[Wormux-dev] level smaller than window etc

2006-05-09 Par sujet Toon Verstraelen

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

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[Wormux-dev] Animation avion

2006-05-09 Par sujet yeKcim
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

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[Wormux-dev] Wormux on Zaurus

2006-05-09 Par sujet Victor Stinner
http://www.wormux.org/forum/viewtopic.php?t=64

Looks to work, but don't fit on screen :-)

Haypo

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[Wormux-dev] Re: [Wormux-gna] trailing spaces

2006-05-09 Par sujet Matthieu Fertré

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

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Re: [Wormux-dev] new map: leafs

2006-05-09 Par sujet Matthieu Fertré

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

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Re: [Wormux-dev] Wormux Comments

2006-05-09 Par sujet Matthieu Fertré

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

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Re: [Wormux-dev] A little bug report

2006-05-09 Par sujet Matthieu Fertré

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.



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Re: [Wormux-dev] level smaller than window etc

2006-05-09 Par sujet Matthieu Fertré

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

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Re: [Wormux-dev] Nouveau graphisme des armes

2006-05-09 Par sujet Matthieu Fertré

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

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Re: [Wormux-dev] Animation avion

2006-05-09 Par sujet Matthieu Fertré

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

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Re: [Wormux-dev] level smaller than window etc

2006-05-09 Par sujet lds
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





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Re: [Wormux-dev] Animation avion

2006-05-09 Par sujet lds
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
> >
> > ___
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>
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Re: [Wormux-dev] Wormux on Zaurus

2006-05-09 Par sujet lds
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
>
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Re: [Wormux-dev] Animation avion

2006-05-09 Par sujet Matthieu Fertré

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

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[Fwd: Re: [Wormux-dev] Wormux Comments]

2006-05-09 Par sujet Matthieu Fertré



 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

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