[Wormux-dev] level smaller than window etc
Hi, I noticed that the current version of Wormux behaves a bit strange when a level is smaller than the window. Another thing I noticed when designing a new level: The background is always scrolled a bit slower, which is a nice effect, but a part of the background is not used if it is too big. The amount of slowdown can unfortunately not be controlled. I've been poking around a bit in the code and would like to suggest a few changes that might resolve the issues above: * A black margin around the map when the sky and/or the ground are too small. The interface elements don't have to respect these margins. * The sky is scrolled in such a way that the both left sides of the ground and the map coincide when one scrolls completely to the left of a level. The same goes for the right side. This way a level-designer can control the amount of slowdown for the scrolling of the sky, by resizing the sky image. For the implementation, the following steps might be taken: 1) keep all the information about the margin and the remaining viewport in the camera object 2) Add a Camera::Reset that is called from Map::Reset, for updating this margin and viewport information. 3) Write a sort of Camera::DrawMargin 4) Call this method from GameLoop::Draw after all level elements have been drawn, but before any interface elements are drawn. 5) Rewrite the scrolling behavior in Sky and Camera Does anyone have other/additional ideas about this? Is it worth implementing? What does exactly the method Camera::Refresh exactly do? Is it related? greetings, Toon ___ Wormux-dev mailing list Wormux-dev@gna.org https://mail.gna.org/listinfo/wormux-dev
[Wormux-dev] Animation avion
J'ai mis en ligne l'animation de l'avion. Pour une raison que je ne comprends pas je ne peux pas accélérer l'animation, de plus les bombes ne tombent plus ! Pourtant je ne pense pas qu'enlever l'anim soit une solution, si quelqu'un a une idée, merci. yeKcim ___ Wormux-dev mailing list Wormux-dev@gna.org https://mail.gna.org/listinfo/wormux-dev
[Wormux-dev] Wormux on Zaurus
http://www.wormux.org/forum/viewtopic.php?t=64 Looks to work, but don't fit on screen :-) Haypo ___ Wormux-dev mailing list Wormux-dev@gna.org https://mail.gna.org/listinfo/wormux-dev
[Wormux-dev] Re: [Wormux-gna] trailing spaces
Hi, sure, trailing spaces are bad but if we remove all it now, there are probably many others in one month ... oznog a écrit : hi, I would like to know the policy in the code concerning trailing spaces. It seems that there are quite a lot, and so is there a will to suppress them or is it just gonna stay like that ? So, it would probably just gonna stay like that! I ask that becaused I'm used to suppress them (in fact my vi does it for me) but this would lead my patches to be awful to read because of junk lines with just a white space removed. Of course, if you send usefull code, the removing of trailing spaces in the same file can be commited ;-) Bye, Matt ___ Wormux-dev mailing list Wormux-dev@gna.org https://mail.gna.org/listinfo/wormux-dev
Re: [Wormux-dev] new map: leafs
Toon Verstraelen a écrit : Hi, I've tried Wormux and liked it a lot, so I decided to create a new map for it. If you want to, you can redistribute it under the GPL license. Yo can download the map from this address: http://users.ugent.be/~tovrstra/leafs.tar.bz2 Thanks for your map, we will discuss about it fastly! I currently have version 0.7.1 running on an x86 gentoo machine. There were a few problems while playing the game: * a few crashes (I'll try valgrind to see whether this helps.) :-( * Not all players (animals) are added from the beginning. This is quiet weird because sometimes a team has only one member in the game. With how many characters by team, and how many teams do you play ? Maybe some ideas for future releases: * a personal data directory as subdir of the homedir, where one can add downloaded maps. It is normally managed but documented nowhere! The dir is ~/.wormux and you should be able to add maps or skins respecting the same directory structure of wormux main data directory. * Some digging and building tools in addition to the weapons. (like in Pingus) Yes, sure. It is already in task list (https://gna.org/task/?func=detailitem&item_id=2746 and https://gna.org/task/?func=detailitem&item_id=2747). If you know coding, please free to help, there are not enough developpers ! If you don't mind I'll add some more information to the map-writing page. I really like the idea to use plain png files and an xml to describe the levels. Good idea! If you write good documentation, we could add it on the wiki. If you want to be involved in the project, ask us a wiki account ;-) Register to gna, add bug in the bug list, developp, ... ;-) Bye, Matt ___ Wormux-dev mailing list Wormux-dev@gna.org https://mail.gna.org/listinfo/wormux-dev
Re: [Wormux-dev] Wormux Comments
