Jason Green [EMAIL PROTECTED] writes:
Personally, I think it will be easier to make it multiplayer over
the network than it would to have a split-screen.
Splitscreen multiplayer, even with two or more mice (USB), is extremly
simple to implement, in fact it already was implemented, only got
David Philippi [EMAIL PROTECTED] writes:
Yes, that's what I'm doing. Grumble shouldn't be dead AFAIK just not active
on
Pingus anymore. If need be he should be reachable.
I kicked gettext out for a reason, so I see little need to reintroduce
it as one of the patches does, if there is
Hans de Goede [EMAIL PROTECTED] writes:
Yes, that's what I'm doing. Grumble shouldn't be dead AFAIK just
not active on Pingus anymore. If need be he should be reachable.
I kicked gettext out for a reason,
And that reason was if I may ask?
Because its inflexible, unportable and quite limited
[This mail is a repost, since first one seems to have disappeared
somewhere]
Hans de Goede [EMAIL PROTECTED] writes:
Yes, that's what I'm doing. Grumble shouldn't be dead AFAIK just
not active on Pingus anymore. If need be he should be reachable.
I kicked gettext out for a reason,
And that
David Philippi [EMAIL PROTECTED] writes:
At least that's not true. You can add new textdomains on demand. I'm
more involved with Wesnoth those days which does this. Each user
campaign may come x with their own set of .mo files. They only need
a textdomain declaration which is then added by
On 8/31/07, Fred Maranhão [EMAIL PROTECTED] wrote:
I want to translate pingus to Brazilian Portuguese (pt_BR) and I new
worked with po files. What should I do?
will
cp pt.po pt_br.po
work?
Yes, that will work. Also don't just use a text editor, but one of the
special .po file editors such
On 10/6/07, Fred Maranhão [EMAIL PROTECTED] wrote:
just finished the translation to brazilian portuguese. I used the
european portuguese file pt.po as starting point.
Ok, committed the new file. The game code still needs to be fixed,
little bug that only takes the first two letters of the
On Dec 27, 2007 1:13 AM, Harald Brass [EMAIL PROTECTED] wrote:
To say thank you, please find enclosed patch (against today's svn version)
with proposed German translation for the Halloween levelset. Maybe someone
will find this helpful.
Ok, patch is applied
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WWW:
On Jan 14, 2008 2:42 AM, Fred Maranhão [EMAIL PROTECTED] wrote:
The pt_BR.po in the mail below was not commited yet. Should anyone
commit it, please?
Done.
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On Jan 14, 2008 6:45 PM, kevin lawson [EMAIL PROTECTED] wrote:
I have a Gizmondo Handheld game system that now is no longer made ,since
2005-2006 I think ,but we at www.gizmondoforums have a big following for
this system and I was wanting to know what I need to convert this over to
this
2008/1/18 Fred Maranhão [EMAIL PROTECTED]:
Please commit the attached file in data/po/pt_BR.po
Done.
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On Feb 3, 2008 1:54 PM, Fred Maranhão [EMAIL PROTECTED] wrote:
Please commit the attached file in data/po/TRANSLATORS
Done
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On Wed, Apr 23, 2008 at 1:52 PM, [EMAIL PROTECTED] wrote:
I've found out about Pingus a few days ago, and I was wondering if
there were people working on getting more levels into the game.
Nobody is working right now on getting more levels into the game,
except me doing a few bonus levels
On Thu, May 29, 2008 at 3:17 AM, Niklas Grahn [EMAIL PROTECTED] wrote:
My name is Niklas and I have just updated most parts of the swedish
translation for Pingus version 0.7.2.
Ok, commited your changes to SVN.
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On Sun, Jun 29, 2008 at 9:25 AM, Onilton Maciel [EMAIL PROTECTED] wrote:
So, I would like to know what have been already done,
Basically nothing, everything in data/levels/playable/, incoming/ and
wip/ is still unsorted and untested.
Also, is this a already solved bug? I can play
On Sun, Jun 8, 2008 at 3:56 AM, Hans Jorgensen
[EMAIL PROTECTED] wrote:
2. Modify SurfaceImpl to remove the delete_surface parameter, and always
call SDL_FreeSurface(),
I removed delete_surface in the code, other then Surface(int width,
int height) it never was set to false and that case in
On Sun, Jun 29, 2008 at 7:57 PM, Onilton Maciel [EMAIL PROTECTED] wrote:
1) Play the levels and prove that them can be solved. (Providing a screencast
maybe?)
I am currently working on getting the demo recorder back into action,
once done a demo for every level would be nice, but it will take
On Mon, Jun 30, 2008 at 4:59 AM, Onilton Maciel [EMAIL PROTECTED] wrote:
Are there any priority among the levelsets?
