Ideas for the next release?

Re: Ideas for the next release?

Postby Oliver_Buo » 12 Feb 2018, 12:15

I agree with manuel. war hat don't fit to Tux.
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Re: Ideas for the next release?

Postby darkhog » 13 Feb 2018, 04:51

Tux+slope+down key=
Image
I.e. implement sliding like in SMB3/SMW, preferably with a sprite that makes Tux slide on his belly.
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Re: Ideas for the next release?

Postby manuel » 13 Feb 2018, 10:44

sinisa3games already made some sliding sprites.
You can find them here: https://forum.freegamedev.net/viewtopic.php?f=67&t=7800
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Re: Ideas for the next release?

Postby mteufel » 13 Feb 2018, 15:21

This idea came up before. I remember attempting to implement it. However, nobody who is currently on the developer team has a good understanding of SuperTux' physics code and this is what's necessary to properly make adjustments so this works.
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Re: Ideas for the next release?

Postby darkhog » 14 Feb 2018, 19:54

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...
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Re: Ideas for the next release?

Postby manuel » 16 Feb 2018, 11:52

A different suggestion:
A possibility to allow a script trigger to run only once. I know, that can be done with an if-statement, but it would be easier to have a "Run only once" checkbox.
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Re: Ideas for the next release?

Postby mteufel » 16 Feb 2018, 12:07

That seems easy enough.
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Re: Ideas for the next release?

Postby mteufel » 16 Feb 2018, 12:29

There we go, that one was quick: https://github.com/SuperTux/supertux/pull/772
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Re: Ideas for the next release?

Postby Oliver_Buo » 18 Feb 2018, 18:26

My Idea for Supertux 0.6.0:

https://www.youtube.com/watch?v=U_sMpbr ... e=youtu.be

My Idea for Supertux 0.6.0
Water freeze to ice.
And ice melt back to water ... ;)

01 Water_Ice.JPG
01
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Re: Ideas for the next release?

Postby Oliver_Buo » 24 Mar 2018, 22:10

--- english---
Good day
I have the following suggestions for the level editor:
If I have a dark level (ambient light) then I have to make it brighter for editing (LEVEL EDITOR) and to test (GAME) again dark etc. :think:
Therefore, I would find it useful if you could save the values ​​for the environment, such as "Alpha" of Tilemap independently - once for the editor and once for the game itself. :)

A forward and back command what you have built would of course be a dream. :cool: But I have understanding that this is probably too complicated, and therefore not feasible ....
On the other hand, it would be cool if you could already copy detached elements as a whole group ....

For the scripts, an "insert" should be possible. I have at the beginning of a line a mistake I have to delete everything and rewrite .... :(
Likewise, the readability should be improved. (yellow writing on white background is not so readable)
(Copypast while scrippten would be a help .....)
The readability of hints in the game would also improve ...
In the sense, I'm looking forward to Supertux 0.6.0. :)
Thank you in advance for the one or other implementation. ;)

(hope u anderstand everything....) :o

--- deutsch ----

Guten Tag
Ich habe folgende Verbesserungsvorschläge für den Leveleditor:
Wenn ich ein dunklen Level habe (Umgebungslicht) dann muss ich das für die Bearbeitung heller stellen und zum testen wieder dunkel etc.

Daher fände ich es sinnvoll wenn man für Umgebungsliche, so wie "Alpha" von Tilemap die Werte unabhängig gespeichert werden könnten - einmal für den Editor und einmal für das Spiel selbst.
Ein Vor- und Zurück Befehl was man gebaut hat wäre natürlich ein Traum. Ich hab aber Verständnis das dies vermutlich zu kompliziert ist, und daher nicht umsetzbar ist....

Hingegen wäre es cool, wenn man schon abgesetzte Elemente als ganze Gruppe kopieren könnte....
Bei den Scripts sollte ein "Insert" möglich sein. Habe ich am Anfan einer zeile ein Fehler muss ich alles löschen und neu schreiben....
Ebenso wäre die Lesbarkeit zu verbessern. (gelbe Schrift auf weissen hintergrund ist nicht so toll lesbar)
(Copypast beim Scrippten wäre auch eine Hilfe.....)
Die Lesbarkeit von Hinweistexten im Spiel wäre auch zu verbessern...
Im den Sinne bin ich gespannt auf Supertux 0.6.0.
Vielen Dank im Voraus für die eine oder andere Umsetzung.
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Re: Ideas for the next release?