Hi, thanks for your bug report. Does it bug on all the maps ? How many time do you play ? Bye, Matt John a écrit : I love this game, it is fantastic fun. However I did notice that it seems to have a memory leak on some maps, possibly all though I'm not sure and after a while playing it everything slows down to the point that you cannot exit. Also occasionally what things get blown off the map you get a vector out of range error. Also I am operating at 1280x800 and I often get regions which the map does not cover and in it you can see the snow or whatever being created and falling and this region does not refresh, leaving tracks. Anyway, thanks, a great game. John ___ Wormux-dev mailing list Wormux-dev@gna.org https://mail.gna.org/listinfo/wormux-dev ___ Wormux-dev mailing list Wormux-dev@gna.org https://mail.gna.org/listinfo/wormux-dev
Re: [Wormux-dev] A little bug report
Hi, thanks for your report :-) we will try to track these bugs. no matter for your english, most of the developpers are french ;-) Bye, Matt Doctor Penetracion a écrit : First of all, we want to express our admiration about your work. According to this feeling we'll try to explain some bugs we had found at Wormux v.7.0.1 The most troublesome and ,of course, annoying of them happens when a player uses the ninja rope and then switches to another weapon. The player disappears from the map, inmmediatly. The second one stops game. It happens when air strike is used, specialy when the bomb dropping gets out of the map. When more than 6 players per team are set or the amount of life is set up more than 100; some teams' life get bugged to integer'last or something similar. Bouncing ball sometimes disappears suddenly. More bugs will be reported as time as we find them. Thanks for reading this pathetic english. ___ Wormux-dev mailing list Wormux-dev@gna.org https://mail.gna.org/listinfo/wormux-dev ___ Wormux-dev mailing list Wormux-dev@gna.org https://mail.gna.org/listinfo/wormux-dev
Re: [Wormux-dev] level smaller than window etc
Toon Verstraelen a écrit : Hi, I noticed that the current version of Wormux behaves a bit strange when a level is smaller than the window. Another thing I noticed when designing a new level: The background is always scrolled a bit slower, which is a nice effect, but a part of the background is not used if it is too big. The amount of slowdown can unfortunately not be controlled. I've been poking around a bit in the code and would like to suggest a few changes that might resolve the issues above: * A black margin around the map when the sky and/or the ground are too small. The interface elements don't have to respect these margins. There is already a black margin when map size is smaller than the screen resolution. * The sky is scrolled in such a way that the both left sides of the ground and the map coincide when one scrolls completely to the left of a level. The same goes for the right side. This way a level-designer can control the amount of slowdown for the scrolling of the sky, by resizing the sky image. Ok, it seems the good idea ;-) For the implementation, the following steps might be taken: 1) keep all the information about the margin and the remaining viewport in the camera object 2) Add a Camera::Reset that is called from Map::Reset, for updating this margin and viewport information. 3) Write a sort of Camera::DrawMargin 4) Call this method from GameLoop::Draw after all level elements have been drawn, but before any interface elements are drawn. 5) Rewrite the scrolling behavior in Sky and Camera Does anyone have other/additional ideas about this? Is it worth implementing? What does exactly the method Camera::Refresh exactly do? Is it related? I can not answer what Camera::Refresh without "reverse-engineering" the code ;-) But your idea seems good, please be free to code and send the patch, and why not to commit in the svn ;-) As I explain in a previous mail, we are currently not enough active developpers! Bye, Matt ___ Wormux-dev mailing list Wormux-dev@gna.org https://mail.gna.org/listinfo/wormux-dev
Re: [Wormux-dev] Nouveau graphisme des armes
yeKcim a écrit : J'ai fini de dessiner toutes les armes. Ne reste plus qu'à animer l'avion. Y a-t-il des remarques, des suggestions, avant que je n'attaque un autre chantier ? Une icone moins appréciée que les autres ? Une arme que vous trouvez moins bien dessinée ? No problem for me, thanks for all the graphism you made for the weapons, it's beautiful :-) Matt ___ Wormux-dev mailing list Wormux-dev@gna.org https://mail.gna.org/listinfo/wormux-dev
Re: [Wormux-dev] Animation avion
I try to speed up plane animation : but animation parameter does not seem to work. The animation doesn't stop even if set to false. Can you take a look Lodesi ? Matt yeKcim a écrit : J'ai mis en ligne l'animation de l'avion. Pour une raison que je ne comprends pas je ne peux pas accélérer l'animation, de plus les bombes ne tombent plus ! Pourtant je ne pense pas qu'enlever l'anim soit une solution, si quelqu'un a une idée, merci. yeKcim ___ Wormux-dev mailing list Wormux-dev@gna.org https://mail.gna.org/listinfo/wormux-dev ___ Wormux-dev mailing list Wormux-dev@gna.org https://mail.gna.org/listinfo/wormux-dev
Re: [Wormux-dev] level smaller than window etc