There is really no priority. Some levels follow a common theme so they
are easier to deal with, but there is no need to start with them,
simply pick whatever theme you like and
I am currently planing on reworking/cleaning up the interface a bit, I
have something like this in mind:
http://pingus.seul.org/~grumbel/tmp/md5/4b734776e15058b89643e33aaf77bcc5-menuredesign.png
One problem with this interface is that it will block a part of the
level. In some levels that can be
On Sat, Jul 12, 2008 at 7:52 PM, Josh Dye [EMAIL PROTECTED] wrote:
It hasn't been up for more then half a day, and 338 downloads of the Intel
mac version!
http://www.apple.com/downloads/macosx/unix_open_source/pingus.html
Added link to download page.
Any idea why the old Pingus0.7-PPC thing
On Sun, Jul 20, 2008 at 1:21 AM, [EMAIL PROTECTED] wrote:
Maybe there is a bug in memry manager or something that does not free sdl
surfaces after they are used?
There were a handful of memory leaks that have been closed in the
meantime. So I suggest you try the latest SVN version to see if
On Sun, Jul 20, 2008 at 12:23 PM, [EMAIL PROTECTED] wrote:
== I've got the latest version. src/ut8_iterator.hpp did not wanted to
comiple beciuse of stdint.h include was missing.
Ok, added that.
Unfortunately, svn version does not react on -g options. I changed def
resultions back to
On Wed, Jul 30, 2008 at 11:19 PM, [EMAIL PROTECTED] wrote:
1. After level1 is completed OK, I can not go to level2, when I click on it,
game says 'locked'. What could be wrong ?
I butchered a lot of code in the last weeks, some things like save
system, cutscenes and config file handling got a
2009/1/30 Josh Dye josh.jpeng...@gmail.com:
I see that there have been a few complaints about the sound being choppy
when running pingus on a mac. I have also read that it is a problem with
the mac and not with pingus. I created the last binary for Intel macs and I
have compiled a few other
2009/4/3 Blink Blinken blinkblin...@googlemail.com:
I'm playing svn revision 3985 of pingus.
Find attached a demo of
pingus/data/levels/playable/if_only_i_can_fly_-_wayne_shelley.pingus
where the pingus are sort of tunneling through a row of blockers.
Yep, that definitively looks broken, not
2009/6/19 Christopher Howard chow...@indicium.us
Might I ask: What tools/programs were used to develop the sprites,
backgrounds, and other graphics used in Pingus?
Graphics are for most part done with Gimp[1] and a Wacom[2] graphic tablet.
There is also some tiny few things done in Blender[3]
2009/10/18 Fred Maranhão fred.maran...@gmail.com:
I tryed to remove the whole pingus directory and made a checkout
again. Same problem.
Can you access 'http://tinygettext.googlecode.com/svn/trunk/tinygettext'
via your web browser? The new URL seems correct and works for me.
--
WWW:
2010/7/23 Bertrand Marc beberk...@gmail.com:
I did a lot of work today to refresh the Debian patches for the
internationalization of pingus 0.7.3. This could be avoidable : could you
please include these upstream ?
Applied the updates to the branch/pingus-0.7.3 and merged them onto trunk/
--
On 5 September 2010 03:46, cool...@epros.com wrote:
I am a programmer willing to work on my first open source project. I am
wondering what work there is to be done.
There is a lengthy TODO in svn under trunk/pingus/TODO. Main issues
right now I would say are:
* fix the
2011/2/13 Gabriel Rota gabriel.r...@gmail.com:
can I include ogg from jamendo whith licence CC BY-SA 3.0 in Pingus ?
CC BY-SA 3.0 should be fine, even by Debian standards:
http://wiki.debian.org/DFSGLicenses#CreativeCommonsAttributionShare-Alike.28CC-BY-SA.29v3.0
So it should be ok for Pingus
On 16 June 2011 05:04, YuGiOhJCJ Mailing-List
yugiohjcj-mailingl...@laposte.net wrote:
I run pingus 0.7.3 on Debian squeeze.
The first music I can hear is data/music/pingus-1.it.
The problem is I hear only a part of this music.
Indeed, some note aren't played... That's strange.
When I hear
2011/6/21 Helge Kreutzmann deb...@helgefjell.de:
Finally we wondered why the functions of the pingus (e.g. floater,
basher, ...) are not translated. We think it would be much more
helpful for players if those appeared in German as well, but I felt
the change too intrusive to make before
On 21 September 2011 19:23, Gervase Lam gervase@group.force9.co.uk wrote:
Pingus answers the need
It would be really nice to play a Linux version of Lemmings. Having
bombers with no countdown is another step away from the classic
Lemmings.
My goal isn't really to make an exact Lemmings
The next Pingus release, namely 0.7.4 is getting closer, so time for a
first quick preview release:
http://pingus.seul.org/~grumbel/tmp/md5/3619bcc46db337daee294c56940ba884-pingus-0.7.4alpha.tar.bz2
This release includes two new levelset, namely desert and factory
campaign, along with a bunch
Hi,
I am planing to build a few more Halloween levels this year to be
included in the 0.7.5 release. So if anybody want to contribute some,
send them in.
