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GotM for March 2004: SuperTux
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grumbel
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PostPosted: Tue Feb 24, 2004 4:18 am    Post subject: GotM for March 2004: SuperTux Reply with quote

SuperTux[1] has currently just one level, more or less ugly graphics and a reasonably good engine. Work is already underway to cleanup the engine heavily, create an leveleditor (actually at least two of it) and create a few better tilesets for it. In two weeks the engine and levelformat will hopefully have stabelized enough so that the game could be ready for GotM. The goal in the following month would be to turn the engine into a completly playable jump'n run game (SuperMarioBros style) with around 15 levels, codename Milestone1[2]. The Milestone1 webpage contains some additional informations and sketches what is needed and what is already done, basically the work required is this:

* extent the engine with whatever features are requested by the level designers (moving platforms, more enemies)
* create around 15 levels of variing difficulty and arange them to a completly playable game with a nice raising difficulty
* extent the tilesets to look better, add more varity
* create animated sprites for Tux, SuperTux, FireTux
* create sprites for enemies (MrBomb, MrIceBlock, etc.)
* add music and sound effects to the game

Since there is are already people working on the tileset, leveleditor and engine, there is especially a need for level designers and gameplay testers and of course artists for the music and sound. If somebody is good at drawing animated sprites he is also very welcome. Since the goal for Milestone1 should be just to create a playable game with the current engine without extenting it all that much, it should be possible to reach the goal within one month.

Development will be coordinated over the IRC channel #supertux at irc.freenode.net and there is also a mailing list available at [3].

A test release of the SuperTux level editor is available at:
http://pingus.seul.org/~grumbel/tmp/windstille-0.2.1-supertux.tar.bz2

The happypenguin page for the old page is at, it might however contain obsolete informations:

http://www.happypenguin.org/show?Super%20Tux

[1] http://www.newbreedsoftware.com/supertux/
[2] http://super-tux.sourceforge.net/milestone1/index.html
[3] http://lists.sourceforge.net/lists/listinfo/super-tux-devel


Last edited by grumbel on Fri Aug 26, 2005 2:31 am; edited 2 times in total
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grumbel
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PostPosted: Mon Mar 01, 2004 6:27 am    Post subject: Re: GotM for March 2004: SuperTux Reply with quote

grumbel wrote:
A test release of the SuperTux level editor is available at:
http://pingus.seul.org/~grumbel/tmp/windstille-0.2.1-supertux.tar.bz2


Some short words about the features/bugs:

* with the tile tool right-clicking allows to create brushes, even brushes of the size of multiple tiles
* right clicking with the object tool brings up a context menu
* the selection tool is rather useless at the moment
* filenames should be absolute, necessary due to the way the static binary is bundled currently
* the browse-button in the file-dialog doesn't work
* instant test play of a level won't work
* some error-conditions might crash the editor
* data/data/levels/tuxlevel*.scm contain levels created with the editor, but remember to open them with absolute paths, else it won't work
* the editor does currently not generate levels that are useable in supertux, due to limitations in the supertux engine, this will change with the 0.0.7 release of the supertux engine
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basse
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PostPosted: Tue Mar 02, 2004 12:14 am    Post subject: Reply with quote

ok.
I can create some graphics.
I guess this game is aimed to kids, right, so something quite cartoony?

I make the tuxes and enemies, and we will go from there.

.b
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grumbel
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PostPosted: Tue Mar 02, 2004 4:37 am    Post subject: Reply with quote

basse wrote:
I can create some graphics.


Good, might be a good idea to follow more or less the current style:

http://super-tux.sourceforge.net/milestone1/images/supertux-gamescreen.jpg
http://pingus.seul.org/~grumbel/tmp/supertux-darkicebgtest.png
http://pingus.seul.org/~grumbel/tmp/iceblock.gif

Currently only the iceblock and the bomb are animated, but both are not really all that good, so if you can create better versions of them that would be good. For Tux we currently don't have any animations at all.

Quote:
I guess this game is aimed to kids, right, so something quite cartoony?


It isn't aimed at kids or any special audience, its simply aimed at anybody interested in a good jump'n run.
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grumbel
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PostPosted: Wed Mar 03, 2004 6:06 am    Post subject: Reply with quote

Log of the first IRC meeting is available at:

http://pingus.seul.org/~grumbel/tmp/supertux-meeting1.log
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Sepht
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PostPosted: Wed Mar 03, 2004 4:33 pm    Post subject: Reply with quote

Next time try to scedual it so that People from most timezones+work types can join.. So like a weekend....
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sinf
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PostPosted: Thu Mar 04, 2004 2:05 am    Post subject: Reply with quote

Sepht wrote:
Next time try to scedual it so that People from most timezones+work types can join.. So like a weekend....

Yes, and maybe post the time of the meeting somewhere?
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grumbel
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PostPosted: Thu Mar 04, 2004 3:13 am    Post subject: Reply with quote

[quote="sinf"]
Sepht wrote:
Next time try to scedual it so that People from most timezones+work types can join.. So like a weekend....

Quote:
Yes, and maybe post the time of the meeting somewhere?


We mainly wanted to get the thing starting, instead of wasting a week simply waiting for the meeting to arrive. And anyway, people are welcome to join the channel at any time, its rather full most of the time anyway.
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sinf
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PostPosted: Thu Mar 04, 2004 3:27 am    Post subject: Reply with quote

grumbel wrote:
And anyway, people are welcome to join the channel at any time, its rather full most of the time anyway.

I'll try joining again, then. It's just that last time I joined there were only 2 other people there and they were talking in some strange, twisted language. ;)
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Smokey McPott
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PostPosted: Thu Mar 04, 2004 8:35 am    Post subject: Reply with quote

is GOTM working so far?
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Sepht
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PostPosted: Thu Mar 04, 2004 4:15 pm    Post subject: Reply with quote

yeh that sounds good GoTM Discussion on #Gametome, you could scedual a time or just have it whenever.
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PostPosted: Fri Mar 05, 2004 4:41 am    Post subject: Reply with quote

hi, everytime I try to save or open a level with the windstille editor I get an error and it closes. Is this a known problem? me going the wrong way about it? or just my machine?
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grumbel
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PostPosted: Fri Mar 05, 2004 5:35 am    Post subject: Reply with quote

Voluptuous Pachyderm wrote:
hi, everytime I try to save or open a level with the windstille editor I get an error and it closes. Is this a known problem? me going the wrong way about it? or just my machine?


Yep, its a known issue, but there is a simple workaround. First of, if you load levels from the command line, you have to give the absolute path, this is due to the broken way the static binary is bundled (cd'ing around, etc.). If you use the GUI, don't use the browse-button, it doesn't work, type in the filename instead into the input box.
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PostPosted: Fri Mar 05, 2004 10:54 am    Post subject: Reply with quote

I cant get the gui/input box up for loading/saving it quits as soon as i hit file->save file->open file->save as. Also I dont currently have any levels to load in and even if i did I doubt I could save them. Just FYI.
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grumbel
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PostPosted: Fri Mar 05, 2004 11:36 am    Post subject: Reply with quote

Voluptuous Pachyderm wrote:
I cant get the gui/input box up for loading/saving it quits as soon as i hit file->save file->open file->save as. Also I dont currently have any levels to load in and even if i did I doubt I could save them. Just FYI.


Ah, I see, stupid bug due to the lack of a properly inited variable, edit the file '~/.windstille/editor-variables.scm' and make it contain the following content:

((*recent-files* "../data/levels/level2.scm" ))

After that change it should work.
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