get rid of pingus.cx domain

Default background type in editor


Cool =:-) So the question is now, where do we start?

When you have access to Visual C++ you could try to port the current
Pingus CVS back to windows. The current VC++ project files are out of
date and don't work any longer, so you would have to start more or
less from scratch with them.

The port should mainly involve to fix some C++ stuff that VC++ does
not support or handles differently than g++ (variable scopes in
for-loops[1], namespace stuff, etc.). There shouldn't be much
problems, but as Pingus hasn't been compiled under windows for over a
year now I don't really know whats the state of it.

There are also some issues with the keyboard-input handling in the
level editor, which makes the editor unusable under windows.


Then there are also quite a lot of gameplay and interface problems.
All the pingus actions could need some testing and fixing. For example
pingus get stuck in a wall quite a lot while building bridges or
jumping around.

The multiplayer mode completly lacks a configuration dialog and the
option menu needs a complete redesign and cleanup.

There is also the story mode (worldmap), which currently isn't really
written and need quite a lot of enhancement, like pathfinding and
translation-screens between worldmaps.

The level editor sooner or later needs a gui for editing the object
properties (currently you have to edit the .xml files directly).

We need also some better looking loading and result screens for the
game, which appear after a level was completed.


There is also a TODO file in the pingus CVS tree which list some
issues, but its not really sorted or something, its more my personal
notepad, so I don't know how helpfull it was.


[1] For a workaround just add this line to the files that cause throuble:

 #define for if(0); else for



* offset fuer den editor
* alterration of the lemmings rate

What we need before we have a finished game:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

* first of we need worldmaps for all different themes we have
* we need connection between the worlds, probally some story text, or
  some cut-scene like images
* we need to solve the problem of pingus stuck in a wall
* we need to fix up all action to work probally in most/all situations
* we need some more worldobjects 

---------------------


---Type <return> to continue, or q <return> to quit---
Reading symbols from /usr/local/lib/ClanLib/libclan-display-x11.so.0.5.0...done.
Loaded symbols for /usr/local/lib/ClanLib/libclan-display-x11.so.0.5.0
#0  0x4010114d in CL_Surface::get_provider (this=0x813878e) at Sources/Core/Display/Generic/surface.cpp:100
100     Sources/Core/Display/Generic/surface.cpp: No such file or directory.
(gdb) where
#0  0x4010114d in CL_Surface::get_provider (this=0x813878e) at Sources/Core/Display/Generic/surface.cpp:100
#1  0x80a917c in Blitter::scale_surface_to_canvas (sur=0x813878e, width=640, height=480) at blitter.cc:331
#2  0x80a9140 in Blitter::scale_surface (sur=0x813878e, width=640, height=480) at blitter.cc:324
#3  0x80844b9 in PingusMenu::init (this=0xbffff7d8) at PingusMenu.cc:55
#4  0x8085a6a in PingusMenu::select (this=0xbffff7d8) at PingusMenu.cc:146
#5  0x805228f in PingusMain::do_lemmings_mode (this=0x81ccd48) at PingusMain.cc:811
#6  0x8052cc1 in PingusMain::main (this=0x81ccd48, argc=1, argv=0xbffff9a4) at PingusMain.cc:895
#7  0x804e71f in GenericMain::main (this=0x81ca7e0, argc=1, argv=0xbffff9a4) at GenericMain.cc:78
#8  0x40144625 in main (argc=1, argv=0xbffff9a4) at Sources/Core/System/Unix/init_linux.cpp:510
#9  0x403eac1c in __libc_start_main () from /lib/libc.so.6
Current language:  auto; currently c++
(gdb) 

libxml check broken

Platform that only allows some pingus on it

Editor can't handle backgrounds, it can only load and save them.

Editor can't handle worldobj, teleporter and probablly other stuff

> 1.  basher: The basher can go through small solid objects. He does
> not bash them away, so nobody can follow. But anyway it looks
> strange.  I have this problem in the level I send to you (level_2)
> because the width of the vertical solid objects is so small.