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Pingus already allows resetting blocker penguins with any other
actions, such as bridgers or jumpers to reactivate them. What about a
walker action that resets them explicitly without wasting a regular
action? That action might also be used to cancel other actions such as
diggers and miners.
Pingus 0.7.5 is out, changes include among some fixes, 10 brand new
Halloween levels. Linux and Windows versions are provided. No Mac
version at this point, it might fallow later on.
* fixed memory leak in OpenGL renderer
* added support for Win32 cross-compilation with mingw32
* added gamespeed
On 26 November 2011 01:04, Josh Dye josh.jpeng...@gmail.com wrote:
In file included from src/blitter.cpp:31:
src/blitter_impl.hpp: In function 'Surface BlitterImpl::modify(Surface,
const TransF)':
src/blitter_impl.hpp:176: error: 'struct SDL_PixelFormat' has no member
named 'colorkey'
On 28 November 2011 20:20, Joshua M Dye jpeng...@gmx.us wrote:
So I compiled and installed GCC 4/6/2 scons detects everything now; but
when I try to start a level-
Pingus 0.7.5
Pingus: Standard exception caught!:
e has wrong color depth:
GIT Version
Pingus: Standard exception caught!:
On 28 November 2011 23:41, Josh Dye josh.jpeng...@gmail.com wrote:
Interesting, now it at least load the level, but many thing are not drawn;
here is a scrennie from Entering the pyramid
Judging from the screenshot it looks like indexed images with colorkey
are loaded as RGBA images or maybe
On 11 December 2011 18:47, James Gallaga gallaga...@gmail.com wrote:
Is there a place to share the levels that users create?
This mailing list.
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___
Pingus 0.7.6 is out, not much changes to the core game, but 10 brand
new Xmas themed levels.
* added new SVG icons for Pingus
* added 10 new xmas themed levels
* added ability to sort levelsets by priority
Download: http://pingus.seul.org
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Blog: http://grumbel.blogspot.com/
JabberID:
On 24 December 2011 23:45, Ingo Ruhnke grum...@gmail.com wrote:
Pingus 0.7.6 is out, not much changes to the core game, but 10 brand
new Xmas themed levels.
* added new SVG icons for Pingus
* added 10 new xmas themed levels
* added ability to sort levelsets by priority
Download: http
On Fri, May 10, 2013 at 4:02 AM, YuGiOhJCJ Mailing-List
yugiohjcj-mailingl...@laposte.net wrote:
I can open it with GIMP:
$ gimp /usr/share/pingus/images/fonts/chalk-40px.png
Or check the md5sum:
$ md5sum /usr/share/pingus/images/fonts/chalk-40px.png
5eb9e51bbcadc00479da6098df83cf8c
On Sat, Jul 27, 2013 at 7:20 PM, Marcin Kocur marcin2...@gmail.com wrote:
Ingo, any chance for a maintenance release?
Yep, pretty high chance, as I really want to get rid of that $@ bug. As
for the new languages, I have to do some coding and generate a few new
fonts, as currently quite a few
On Mon, Oct 28, 2013 at 8:16 PM, Toralf Förster toralf.foers...@gmx.dewrote:
As described here : https://bugs.gentoo.org/show_bug.cgi?id=489600
using an external USB 2.0 disk to install pingus results in a very
looong install time.
Is this related to the way that each file is installed
On Mon, Oct 28, 2013 at 8:56 PM, Toralf Förster toralf.foers...@gmx.dewrote:
On 10/28/2013 08:48 PM, Ingo Ruhnke wrote:
On Mon, Oct 28, 2013 at 8:16 PM, Toralf Förster toralf.foers...@gmx.de
mailto:toralf.foers...@gmx.de wrote:
As described here : https://bugs.gentoo.org/show_bug.cgi
Since Google Code is shutting down I started moving Pingus over to
Github, new location for the repositories is at:
https://github.com/PingusTeam
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___
On Wed, Aug 10, 2016 at 6:55 PM, Geoffrey De Belie
wrote:
> I wonder if there exists a tool to convert the (old) XML level format to the
> new pingus format?
There are two scripts that you need to use in succession.
The first one updates the .xml from version 1 to
On Thu, Aug 11, 2016 at 11:34 AM, Geoffrey De Belie
wrote:
> Thanks a lot. I've managed to convert them all, but they need cleanup. I'm
> writing a script for that (see below).
>
> For example, the converted pingus file contains entrances/entrances,
> exits/exits
On Sat, Jan 21, 2017 at 4:12 AM, wrote:
> Please notify me should you wish a copy of both the
> level set file and the individual levels.
At the moment I don't have much time to evaluate levels, but I'll add
all the level that get send in to the repository so they'll get
On Sat, Aug 13, 2016 at 7:15 PM, Ingo Ruhnke <grum...@gmail.com> wrote:
> Some of the resource names got cleaned up, there are is a program to
> generate a sed script to fix that in the git history:
I added that sed script to the repository now so that people don't
have to dig thr
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