Author: grumbel
Date: 2008-07-02 20:00:56 +0200 (Wed, 02 Jul 2008)
New Revision: 3624
Modified:
trunk/pingus/TODO
Log:
Removed GameDelta, give Events one by one to the Screen and thus avoid the
accidental double push of Screens
Modified: trunk/pingus/TODO
===================================================================
--- trunk/pingus/TODO 2008-07-02 17:59:58 UTC (rev 3623)
+++ trunk/pingus/TODO 2008-07-02 18:00:56 UTC (rev 3624)
@@ -13,6 +13,7 @@
Make a release:
+(export can also work with a already checked out version)
svn export ~/projects/pingus/svn/trunk/pingus/ pingus-0.7.2
tar cvjf pingus-0.7.2.tar.bz2 pingus-0.7.2
@@ -26,6 +27,35 @@
Roadmap for Pingus 0.8.0:
~~~~~~~~~~~~~~~~~~~~~~~~~
+"Important" Stuff and Random Notes:
+===================================
+
+* CollisionMask cleanup
+
+* static in Entrance direction=misc is ugly
+
+* small levels in large windows cause parallax scrolling to break
+
+* add "Save Demo" to the result screen
+
+* add "Replay" to the result screen
+
+* incooperate xskat levels
+
+* animate the flag or remove it for single-player
+
+* add a end-event to the demo recording so that the length of the demo is known
+
+* switch to GPLv3
+
+* make GUI resizable
+
+* save pingu position in the demo
+
+* white right arrow in levelset dialog is wrong
+
+* shadow in levelset background is wrong
+
New Features
============
@@ -52,15 +82,18 @@
Animation and graphic issues:
=============================
-* proper waiter animation
+* convert all Pingu animations to a proper indexed format so that
+ palette swap can be used in multiplayer
+* proper waiter animation (use the one from SuperTux? draw new one)
+
* repaint pause and fast-forward button
* use transparent action buttons unless fast-mode is used
* add round corners to the minimap
-* allow sprites as background
+* allow sprites as background (para parameter from hotspots?)
* redesign main menu
@@ -68,9 +101,19 @@
* rework the UI, either go glas-like or use the blackbord style
+* X-Mas theme needs some more polish, to be done before X-Mas '08
+
+* create jumper animation
+
Bugs:
=====
+* Also, is this a already solved bug? I can play
+> playable/panic-cbrucher.pingus but when I am playing I get this error in
+> terminal and then the window closes.
+> " PingusError: e has wrong color depth: "
+
+
* GroundMap tiles are currently RGBA, while in reality they are just
RGB with a colorkey, room for optimization
@@ -79,7 +122,7 @@
* Translation issues:
- The suffix showing which extra skill a Pingus has (e.g. [f] for Floater or
- [c] for Climber).
+ [c] for Climber). (will be fixed by climber gfx)
- b) The big sign on the 'Tutorial Island' image
@@ -102,8 +145,11 @@
* do we need z-pos for anything or does implicit object position serve
the same purpose? Problem: Groundpieces all have the same z-level,
the editor doesn't handle that and allows insertions inbetween
+
+* pregenerate thumbnails for the editor, generating them takes to long
+
-Roadmap for Pingus 0.7.3
+Roadmap for Pingus 0.7.4
~~~~~~~~~~~~~~~~~~~~~~~~
New Features:
@@ -124,6 +170,13 @@
them being animated and stuff like that), we however don't have
seperate colmask for those images
+* remove flip_screen_hook
+
+* test wall-jump: maybe make it smaller then a normal jump
+
+* make climber attach to wall after jumper
+
+
Bugs:
=====
@@ -147,10 +200,6 @@
then in-game) [Currently worked around in editor code, should be
fixed in the converter]
-* GUI doesn't behave well if the user for example clicks a menu item
- twice in a single frame, leads to duplicate Screens on the stack ond
- other weird issues
-
* frameskip seems broken
* bridging gets more complicated has graphical error (background?!)
@@ -167,6 +216,12 @@
with the current s-expr format, which can handle explicit line
breaks just fine
+* http://savannah.nongnu.org/bugs/?21176
+To replicate:
+1. Order a pingu to build a bridge.
+2. When he "waits" after the bridge has been complete, order him to block.
+3. He'll fall off the end of the bridge and continue walking as normal.
+
Wishlist Stuff:
===============
@@ -232,7 +287,7 @@
* replace "magic" numbers such as default screen size (800 and 600) with
macros/globals or whatever is good programming practice
-Roadmap for Pingus Editor 0.7.3:
+Roadmap for Pingus Editor 0.7.4:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Important:
@@ -362,8 +417,6 @@
* If enough Pingu are saved and all that are left are blockers, end
level before time runs out, with a win
-* "Hurry up!" wayyy too late. Maybe at 1 minute left, or so.
-
* At least one kind of water (the kind in Evil in the Dark) doesn't
kill Pingu
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