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TODO
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TODO
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DONE * use parallax - scroll background slower than the rest of the game
DONE * allow enemies to throw things like daggers and stars
DONE * networking, of course!
DONE * better menus - being done by juvinious
DONE * level effects like snow and rain
DONE * better "you win"/"you lose" screen
DONE * be able to gib characters - meaning they explode sometimes when they die
DONE * computer assisted adventure mode?
DONE * show translucent mini-map of friends
DONE * finish level 11
DONE * add more widgets to network host screen
DONE * debug network code a bit
DONE * add widget to select number of buddy npc's
DONE * make network client screen not flicker
DONE * fix races in grabbing
DONE * use new menuing system
DONE * continuous levels
DONE * add buttons to editor that add random enemies and random items
DONE * fix threading in windows, use -mthread
DONE * better key input in network chat
DONE * Get python scripting module in a useable state
DONE * Be able to scale the screen to arbitrary sizes
DONE * use CPP to define DATA_PATH
DONE * read and tokenize basic Mugen scripts
DONE * load sff, snd and fnt files
DONE * Mugen fonts useable within paintown
DONE * add pause mode in network play
DONE * fix bug with data directory in network mode, like when install-sh is used
DONE * if there is only one level to load, skip the level selection screen
DONE * add tabs to menu - example: (option (tabmenu (name ...) (position ...) (menu (name ...) (option ...))))
Future
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* network versus play
done * use joystick
* fix bug with setting max lives
* separate z planes for each block
100% * level lighting. lamps/objects can make the level brighter as the user gets close to them
* infinite enemy mode like in super smash brothers
* breakable inanimate objects like boxes and trash cans
* RPG mode???
* allow level to go left or right
* tutorial mode
* allow characters to run
* allow characters to block
* give enemies 'behaviors' which model how they act
* make network mode use versions
10% * allow level sets to only allow explicit players
90% * make a console like in quake where debug output can go
* port to psp/nds
maybe done? * network players need their health/name drawn in front of background stuff
* allow more characters in the network host boxes (like '-')
DONE * make "Loading Paintown" text configurable
* make credits screen configurable
* triggers during the level. send arbitrary s-expressions to objects/anything
(trigger (to (object 2)) (message (increase health 20)))
* bitmaps should be able to swap themselves out on demand. if memory is constrained then save to disk or completely unload some bitmaps. when those bitmaps need to be used again reload them. this can be done for sounds as well.
* turn around animations. when a character is facing left and turns right, instead of just instantly facing right there should be a "turn" animation in between.
mugen
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* mugen sound system
- Handle oggs and digi files (ignore mp3 for now)
- Sounds are loadable now and play fine. Make MugenSound implement paintown's interface instead of wrapping it.
* mugen main system
- load in menus
Select Screens:
80% - Character select - Need to add in support for modes and teams
20% - Team Character select
DONE - Allow to be used independently from menu
- Option Menu (To an extent.... Mainly rely on paintowns system)
90% - Storyboards - Needs correction, mainly due to background issues...
50% - load in fight.def info from mugen for the stage mechanics (i.e. Round indicators,
Round Ticker, Players Health and Power bars) etc.
DONE - Menuing system utilize paintowns menus to render itself and its options
DONE - Each submenu subclass MenuOption to produce the arcade/versus/demo etc
* mugen stages in paintown
- correct camera y movement
DONE - correct camera x movement
DONE - correct character placement
- replace vs mode with mugen stages
* mugen characters in paintown
- replace (attack (x y w h)) with (attack (box x y w h) (box x y w h)) to support
multiple attack boxes. clearing attack boxes will consist of (attack).
- create a new MugenCharacter (either extends Character or ObjectAttack) to deal
with mugen things like state.
- Replicate Finite State Machine
- Expressions lexer
- Correct shadow CMYK (stage related?)
* mugen backgrounds in paintown
DONE - correct tiling of elements
- correct parallax
- correct background controllers
- correct trans effects
* mugen config and txt files
50% - parse data using peg
100% - peg generator in python
95% - def parser
50% - air parser
50% - cns parser
50% - cmd parser
* mugen sff files
- Correct issues with loading certain files like (High/Low) Resolution images and their palettes
- Support sffv2 format
For 3.3
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done * finish lamp lighting
90% * make console useable
50% * parse mugen files
40% * implement at least partially working mugen