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[Pingus-CVS] r3220 - trunk/pingus


From: grumbel at BerliOS
Subject: [Pingus-CVS] r3220 - trunk/pingus
Date: Sat, 22 Sep 2007 04:15:32 +0200

Author: grumbel
Date: 2007-09-22 04:15:29 +0200 (Sat, 22 Sep 2007)
New Revision: 3220

Modified:
   trunk/pingus/TODO
Log:
- reordered TODO for the 0.7.2 release

Modified: trunk/pingus/TODO
===================================================================
--- trunk/pingus/TODO   2007-09-22 02:03:10 UTC (rev 3219)
+++ trunk/pingus/TODO   2007-09-22 02:15:29 UTC (rev 3220)
@@ -51,8 +51,6 @@
 
 - split screen multiplayer
 
-- editor isn't working
-
 - rework the UI, either go glas-like or use the blackbord style 
 
 - Font::draw() origin only works properly for left, right and center, breaks 
with multiline text
@@ -85,31 +83,24 @@
   the same purpose? Problem: Groundpieces all have the same z-level,
   the editor doesn't handle that and allows insertions inbetween
 
-Roadmap for Pingus 0.7.1
+Roadmap for Pingus 0.7.2
 ~~~~~~~~~~~~~~~~~~~~~~~~
 
 Important:
 ==========
 
-- all done
+- resource system needs a review/rewrite
 
-Less Important:
-===============
+- "core/misc/404sprite" should be returned for missing graphics
 
-### Loading font file: system://data/images/fonts/courier_small-iso-8859-9.font
-Font: datadir://images/fonts/courier_small-iso-8859-9.png
-  Error: glyphs found: 188, expected 189
-  Format: bpp: 32
+- main menu crashes when you click a little wildely:
 
-- fix verdana11 for latin2 and latin9 or go UTF-8
+  decide whether to ignore cached_action != CA_NONE in
+  ScreenManager::pop_screen. This causes the game to crash if [ESC] is
+  quickly pressed repeatedly
 
-- bridging gets more complicated has graphical error (background?!)
-  surface background doesn't handle larger res due to the Playfield
-  being offsetted (might be solveable with new DrawingContext that
-  features Rect)
+- disable fade-over when fast-mode is active
 
-- menu crashes when you click a little wildely
-
 - rewrite Config file support, make game automatically write a default
   config file, use s-expr
 
@@ -118,17 +109,42 @@
 
 - level converter writes 0/1 instead of #t/#f
 
-- "core/misc/404sprite" isn't returned for missing graphics
+- bridging gets more complicated has graphical error (background?!)
+  surface background doesn't handle larger res due to the Playfield
+  being offsetted (might be solveable with new DrawingContext that
+  features Rect)
 
-- disable fade-over when fast-mode is active
-
-- Liquids/water is 32, others are 64, this is causing trouble with the
-  collision map
-
 - rework command line parsing so that it actually works properly and
   doesn't depend so much on the order (setting datadir causes trouble
   with translation, since translation need datadir to work)
 
+- jumper dies sometimes in data/levels/tutorial/snow11-grumbel.scm when 
hitting the ground
+
+- parallax scrolling is funky where background tiles are small. When
+  scrolling right, the leftmost column of tiles gets overlapped by the
+  next column a little bit. See the last tutorial level for an
+  example. (likely rounding error float/int)
+
+- CollisionMask can't handle RGBA images and likely shouldn't (due to
+  them being animated and stuff like that), we however don't have
+  seperate colmask for those images
+
+- convert all levels and check all classic levels for issues (run
+  branches/pingus_sdl/contribl/levelconvert.sh from SVN toplevel dir)
+
+Less Important:
+===============
+
+### Loading font file: system://data/images/fonts/courier_small-iso-8859-9.font
+Font: datadir://images/fonts/courier_small-iso-8859-9.png
+  Error: glyphs found: 188, expected 189
+  Format: bpp: 32
+
+- fix verdana11 for latin2 and latin9 or go UTF-8
+
+- Liquids/water is 32, others are 64, this is causing trouble with the
+  collision map
+
 - some people like auto-scrolling in window mode, in 0.6.0 it worked
   even when completly out of the window, in SDL the mouse coords don't
   get updated when the mouse isn't in the window (need to switch from
@@ -140,22 +156,9 @@
 
 - remove SceneContext from Credits, replace with DrawingContext
 
-- rapidly clicking the main menu buttons causes the game to crash
-
-- jumper dies sometimes in data/levels/tutorial/snow11-grumbel.scm when 
hitting the ground
-
-- resource system needs a review
-
 - sv.po, Swedish is incomplete, lacks level and story text
 
 - story graphics have a missing vertical line (due to age old gimp scaling bug)
-
-- CollisionMask can't handle RGBA images and likely shouldn't (due to
-  them being animated and stuff like that), we however don't have
-  seperate colmask for those images
-
-- convert all levels and check all classic levels for issues (run
-  branches/pingus_sdl/contribl/levelconvert.sh from SVN toplevel dir)
  
 - add drag&drop scrolling
 
@@ -169,52 +172,46 @@
 
 - write a README.input
 
-Roadmap for Pingus Editor 0.7.1:
+Roadmap for Pingus Editor 0.7.2:
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
 Important:
 ==========
 
-- all done!
+- implement proper tmpfile Support (save tmp levels to ~/.pingus/tmp/
+  for backup purpose in case of editor crash or so)
 
+- add yes/no question when creating a new level
+
+- added overwrite warning to file dialog
+
+- add pixel perfect object selection
+
+- implement a minimap (just rects when surfaces are to tricky)
+
+- add icons to filedialog
+
+- Dialogs: Editor Properties: user name and email
+
 Less Important:
 ===============
 
-- implement proper tmpfile Support (save tmp levels to ~/.pingus/tmp/
-  for backup purpose in case of editor crash or so)
-
 - keyboard shortcuts need to be implemented with input framework, but
   how without support for keymaps?
 
 - ObjectSelector need to support more object types, missing types:
   all kinds of traps, weather, special objects
 
-- add yes/no question when creating a new level
-
 - add type conversion (important to convert groundpieces in hotspots and visa 
verse)
 
 - add options to show/hide hidden files and filter stuff
 
-- added overwrite warning to file dialog
-
-- add pixel perfect object selection
-
-- implement a minimap (just rects when surfaces are to tricky)
-
 - could/should rotate around object center
 
 - write a color select widget (Hue, Saturation.Value)
 
 - object raising doesn't work for group
 
-- add icons to filedialog
-
-- Dialogs: Editor Properties: user name and email
-
-- parallax scrolling is funky where background tiles are small. When scrolling 
right, the leftmost column of tiles gets overlapped by the next column a little 
bit. See the last tutorial level for an example.
-
-- decide whether to ignore cached_action != CA_NONE in 
ScreenManager::pop_screen. This causes the game to crash if [ESC] is quickly 
pressed repeatedly
-
 
 Older Stuff:
 ~~~~~~~~~~~~





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