Mercurial > rinkhals
view TODO @ 418:2ccfadcae3b2
Fix the shifting load screen
author | Neil Muller <drnlmuller@gmail.com> |
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date | Sat, 21 Nov 2009 13:14:47 +0000 |
parents | 25f7d4824250 |
children | 30a581e63a3a |
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== TODO == == POST PYWEEK == * Add invalid cursor sprite * <confluence> We should have text images instead of buttons (in the various menus and toolbars). * Persistent high scores * Better fox move logic - Tweak weighting of free chickens - Foxes should eat the chickens immediately when they move onto the occupied square - avoid the fox drawn on top of chicken thing. * More game levels / progression of difficulty * Improve performance when many foxes or chickens * Improve Fullscreen mode (on the fly scaling) * Investigate using infinity symbol instead of dash for unlimited mode == ISSUES == 23:26 <@Derakon> Jerith: http://paste.ubuntu.com/266865/ 23:26 <@Derakon> That's with the OSX .dmg. From the pastebin URL above: """ dyld: lazy symbol binding failed: Symbol not found: _pthread_cond_init$UNIX2003 Referenced from: /Volumes/Operation Fox Assault/Operation Fox Assault.app/Contents/Frameworks/libpython2.5.dylib Expected in: /usr/lib/libSystem.B.dylib dyld: Symbol not found: _pthread_cond_init$UNIX2003 Referenced from: /Volumes/Operation Fox Assault/Operation Fox Assault.app/Contents/Frameworks/libpython2.5.dylib Expected in: /usr/lib/libSystem.B.dylib Sep 7 14:25:21 Kleine crashdump[402]: Operation Fox Assault crashed Sep 7 14:25:21 Kleine crashdump[402]: crash report written to: /Users/chriswei/Library/Logs/CrashReporter/Operation Fox Assault.crash.log """ pygame event queue full bug. Sep 10 22:01: <eltigre> one IndexError and one pygame event overflow ... Sep 10 23:15: <eltigre> Hodgestar, jerith : http://dpaste.com/91590/ From pastebin: """ Traceback (most recent call last): File "run_game.py", line 4, in <module> main.main() File "/home/andi/projekte/pyweek/Rinkhals/foxassault-1.0.0/gamelib/main.py", line 38, in main engine.run(MainMenuState(engine), screen) File "/home/andi/projekte/pyweek/Rinkhals/foxassault-1.0.0/pgu/engine.py", line 104, in run self.loop() File "/home/andi/projekte/pyweek/Rinkhals/foxassault-1.0.0/pgu/engine.py", line 123, in loop if self.fnc('event',e): return File "/home/andi/projekte/pyweek/Rinkhals/foxassault-1.0.0/pgu/engine.py", line 79, in fnc if v != None: r = f(v) File "/home/andi/projekte/pyweek/Rinkhals/foxassault-1.0.0/gamelib/engine.py", line 229, in event return pygame.event.post(START_DAY) pygame.error: Event queue full """ - r370 disables timer events while processing the fox movements and chicken attacks. This should make this bug harder to trigger. Leaking weakref objects bug (reported by tumbleweed): - this is probably http://pygame.motherhamster.org/bugzilla/show_bug.cgi?id=30 == COMMENTS == Farmer's weekly (daily?) -- egg/chicken/fox report thing. (Yay Marc!) 23:41 <@Derakon> The instructions could also be more detailed, but the game's pretty intuitive once you realize that it's not realtime. 00:03 < Rhamphoryncus> hrm. Instructions need work.. yup, that got said, heh 00:10 <@Derakon> An auto-repair fences command would be handy. 00:12 <@Derakon> Man, fence repair is nuking my budget. 00:13 <@AnnoDomini> Fences made of wood are overrated. 00:13 <@AnnoDomini> I make a fence of elite fighting fowl. 00:13 * Derakon nods. 00:15 <@Derakon> Suddenly the game gets much easier~ 00:28 <@Derakon> I want a faster way to sell eggs. ._. 00:29 <@Derakon> Some way to say "Keep enough eggs to mature the maximum number of chickens as quickly as possible; sell the rest." 00:33 <@jerith> Derakon: Superfluous eggs autosell. 00:34 <@jerith> A chicken lays some number of eggs. On of those eggs will hatch, the rest will sell. 00:34 <@Derakon> Oooh. 00:34 <@Derakon> Okay, then I can stop bothering to click so much. Thanks. 00:38 <@AnnoDomini> Needs an 'evict all' button. 00:40 <@Derakon> And a way to drag-clear trees, drag-sell chickens (or auto-sell naked outdoor chickens). 00:42 <@Derakon> So...much...clicking... ;.; 00:50 <@AnnoDomini> http://i30.tinypic.com/sx15k1.jpg 01:19 < Rhamphoryncus> Do you know what watch towers are for? 01:20 <@Derakon> I think the watchtowers might make riflehens more effective somehow. 01:20 <@Derakon> Or maybe they're bunkers. 01:24 < Rhamphoryncus> And I have no idea what my income is from 01:24 <@Derakon> Killing foxes and selling stuff. 01:25 < Rhamphoryncus> I have spare room around my henhouses, so autosell isn't happening. It must be from killing foxes 01:27 <@AnnoDomini> Rhamphoryncus: I expect you get eggs sold. Hens lay eggs every turn, but incubate for two. So you get N*5 cash for each hen in a henhouse/hendominium per turn. 01:31 < Rhamphoryncus> It seems like, long term, you want to pack hendominiums in with no space around them 01:32 < Rhamphoryncus> As you fill a grid like that you'll still have exposed edges, producing tons of chickens 01:32 <@AnnoDomini> Aren't overflow chickens autokilled, rather the eggs never hatching and being sold? 01:33 <@Derakon> No idea. 01:33 <@AnnoDomini> That's what I read in the instructions. 