Working towards a release

Re: Working towards a release

Postby MCMic » 05 Jan 2012, 12:04

Meh, my plan was to remove the email address of the post with the edit function, could you remove your quote?

Levelpack incomming.
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Re: Working towards a release

Postby Edward_Lii » 05 Jan 2012, 12:08

Hello MCMic,

MCMic {l Wrote}:Meh, my plan was to remove the email address of the post with the edit function, could you remove your quote?

Done.

MCMic {l Wrote}:Levelpack incomming.

Can't wait. :)
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Re: Working towards a release

Postby MCMic » 05 Jan 2012, 12:15

Somehow the "update level names" feature does not work.
I created the levelpack, then I updated the levels adding level names, then I used it on my levelpack and saved it, still no names in the interface.

I'll try removing and re-adding levels.
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Re: Working towards a release

Postby Edward_Lii » 05 Jan 2012, 12:17

Hello MCMic,

MCMic {l Wrote}:Somehow the "update level names" feature does not work.
I created the levelpack, then I updated the levels adding level names, then I used it on my levelpack and saved it, still no names in the interface.

Levelpacks contain their own levels, when composing a levelpack the levels will be moved.
When altering the original level the "copied" levels in the levelpack don't change.

MCMic {l Wrote}:I'll try removing and re-adding levels.

Currently that's the only way to solve it. :(
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Re: Working towards a release

Postby MCMic » 05 Jan 2012, 12:19

It worked.
I just understood creating a levelpack make a copy of levels. I'm not sure that's a good idea.
Please find my level pack attached. (Supposed to be challenging on the last 3 levels)
I think there is an interface design error : we can't see if we succeed the last level. Won levels and accessible levels are drown the same way.
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Re: Working towards a release

Postby Edward_Lii » 05 Jan 2012, 13:02

Hello MCMic,

MCMic {l Wrote}:Please find my level pack attached. (Supposed to be challenging on the last 3 levels)

Wow, I've played trough the levels and mus say it requires some skills. :shock:
But nevertheless fun to play, did you now that you that in the level move after you've used the switch you can reach the exit by quickly moving over the moving blocks and finish without the help of your shadow. :cool:

Should I add this levelpack to the addons?

MCMic {l Wrote}:I think there is an interface design error : we can't see if we succeed the last level. Won levels and accessible levels are drown the same way.

Kinda true, perhaps we should leave that for 0.3 (in which statistics) are planned.
Let's try doing some final things -> enter some sort of feature freeze -> release candidate -> 0.2.

We should make a roadmap and try to get one big feature per release.
Then try to get the desired release early, release often.

What do you think?
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Re: Working towards a release

Postby MCMic » 05 Jan 2012, 13:14

I did know we could jump on the moving block but I thought we could not go to the end without the shadow. I'll need to fix this.

I think 0.2 should have been out for some time now, you spent too much time reading what I write and coding what I ask and not enough tagging svn and uploading release candidates :-P
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Re: Working towards a release

Postby Edward_Lii » 05 Jan 2012, 13:21

Hello MCMic,

MCMic {l Wrote}:I did know we could jump on the moving block but I thought we could not go to the end without the shadow. I'll need to fix this.

It was quite hard to do, but after ~20 go's I made it.

MCMic {l Wrote}: think 0.2 should have been out for some time now, you spent too much time reading what I write and coding what I ask and not enough tagging svn and uploading release candidates :-P

Let's call it a feature freeze then.
Now I'll try to get a release candidate out. :cool:

Are there any small improvements that need to be done before the release candidate?
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Re: Working towards a release

Postby MCMic » 05 Jan 2012, 13:38

Development is all about small elements. I'd say review the order of level element in the map editor would be a good idea. (Come on, block and shadow block are not one mousewheel appart?)
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Re: Working towards a release

Postby Edward_Lii » 05 Jan 2012, 13:48

Hello MCMic,

MCMic {l Wrote}:Development is all about small elements. I'd say review the order of level element in the map editor would be a good idea. (Come on, block and shadow block are not one mousewheel appart?)

IMHO development is mostly about getting it working.
After that you can focus on improving and polishing.

About the order, currently it's the order of the type id's.
What order were you thinking?

Normal->Shadow->Spikes->Player start->Shadow start->Exit
Fragile->Normal moving->shadow moving->Moving spikes
Conveyor belt->Shadow conveyor belt
Button->Switch->Portal->Swap->Checkpoint->Notification block
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Re: Working towards a release

Postby MCMic » 05 Jan 2012, 13:56

Yeah, something like that seems better.
I'd move the player starts and exit to the end. (they'll be available by cycling backward)
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Re: Working towards a release

Postby Edward_Lii » 05 Jan 2012, 14:05

MeAndMyShadow V0.2 Release Candidate 1

Levelpacks: default, tutorial, classic
Themes: classic, Cloudscape (Waiting for Tedium)
Levels: None? (Perhaps yours MCMic?)

