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Re: Direction of Linux games...
On Tue, Nov 16, 1999 at 03:45:57PM +0000, Steve Baker wrote:
> When Tux_AQFH was released, I got *hundreds* of emails of the
> form "It would be really great if there was a level in which
> Tux did <something requiring 200 hours of programming effort>".
> The problem with Tux has been the man-power to add features,
> not a shortage of ideas for features. I have been *extremely*
> disappointed at the failure of the project to attract developers.
> ...that is the reason that I havn't added anything to Tux for
> the last few months - with no other people helping out, it
> doesn't really seem worth the effort to continue.
> Talk is cheap. Send me code or money!
I remeber when I first saw Tux_AQFH. I was very impressed
with the look of your levels. When I looked at it closer
it had two problems.
The first was that without a joystick the controls suck.
This would be relatively easy to fix. It would be a bit
of work to not break the existing controls but nothing I
couldn't do.
However I didn't bother because of the second problem.
That is it lacks timing code. This proved to be very
difficult to retro-fit. About all I could add would
be a frame rate limiter.
So without any code I never got around to telling you
about it. At least I don't think I did.
--
Christopher John Purnell | A friend in need's a friend in deed
http://www.lost.org.uk/ | A friend with weed is better
--------------------------| A friend with breasts and all the rest
What gods do you pray to? | A friend who's dressed in leather