---------- docs Section numbers is wrong. New api functions: set-cell-water-height Editor: smooth feature, transparency Helpscreen: extra life (birds, teleporters, cactus => picture added in the help1_*.png. Just have to add description text) flags for animated objects: *bird-constant-height* --------------- Things which *must* be done before the next release: add some of the new features to existing levels ----------------- TODO nice: - make the mouse pointer in menus nicer (maybe rotation or small scales variation... perhaps changing color...) TODO speedup: TODO game: - in 'paused' mode, release the mouse pointer to allow user to do something else (in windowed mode). ----------------- Context sensitive help in the editor A generic way to limit which objects are drawn each frame. saving snapshots etc. as png instead of ppm Make editMode's menu use two columns What is eating 30 megs of memory just when we start trackballs? Check for more possible buffer overflow, it could be a a security issue (though the scripting API definitly is, so *never* make trackballs setuid/setgid). Maybe you should look at the Happy Penguin page for Trackballs. People think Trackballs is bleeding/leaking memory fast. And another guy is having problems compiling. Maybe we gotta spell it out completely, how to compile it and what exactly it needs. On the website, and in the INSTALL file. Fix ball on edge bug Correct orientation of texts when camera XY rotated smooth transitions of day/night (compare to fog's) Change keybindings, optional. Rotate arrows 45 degrees > PS. I like how the help screen fades out, perhaps it could be used on title > screen for a flash feature. The speed of the fade can be increased also if > you like. :-) > Misfeatures (not really bugs, but not nice/useful) : > - the clipping for drawing elements is 'rought'. On some levels, > we can see bands of elements disapearing... > - the "sand" ground is not really nice (kinetic realism) > - the "ice" seems to be too easy to control. Not really slicy... alternative difficulty settings "sandbox" (just for playing around) and "champion" (see below). > IDEA: > ===== > Perhaps a "Championship" option for the game might be an option? I mean > complete all the levels from Kidz, through to Jumpz one by one. It could > have a different High scoring - more like Frozen Bubble where your score > is the level you got to - and the time it took. That way, in such a > competition, you can have infinite lives. It could also take into account > the scores/flags obtained along the way, as to not just be about totally > about speed. flags with a callback function instead of points Smiley when level complete no timelimit on kids level desert level spikes from the side... push from the side wind poison + medicine change size. level with small pipes... potions. wrecking ball. pendulum. hammer fireball.. clouds, fumes emitted from pipe hot ground fountain extra time (by taking mr baby) multiplayer on same computer make a visible overview map locked levelsets (have to complete X other levelsets first) fix inconsistencies with integer/reals in scheme interface. backwards compatible! AA of polygons in the map use a helpfunction to load images Polish levels by making ground black pipes, fix physics when entering (rather than bouncing on entrance) Question marks as "random" objects.. Starwars credits not centered properly (?) Music not randomized properly? - The fonts are still a little big on the settings screens, esp on 640x480. Many share directories. Let editor create files in current directory include a source spec file "decorations" - use torus, box, diamonds etc. Have any effect? display names of songs ( "Life by Design", "Genesis (In The Beginning)" ) Boxes - in progress textures on the floor "make install" for binaries More floor types (moving, rubber, trampoline, ...) Some "special" action on the right button? Make "kill" flag visible in editor (only) Speed bumps Frozen screen effect (bluish flash etc) Automatic snapshots of interesting game events... "simple" debris (eg. for sand, frozen) using points instead of spheres - black balls that roll on a set trajectory instead of homing in. - laser beams (could be used for puzzles, killing black balls, etc. Might be switchable) Do a real check for filepermissions in editor. Switch font rendering to textured fonts. See eg: http://www.lmnopc.com/bitmapfontbuilder/ ------------- BUGS I just downloaded trackballs 0.5.0 (source) and installed it on my Linux RedHat 7.3. It seems to work fine except for one bug which I also experienced with an older version of Trackballs in the past (0.2.2 I believe). The bug is that sometimes when I start the game the ball already gets an initial velocity in some random direction and there is nothing I can do to stop the ball moving. So it ends up on the ground. If I restart the game the ball keeps moving in that direction. The only way to fix the problem is to quit trackballs and start again and hope that the initial push isn't there. I'm a programmer myself and to me this looks like you have an uninitialized variable somewhere. Perhaps you should try valgrind? > 3). When playing "Clowning around", every few seconds I > see a purple/blue grid flash where the ground is totally > black. Is this a bug or feature? --------------------