01:33 < Rhamphoryncus> I thought they were autosold. I may have been confusing with the egg autosell though 01:33 <@AnnoDomini> Eggs autosell if there's no room. Chickens die. 05:41 <@Derakon> 2x2 pods of knifehens are almost invincible. 05:57 <@Derakon> Oh, hey, the 2x2 pod of knifehens is not invulnerable. The foxes finally killed one after losing some 1500 of their own. 05:45 * Vornicus-Latens thinks this game needs less shouty graphics. 08:37 < Rhamphoryncus> jerith: feature request: automatically switch to an offset breeding schedule. IOW, a henhouse should only do 3/day and a hendemonium should only do 6/day 08:50 < Rhamphoryncus> and if I go and sell an egg in a henhouse/hendominium, is it supposed to take multiple clicks? [ed: He didn't know it was multiple eggs.] 09:12 < Reivthia> Jerith: UI improvement: *Please* let us click&drag. 09:12 < Reivthia> I want to be able to not have to click every single chicken/tree seperately when I have five thousand cash :P 09:12 < Rhamphoryncus> My huts get ignored 09:12 < Reivthia> Rham: I thought mine were too, until they got occasionally pounced. 09:12 < Reivthia> Very, very occasionally And here's me rapid-fire rambling at #ctpug after finishing my first long game. (Unedited.) 20:34 < jerith> Nitwit: Had some ideas while playing just now. 20:34 <&Nitwit> ? 20:35 < jerith> I want a "sell all naked outdoor chickens" button. 20:35 < jerith> And a "sell all superfluous eggs" button. 20:35 < jerith> Also, chickens should hatch into squares at the corners of the henhouses. 20:36 <&Nitwit> We're either going to have to expand the game window, or somehow compress the other menu options 20:37 < superfly> Nitwit: use a smaller font? 20:37 -!- confluence [confluence@atrum-A04B64E5.telkomadsl.co.za] has joined #ctpug 20:37 -!- mode/#ctpug [+ao confluence confluence] by ChanServ 20:37 < jerith> I'd be happy with an "advanced" menu. 20:37 < jerith> Hey confluence. 20:37 <&Nitwit> I've been toying with the idea of unifying the buildings into a "buy building" button and "select building" dialog - that will free up a couple of buttons & give us space to put building prices 20:37 <&confluence> Hello 20:37 < jerith> Also, we need to do a proper toolbar thing. 20:37 < jerith> That will save us space. 20:37 < jerith> Nitwit: That also works. 20:38 <&Nitwit> I don't want to do the same for equipment though, as I find I use those buttons much more often 20:38 < jerith> If possible, I'd like to make the "right click cancels current thing" global. 20:39 < jerith> Oh, there's a cursor display bug when moving chickens into and out of buildings. 20:39 < jerith> Also when deslecting a chicken to move. 20:40 < jerith> Then there are some nice-to-haves. 20:41 < jerith> Generating the gameboard instead of using a template. 20:41 < jerith> Being able to select groups of chickens to work with. 20:41 < jerith> Possibly even customisable ones. 20:41 < jerith> That makes no sense outside my head. 20:42 < jerith> Okay, two things. 20:42 <&Nitwit> I like the idea of being able to have pre-determined maps 20:42 < jerith> Select a group of chickens and say "put these over there". 20:42 < jerith> Also, select a group of chickens and say "these are soldiers, re-equip them every turn if necessary". 20:43 < jerith> So chicken classes, in other words. 20:44 < jerith> If you sell a chicken with eggs, are you supposed to get paid out for the eggs too? 20:44 < jerith> I think I tried it and didn't. 20:44 < jerith> But I could be wrong. 20:45 < jerith> We need some settings -- sound on/off at the least. 20:45 < jerith> Why is resizing things in Windows a problem, by the way? 20:46 < jerith> I seem to be throwing stuff into this channel at an alarming rate. Remind me to look at the logs when I have a moment or three. 20:46 <&Nitwit> jerith: Not getting the money for the eggs probably a bug 20:47 < jerith> Wishlist for buildings: opening a building opens a dialog you can move around with little chicken slots in it. 20:48 < jerith> That'll be hard in pgu, though. 20:49 < jerith> We need some harder foxes. 20:49 < jerith> Maybe foxes that hit harder and/or are tougher. 20:49 < jerith> We can have them triggered by the killed foxes count. 20:49 < jerith> Thus, you get harder baddies as you get better at killing baddies. 20:50 < jerith> Saving and loading games would be great, especially for the longer games. 20:51 < jerith> Also different game scenarios -- one where you start off with lots of money and only a week, but foxes come faster, for example. 20:51 < jerith> And alternate win conditions, as confluence mentioned. 20:52 < jerith> Maybe reachaing a certain cash level. 20:52 < jerith> Also bigger game boards once we can scroll, although that getts difficult in night mode. 20:52 < jerith> Forests should give foxes a stealth bonus.