> 2. digger: The digger can dig to the left and the right through
> solid objects if there width is small. I saw this problem in my
> level_2.


Log file

GFX ToDo:
~~~~~~~~~

Desert Theme:
 * entrance
 * mummie/grave
 * integration of the desert column 

Industrial Theme:
 * smaller/bigger pipes

Space Theme:
 * more groundpieces
 * space shuttels
 * launch pad
 * rockets

Jungle Theme:
 * entrance/exit

Snow/X-Mas Theme:
 * entrance
 * exit fixing, beautifying

Stone Theme:
 * Entrance
 * more grass/mose 

Foliage Theme:
 * entrance/exit
 * probably merge with jungle

Crystal Theme:
 * entrance 


Editor can't handle backgrounds, it can only load and save them.

Editor can't handle worldobj, teleporter and probablly other stuff

> 1.  basher: The basher can go through small solid objects. He does
> not bash them away, so nobody can follow. But anyway it looks
> strange.  I have this problem in the level I send to you (level_2)
> because the width of the vertical solid objects is so small.

> 2. digger: The digger can dig to the left and the right through
> solid objects if there width is small. I saw this problem in my
> level_2.


Log file

GFX ToDo:
~~~~~~~~~

Desert Theme:
 * entrance
 * mummie/grave
 * integration of the desert column 

Industrial Theme:
 * smaller/bigger pipes

Space Theme:
 * more groundpieces
 * space shuttels
 * launch pad
 * rockets

Jungle Theme:
 * entrance/exit

Snow/X-Mas Theme:
 * entrance
 * exit fixing, beautifying

Stone Theme:
 * Entrance
 * more grass/mose 

Foliage Theme:
 * entrance/exit
 * probably merge with jungle

Crystal Theme:
 * entrance 


Release Critical:
~~~~~~~~~~~~~~~~~
 o Capture Radius of blockers not large enough
 o Bridge building is broken
 o Input handling is broken, the number keys doesn't seem to work
 o Editor reagiert nicht auf Nummern Tastatur
 o Screen border isn't fatal
 o Minner goes throu metal
 o Bridger colmap bug
 o default directory when saving a level
 o Solid can be bashed away if a bridge is placed in it
 o Basher bash thru solid object
 o Exits are not drawn at the correct positions in the small map
 o Resource aren't found from time to time, even if they are present
   (probably a memory problem, time for efence I guess)
 o Miner graebt durch solid
 o Add feature flag to list features compiled into pingus
 o You can scroll when you shoudn't be able to scroll (800x600)
 o bottom tiles aren't displayed
 o climber capturing doesn't work
 o Basher doesn't care about solid objects
 o Change the config file syntax
 o groundpiece type (transparent, ...) editable from the editor
 o verbose level sorting
   0. no output at all, only on segfault and exit
   1. Creation of main game components
   2. other important game events
   3. Loading of data
 o Bridger, if in waiting state, can recive another new action
 o Editor doesn't handle entrance direction!!
 o fix themes
 o Position of cap rect doesn't fit for climber
 o miner and basher needs to be slower
 o *.wav not found erros if sound is disabled.
 o test if put_target() works or where it fails (small surfaces?!)
 o basher isn't falling if he goes over a hole in the ground
 o Splashed can be captured.
 o Bombers with unlimited actions turn crazy
 o z_pos handlig im editor braucht nen fix
 o QuickPlay sollte den Level anzeigen, bzw entfernt werden.
 o Jumper harken sich fest
 o glibc2.1 as requirement auf Pingus site

Probably fixed:
~~~~~~~~~~~~~~~
 o Segfault when the quit button is pressed
 o Standard World braucht hoeheren feuer-hintergrund. [anderer hintergrund]
 o Segfaults in CL_MouseCursor...?! [gibt es hwcursor]
 o Mouse Zeiger im Result screen
 o Zerquetschte Pinguine sollten keine Pixel werfen (smasher)
 o Bridger verhacken sich in Waenden
 o Pingus splash even if they are floaters if they were to fast when the
   floater was appied
 o Colmap manipulation for traps, entrances, etc.
 o if level is smaller than screen, no tiles are drawn
 o Sometimes when I make one pingus explode, many others explode.