Hi! > * The sky is scrolled in such a way that the both left sides of the > ground and the map coincide when one scrolls completely to the left of a > level. The same goes for the right side. This way a level-designer can > control the amount of slowdown for the scrolling of the sky, by resizing > the sky image. Like matthieu said, good idea! > Does anyone have other/additional ideas about this? Is it worth > implementing? > What does exactly the method Camera::Refresh exactly do? Is it related? the Camera::Refresh method only deals with the position of the camera (movement due to mouse, keyboard, and autofocus on an object) No idea about the black borders, sorry :P As for the sky position, everything is handled in map/sky.cpp :) Lodesi ___ Faites de Yahoo! votre page d'accueil sur le web pour retrouver directement vos services préférés : vérifiez vos nouveaux mails, lancez vos recherches et suivez l'actualité en temps réel. Rendez-vous sur http://fr.yahoo.com/set ___ Wormux-dev mailing list Wormux-dev@gna.org https://mail.gna.org/listinfo/wormux-dev
Re: [Wormux-dev] Animation avion
Well, it works, but the syntax is a little different :P , so maybe we should put it somewhere on the wiki.. Here are the different supported flags: - For the speed: (with x the delay between each frame in milliseconds) - For the loop: (sprite loops by default. only plays once when set to "no") - For the loop style: (normal play by default. play in "pingpong" mode with this option) This system still needs improvements ... So, comming soon : "frame speed" renamed to "animation speed" (more coherent), support for "true/false" and "1/0" values, warn about unknown options, and new flags ;) Lodesi Le Mardi 9 Mai 2006 23:02, Matthieu Fertré a écrit : > I try to speed up plane animation : > > > > > > > > but animation parameter does not seem to work. The animation doesn't > stop even if set to false. Can you take a look Lodesi ? > > Matt > > yeKcim a écrit : > > J'ai mis en ligne l'animation de l'avion. Pour une raison que je ne > > comprends pas je ne peux pas accélérer l'animation, de plus les bombes > > ne tombent plus ! Pourtant je ne pense pas qu'enlever l'anim soit une > > solution, si quelqu'un a une idée, merci. > > > > yeKcim > > > > ___ > > Wormux-dev mailing list > > Wormux-dev@gna.org > > https://mail.gna.org/listinfo/wormux-dev > > ___ > Wormux-dev mailing list > Wormux-dev@gna.org > https://mail.gna.org/listinfo/wormux-dev ___ Faites de Yahoo! votre page d'accueil sur le web pour retrouver directement vos services préférés : vérifiez vos nouveaux mails, lancez vos recherches et suivez l'actualité en temps réel. Rendez-vous sur http://fr.yahoo.com/set ___ Wormux-dev mailing list Wormux-dev@gna.org https://mail.gna.org/listinfo/wormux-dev
Re: [Wormux-dev] Wormux on Zaurus
OK, no more excuse, I have to buy a Zaurus!! Le Mardi 9 Mai 2006 21:41, Victor Stinner a écrit : > http://www.wormux.org/forum/viewtopic.php?t=64 > > Looks to work, but don't fit on screen :-) > > Haypo > > ___ > Wormux-dev mailing list > Wormux-dev@gna.org > https://mail.gna.org/listinfo/wormux-dev ___ Faites de Yahoo! votre page d'accueil sur le web pour retrouver directement vos services préférés : vérifiez vos nouveaux mails, lancez vos recherches et suivez l'actualité en temps réel. Rendez-vous sur http://fr.yahoo.com/set ___ Wormux-dev mailing list Wormux-dev@gna.org https://mail.gna.org/listinfo/wormux-dev
Re: [Wormux-dev] Animation avion
lds a écrit : Well, it works, but the syntax is a little different :P , so maybe we should put it somewhere on the wiki.. In fact, I just copy-paste from other examples in graphics.xml. I think we must validate xml file by dtd !! Matt ___ Wormux-dev mailing list Wormux-dev@gna.org https://mail.gna.org/listinfo/wormux-dev
[Fwd: Re: [Wormux-dev] Wormux Comments]
Message original Sujet: Re: [Wormux-dev] Wormux Comments Date: Wed, 10 May 2006 00:08:58 +0100 De: John <[EMAIL PROTECTED]> Pour: Matthieu Fertré <[EMAIL PROTECTED]> Références: <[EMAIL PROTECTED]> <[EMAIL PROTECTED]> Hi, It seems to happen intermittently so I cannot be sure though it seems to happen more on some maps that others. Grenouilles suffers particularly badly, with large areas that can be scrolled into but are actually off the map, Mer seems to be a particularly reliable map as I often play on that map and haven't had any problems. I play a couple of times a day. I altered the configuration file to alter the amount of each item the teams receive and I found that if the team levels are raised above 6 the 3rd team usually starts with 5 people and in when the team numbers was put to 10 the 1st team have their life point overflow, so it read a very large number indeed. John Matthieu Fertré wrote: Hi, thanks for your bug report. Does it bug on all the maps ? How many time do you play ? Bye, Matt John a écrit : I love this game, it is fantastic fun. However I did notice that it seems to have a memory leak on some maps, possibly all though I'm not sure and after a while playing it everything slows down to the point that you cannot exit. Also occasionally what things get blown off the map you get a vector out of range error. Also I am operating at 1280x800 and I often get regions which the map does not cover and in it you can see the snow or whatever being created and falling and this region does not refresh, leaving tracks. Anyway, thanks, a great game. John ___ Wormux-dev mailing list Wormux-dev@gna.org https://mail.gna.org/listinfo/wormux-dev ___ Wormux-dev mailing list Wormux-dev@gna.org https://mail.gna.org/listinfo/wormux-dev