Download:
    * Source: (Still to come)
    * Linux: (Still to come)
    * Windows: (Still to come)

Found bugs:


Feedback is welcome! :)
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Re: Working towards a release

Postby MCMic » 05 Jan 2012, 14:12

There should not be any levels outside of levelpacks imho
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Re: Working towards a release

Postby Edward_Lii » 05 Jan 2012, 14:16

Hello MCMic,

MCMic {l Wrote}:There should not be any levels outside of levelpacks imho

Yes and no,
Imagine a new user who made a level and wants to share it.
He would have to wrap it into a levelpack in order for others to play it.

Or did you mean in the release candidate and in the release?
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Re: Working towards a release

Postby KroArtem » 05 Jan 2012, 16:08

I think he means in the release candidate and in the release. I'm feeling guilty but I didn't have time to make some levels for me&myshadow :/
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Re: Working towards a release

Postby Edward_Lii » 05 Jan 2012, 16:15

Hello KroArtem,

KroArtem {l Wrote}:I think he means in the release candidate and in the release. I'm feeling guilty but I didn't have time to make some levels for me&myshadow :/

Don't feel guilty, we're all doing it in our spare time.
And you've already helped a lot. ;)

BTW, you can still make some levels. :)
They can always be put in the addon manager.
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Re: Working towards a release

Postby acme_pjz » 05 Jan 2012, 17:13

Hi,

Edward_Lii {l Wrote}:Are there any small improvements that need to be done before the release candidate?


IMHO add level properties and level pack editor to the the level editor's tool bar; and add tool tip text to the tool bar :)

And Ctrl+E in normal playing doesn't work properly; should we remove this feature?
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Re: Working towards a release

Postby Edward_Lii » 05 Jan 2012, 17:28

Hello acme_pjz,

acme_pjz {l Wrote}:IMHO add level properties and level pack editor to the the level editor's tool bar; and add tool tip text to the tool bar :)
And Ctrl+E in normal playing doesn't work properly; should we remove this feature?

I'll try to do this and then release the release candidate.
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Re: Working towards a release

Postby KroArtem » 06 Jan 2012, 00:39

I'd say you should remove forum support from sourceforge page (or to redirect it here) and to update information/description/screenshots on SF page.

P.S. Btw, I've edited 2 pages and added a short instruction about how to compile under linux. Not sure the formatting is ok, please check whether everything is done properly :)
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Re: Working towards a release

Postby Edward_Lii » 06 Jan 2012, 08:55

Hello KroArtem,

KroArtem {l Wrote}:I'd say you should remove forum support from sourceforge page (or to redirect it here) and to update information/description/screenshots on SF page.

Done, ;)

KroArtem {l Wrote}:P.S. Btw, I've edited 2 pages and added a short instruction about how to compile under linux. Not sure the formatting is ok, please check whether everything is done properly :)

Thanks. :)
It looks alright, only one thing cmake . does produce a CMakeCache file but the main goal is making a Makefile which make can use.
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Re: Working towards a release

Postby MCMic » 06 Jan 2012, 09:07

For the levelpack editor icon, you should use the level properties icon multiple time instead of the save icon multiple times, it makes more sense.

[EDIT] Classic level pack needs an other definition, "default level pack" is confusing with the actual default level pack.
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Re: Working towards a release

Postby Edward_Lii » 06 Jan 2012, 09:12

Hello MCMic,

MCMic {l Wrote}:For the levelpack editor icon, you should use the level properties icon multiple time instead of the save icon multiple times, it makes more sense.

Your right, that does make more sense, currently it looks like some sort of "Save All" icon.
Added to the TODO list: http://meandmyshadow.sourceforge.net/wiki/index.php/TODO
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Re: Working towards a release

Postby MCMic » 06 Jan 2012, 09:15

I'm not sure it's a good idea to have a todo page and a roadmap page. I only edit the roadmap one…
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Re: Working towards a release

Postby Edward_Lii » 06 Jan 2012, 09:22

Hello MCMic,

MCMic {l Wrote}:I'm not sure it's a good idea to have a todo page and a roadmap page. I only edit the roadmap one…

I though we could use the Roadmap page for planning ahead and only writing "large" things.
The TODO list more for every task before the next release, STK does it that way AFAIK.

But perhaps you're right, having it all in one place is better.

Another idea for the long-term could be multiple resolutions and/or openGL support (using SDL).
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Re: Working towards a release

Postby acme_pjz » 06 Jan 2012, 11:58

Hi,

Edward_Lii {l Wrote}:The TODO list more for every task before the next release


I prefer bug/issue tracker ;)
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