here is an updated list, NOT MUCH LEFT TO DO!!!
Code Tasks
properly GPL'ify the supertux-editor (COPYING file, GPL headers, etc.)
Sound and Music Tasks
Improve the sounds
Compress music more. The 40 MBytes of music make up two thirds of the source tarball.
Graphics / Sprites
Create SuperTux idle animations (stage1: blinking with the eye, stage2: tipping with the food, stage3: scratching the head)
when Tux dies he can fly behind blocks instead of in front of them, drawing order bug
Tux isn't centered properly to his collision box
repair jump Tux sprite (to dark black) (Grumbel)
draw a bigger arrow for when Tux is jumping out of the screen
finish cannon graphics, also snowball graphics, death, etc (Grumbel)
Snowman graphics (death animation, turn-around graphics) (Grumbel)
Owl graphics (basically placeholder graphics right now) —octo 07:53, 9 March 2010 (UTC)
some decor for ice tiles, cracks and stuff (Grumbel)
finish icecrusher graphics
deep snow tiles
icicle graphics for decoration purpose
animate minibomb
paint tutorial board for backflip
think of a new way to represent the exit area (snow molted with smooth ground below or so)
add turn-around animation for smart-snowball
add sprite scaling
Editor / Developer Conveniences
directly accessible powerups
reorganize the editor to something more like this SuperTux-Editor MookUp
Editor: show tile attributes in editor, especially for non-solid and unisolid there is often a very similar solid tile. Either add special editor-images for unisolid, some overlay icon for the tile selector or at least a hint in the status bar. (status bar done)
finish editor improvements (MatzeB)
editor doesn't align Cannon and Krush and Krosh properly (grid is wrong)
I think it's using the 0,0-position of the image to align objects, not the hitbox. —octo 07:50, 9 March 2010 (UTC)
Meta / Organization
create a timeline what shall be done and when — Milestone 2 Design Document/Timeline
discuss in the meetings what shall be done over the coming week — Next Meeting Agenda
document the behaviour of all badguys to be used in Milestone2 along with how they interact with each other - Milestone 2 Design Document/Enemies
Menu System / Game Configuration
add gamma control to the option menu, see: int SDL_SetGamma (float redgamma, float greengamma, float bluegamma);
make aspect ratio option menu thing work
need to properly auto-detect and set aspect ratio on games first startup (i.e. on a 1280x1024 screen aspect must be set to 5:4, not 4:3)
option menu entries are currently not in sync with gameconfig
add scale-with-window option to magnification or something like that
make left/right change an option in the menu, let enter apply it (needed for fullscreen)
Levels / Scripting / Gameplay
replace "you found a secret area" with a special sound (Wansti)
why I like it the way it is. -ctdabomb
level startup needs a fade-in, so does game startup, level abort and a few other places
add all fade-in/out effects to DisplayEffect
camera vertical scroll doesn't work properly in a small window (i.e. it doesn't move at all)
Other
aspect ratio init code (Grumbel)
think about peeking in relation to large screen size
Maybe disable peeking if the resolution is at a certain size or greater? Tux would just be centered. sik0fewl 18:34, 30 April 2009 (UTC)
Enemies
fix and cleanup all the enemy names - see Milestone 2 Design Document/Enemies for new names
A beginning has been made by renaming Kamikaze Snowball to Snowshot. There's not much consensus about the other changes though, see Meeting 2010-02-27. --octo 07:01, 5 March 2010 (UTC)
AngryBonusBlock: Have a bonus block type that comes to life when tux jumps against it and then chases Tux
Break the "only good stuff from bonus blocks" and "same look same behaviour" rules? --WolfgangB 01:27, 25 May 2008 (UTC)
Secret Maryo has a poisonous mushroom... if they break the rules, why not us? Also, bonus blocks already have varied behaviors. --Mathnerd314 04:23, 7 September 2008 (UTC)
create an enemy type that doesn't just walk straight into one direction, but does something different depending on Tux direction (ninja)
Is this a dupe of the Crystallo proposal for week 4? - sik0fewl 19:58, 15 May 2008 (UTC)
No, this enemy is intelligent (reacts to Tux) --Mathnerd314 20:43, 19 March 2010 (UTC)
General: Get rid of enemies stacking on top of each other
What does that mean? —octo 07:45, 9 March 2010 (UTC)
I'm not sure if this issue still exists, but when one badguy falls on top of another and can't move left or right he will get stuck on top. - sik0fewl 16:53, 19 March 2010 (UTC)
General: Do something about the walking speed, feels wrong at the moment, maybe a bit slower
Mr. Bomb: let the fuse burn after one touched it
Flying Snowball: Remove randomness, should be periodic and predictable
Flying Snowball: Change timings to match that of Milestone1
Flying Snowball: smoke effect for the motor seem to be to seldomly triggered
Icecrusher: gravitation instead of linear, facial expression, maybe screen shaking
Gravitation has been done in revision 6403. —octo 19:19, 26 February 2010 (UTC)
Krosh (big icecrusher): add a larger version of Krush (the icecrusher), twice the size (4x4 files)
Postpone to Milestone 3
These are items that can be postponed until milestone 3, but are still welcome for milestone 2.
Code Tasks
separate lisp reader, tinygettext and other libraries properly out of SuperTux
Editor / Developer Conveniences
optimize the build process, building SuperTux currently takes ages (I don't see how we could speed it up..., MatzeB)
Levels / Scripting / Gameplay
SuperTux should stand on the ground when a level starts, not fall down (move all spawnpoints to 1 tile above ground)
just needs to get committed from ctdabomb's clone
fix console command set_game_speed() so that it doesn't slow down the console
Other
create SuperTux .xo Activity for OLPC (Grumbel)
Have particle throwing starting enemies (fireflower like)
Some people are like slinkies... not really good for anything, but you still can't help smiling when you shove them down the stairs.