Wishlist:
~~~~~~~~~
 o Level replay should be possible without reloading
 o Limit liquids to multiples of width, get rid of cliprect stuff
 o Demo Mode/automatisches abspielen von demos 
 o put_target() with alpha channel doesn't work (opace blits)
 o Extrem kleine Maps klappen nicht (overdrawing)
 o ButtonPanel needs to be rewritten/redesigned.
 o Hotkeys fuers Main menu.
 o Wolkenausgang, so dass ne Bruecke zum erreichen benoetigt wird.
 o ClanLibs X11 implementation needs to use X11 events... normal queries
   doesn't work very well... 
 o 'map' might be an reserved keyword
 o cache the level map for a fast restart

Digger  - fixing
Basher  - fixing
Builder - Animation tuning
Blocker - fall throu fixen
Jumper  - Animation?!
Floater - check if killed if falling to height

For 0.3.x
~~~~~~~~~
Rewrite some of the map generation code
Level replays gehen schief
editor, check if file exist before overwriteing it
fixed PgUp/PgDown for zooming
tump nail for level
colmap manipulation for liquid


Important Things:
~~~~~~~~~~~~~~~~~

-= FEATURES =-
* animated/parallax scrolling backgrounds

-= GRAPHIC WORK =-
* Some exits and entrances

-= SOUND WORK =-
* Creating some sound effects

Less Important Things:
~~~~~~~~~~~~~~~~~~~~~~
-= FEATURES =-
* More pingu actions
* Autorepeat actions
* Dynamic linking of PinguAction's
* Implementing Demo recording/playing to the menu    

-= BIG STUFF =-
* "Worms" mode. 


Music:
~~~~~~
having:
~~~~~~~~~
Main Theme - pingus-1.it
Game Over  - pingus-2.it
Snow       - pingus-4.it
Desert     - pingus-9.it

misc:
~~~~~
gd-cancn.it
pingus-3.it
pingus-5.it
pingus-6.it
pingus-7.it
pingus-8.it

needed:
~~~~~~~~
Level complete song


Special Scenarios:
~~~~~~~~~~~~~~~~~~
Star Wars - Escape from the death star.
Vulcan - Run as fast as you can.




Sound Samples:
~~~~~~~~~~~~~~
BANG.WAV      ELECTRIC.WAV  	     README	 THUNK.WAV
CHAIN.WAV     EXPLODE.WAV         SCRAPE.WAV  TING.WAV
CHANGEOP.WAV  FIRE.WAV	      SLICER.WAV  YIPPEE.WAV
CHINK.WAV     GLUG.WAV	          SPLASH.WAV  
CVS/	      LETSGO.WAV      SPLAT.WAV
DIE.WAV       MANTRAP.WAV   OHNO.WAV	     TENTON.WAV
DOOR.WAV      MOUSEPRE.WAV  OING.WAV	     THUD.WAV

 * some splash sound if a Pingu hits the ground to fast
 * some sounds for the different traps (smasher, guillotine,
   teleporter,...) 
 * some "tock, tock" sound, when the briger ran out of bridge stones
 * some sound when a Pingu starts to jump (yipee...?)
 * water splash and lava burn sound
 * electricity
 * level start sound ("lets go", but better something different, we
   don't need to reasamble lemmings)
 * a entrance open door
 * thunder
 * when a pingu starts to tumple, he should meantion that somehow
   (oh, oh...) 
 * some metal-hit-sound when a digger hits solid ground
 * some "slish.."-sound if a pingu looses controll on ice
 * ...




$Date: 2002/01/17 23:41:34 $

-= EOF =-