Postby mteufel » 25 Mar 2018, 09:40

There is an option in the level editor (the main editor menu when editing a level) that says "Render lighting". If you disable it, it will show stuff in normal brightness.
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Re: Ideas for the next release?

Postby sinisa3games » 25 Mar 2018, 15:49

Idea: have a script deactivate another script from happening and have a script activate another script which was deactivated.
Hi i am an 11 year old Serbian kid
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Re: Ideas for the next release?

Postby manuel » 25 Mar 2018, 18:22

Just use Squirrel (the script language SuperTux uses):

Define a variable in the sector's init-script or somewhere:
{l Code}: {l Select All Code}
variablename <- false

For script1 use:
{l Code}: {l Select All Code}
if(variablename==true){
"Your script goes here..."
}
This script won't run unless it gets activated by script2.

Script2
{l Code}: {l Select All Code}
variablename = true
If you activate this script, you will also be able to activate script1.

Script3 will deactivate script1 again:
{l Code}: {l Select All Code}
variablename = false
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Re: Ideas for the next release?

Postby DevonST » 13 Apr 2018, 20:06

One of the things I love most about Super Mario World: secret exits. Am I the only one who thinks SuperTux really needs them? They offer a new incentive to explore the levels and find the secret areas. They should replace the secret paths on the worldmap because it’s just boring to press UP RIGHT LEFT and DOWN on every level dot solely because there could be a hidden path.
Hobby level designer and Linux user. The avatar picture is actually a screenshot of SuperTux (GNU GPL)
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Re: Ideas for the next release?

Postby Tobbi » 13 Apr 2018, 20:43

In the 35 minutes I had since you posted this, I quickly whipped up a new pull request that implements this:
https://github.com/SuperTux/supertux/pull/742
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Re: Ideas for the next release?

Postby Danny » 31 May 2018, 18:09

Lasers:
#1: There are two types, hot and cold. They both hurt tux and badguys.
#1.5: Hot works like the fireflower, cold is like the iceflower.
#2: They can either spin slowly around or blink.
#3: They can have a length that tux must be in to be hurt.
#x: They might work well in noloks castle or levels like 'Silent Walls'.
Hope this is considered.
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Re: Ideas for the next release?

Postby Nitro Ninja » 07 Jun 2018, 10:13

I agree with the secret exit idea.
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Re: Ideas for the next release?

Postby WeLuvGoatz » 14 Jun 2018, 21:44

Many ideas.

Being able to carry frozen enemies.
Short Fuses shouldn't count as enemies.

In order for the owl to be usable in the Forest more, here's my new owl concept. Instead of dropping skydives, it should pop out explosive eggs. If it could do this, it would be able to drop them many times instead of only once. Also, it should drop eggs on a timer instead of when Tux is below it, giving it some individuality from the zeekling. Also, a new sprite.

In the forest world, I think "A Mouldy Grotto" should be the cave exit. The levels "Shocking", "Up and Down", and "Bigger Fish" should be together since they are watery levels (kindof) and there should be more diversity in the paths and a less linear path. I am basing this off of the new forest worldmap, btw.
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Re: Ideas for the next release?

Postby manuel » 15 Jun 2018, 06:40

WeLuvGoatz {l Wrote}:Being able to carry frozen enemies.

The bomb can actually be carried when it is frozen. But for the frozen spiky, this is an interesting feature, indeed.

WeLuvGoatz {l Wrote}:In order for the owl to be usable in the Forest more, here's my new owl concept. Instead of dropping skydives, it should pop out explosive eggs. If it could do this, it would be able to drop them many times instead of only once. Also, it should drop eggs on a timer instead of when Tux is below it, giving it some individuality from the zeekling.

The owl is able to carry more things than only bombs. It is possible to give it trampolines and things like that, however, this feature isn't implemented in the level editor yet. It's the question how to handle with that.
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