Ideas for the next release?

Re: Ideas for the next release?

Postby BlasterMaster » 04 Dec 2018, 03:39

Though, now that I think about it, this wouldn't be for 0.6.0
You love goats, not me.
User avatar
BlasterMaster
 
Posts: 223
Joined: 26 Dec 2016, 23:04

Re: Ideas for the next release?

Postby RustyBox » 04 Dec 2018, 06:17

@BlasterMaster I really like the design idea for the shop house on the worldmap
SuperTux Level Designer
User avatar
RustyBox
 
Posts: 139
Joined: 01 Apr 2016, 12:31
Location: Germany

Re: Ideas for the next release?

Postby Alzter » 04 Dec 2018, 11:36

@BlasterMaster OH MY GOD THAT LOOKS AMAZING. Awesome idea, even better than the walrus. I'd love to see this in-game.
Works on SuperTux art from time to time.
User avatar
Alzter
 
Posts: 255
Joined: 01 Apr 2016, 10:18

Re: Ideas for the next release?

Postby Alzter » 04 Dec 2018, 11:43

darkhog {l Wrote}:Maybe we could just throw physic code away and replace it with Box2D for all stuff that needs collision/gravity? Not only this would allow for more complex interactions, but it'll be easier to work with as you would only specify masses and forces applied to things (rigid bodies) and likely won't need to change actual physics code.

Of course replacing the physics code is a tall order that will probably break a lot of things before appropriate values for mass and forces will be found that are roughly equivalent to the current physics, but if seriously no one understands the code and the guy who wrote it isn't coming back, it's the only solution to have successful long-term development.

Just to be clear: There's nothing wrong with the current physics, but if they stand in the way of new features...

To be honest the current physics feel really slippery. You can't really turn in-air, there's very low friction and a lot of collisions involving blocks are very broken and usually give out unfair crush deaths. If we were to change the physics I would prefer if we made them a bit more tighter akin to Milestone 1. (Not to the point where letting go of jump in air instantly cancels all your vertical momentum but you get my point)
Works on SuperTux art from time to time.
User avatar
Alzter
 
Posts: 255
Joined: 01 Apr 2016, 10:18

Re: Ideas for the next release?

Postby Masterghar » 01 Jan 2019, 12:47

It would be nice to better track progress in levels. When you stand on the world map, current level's best highscores should be displayed in the corner of the screen so you quickly see what you have to improve. Also, when touching the exit, the target time should be displayed so that you don't have to memorize it when going for it.

Also, is it just me or are highscores lost when quitting the game (only levels completed are saved)?
Masterghar
 
Posts: 2
Joined: 29 Dec 2018, 20:57

Re: Ideas for the next release?

Postby BlasterMaster » 01 Jan 2019, 19:17

Wouldn't it be awesome if launched ice cubes would have rigid body physics. It could have a proper ark when sailing off a ramp, or instead of changing direction as soon as the ground is too steep, it could keep going until it slows to a stop, then slide back down.
Attachments
Ice cube phys 2.png
Ice cube phys.png
You love goats, not me.
User avatar
BlasterMaster
 
Posts: 223
Joined: 26 Dec 2016, 23:04

Re: Ideas for the next release?

Postby WeLuvGoatz » 01 Jan 2019, 20:59

@BlasterMaster: I like your idea but I really adore the little ice cube sketch with his tongue sticking out :) :) :)
Disclaimer: I don't actually love goats (that much, mind). :P
User avatar
WeLuvGoatz
 
Posts: 195
Joined: 23 May 2018, 19:15

Re: Ideas for the next release?

Postby Alzter » 09 Jan 2019, 12:11

BlasterMaster {l Wrote}:Wouldn't it be awesome if launched ice cubes would have rigid body physics. It could have a proper ark when sailing off a ramp, or instead of changing direction as soon as the ground is too steep, it could keep going until it slows to a stop, then slide back down.


It would be awesome. Imagine a SuperTux where slopes work and are incorporated thoughtfully into levels to make exciting and fun gameplay incorporating sliding and other fun mechanics for an even more enjoyable and more original experience.

EDIT: I found some sliding mockups on the SuperTux wiki. See below:
slider.jpg
slider.jpg (3.66 KiB) Viewed 919 times

slider2.png
Works on SuperTux art from time to time.
User avatar
Alzter
 
Posts: 255
Joined: 01 Apr 2016, 10:18

Re: Ideas for the next release?

Postby WeLuvGoatz » 13 Feb 2019, 05:38

It would be nice if leafy enemies (such as walking leaves or posion ivys) glided down, rather than fell. It would make them seem more leaflike, and they could play a special falling animation.
Disclaimer: I don't actually love goats (that much, mind). :P
User avatar
WeLuvGoatz
 
Posts: 195
Joined: 23 May 2018, 19:15

Re: Ideas for the next release?

Postby manuel » 13 Feb 2019, 09:35

WeLuvGoatz {l Wrote}:It would be nice if leafy enemies (such as walking leaves or posion ivys) glided down, rather than fell. It would make them seem more leaflike, and they could play a special falling animation.

That's a really good idea. This would make them less of a clone of the Snowballs.
manuel
 
Posts: 187
Joined: 19 Sep 2017, 09:03

Re: Ideas for the next release?

Postby sinisa3games » 14 Feb 2019, 19:59

what about wall-jumping with wall-jumpable blocks
'Ello
User avatar
sinisa3games
 
Posts: 108
Joined: 08 Feb 2018, 20:45
Location: Right over there

Re: Ideas for the next release?

Postby Oliver_Buo » 14 Feb 2019, 20:17

A moving / flying ladder.
Is not possible that in the environment "climbing" is always assigned in one place and can not move like a tilmap
User avatar
Oliver_Buo
 
Posts: 230
Joined: 27 Nov 2016, 17:51

Re: Ideas for the next release?

Postby WeLuvGoatz » 18 Feb 2019, 21:20

We should be able to magnify tilemaps. I know it's an out-there idea (and could really be abused by level designers) but it would prevent the need for parallax tiles. Just resize the tilemap's tiles to 50% of the size, 10% of the size, even 200% of the size for foreground parallax, etc., then change the tint and you have a parallax tilemap. It might not work with the current resources available (maybe?) but I highly suggest considering it.
Disclaimer: I don't actually love goats (that much, mind). :P
User avatar
WeLuvGoatz
 
Posts: 195
Joined: 23 May 2018, 19:15

Re: Ideas for the next release?

Postby GunChleoc » 19 Feb 2019, 17:08

An idea worth pursuing, but they would need to be redrawn if we want to add them at 200%.
User avatar
GunChleoc
 
Posts: 383
Joined: 20 Sep 2012, 22:45

Who is online

Users browsing this forum: No registered users and 1 guest