Writing by johann.ollivierlapeyre on Sunday, 1 of July , 2007 at 2:19 pm
Sorry for the delay, but hard to find an internet connection.
Sorry for the delay, but hard to find an internet connection.
As some previous KDE dude did, here is the desktop where i hack/draw on KDE, and it’s nice view. I am living a Brest in France.
The 2d purpose of it is to test my new wordpress gallery plugin Yes, akademy is coming
Few months ago, SVG met Blinken with the original Danny Allen’s artwork. It has a nice design and ideas, but was not in an oxygen style, and has a small issue, the selection “light” was not visible enought in game. See it bellow (the yellow is the selected one)
KDEgames and KDEedu are often talking, sharing ideas and tips, Annma and me also for the release stuffs, and also because severals dev are the same But it was my firsts commits in KDEedu, so, happy to meet you, KDEEDU!
(And i saw others nice artworks from Dannya to oxygenize )
Yesterday, we did the kdegames review. We succeeded in having a common point of view about which games should be keep and move, how hard it can be. Here the results:
Improved KDE3 games kept for KDE4.0:
New in kdegames:
welcome in kdegame !
succeded in kdereview, so, welcome in kdegame !
move to kdereview for 15 days
we have to contact the autor to see if he want to move on kdereview days
Status still unknown:
Candidate to be removed, but this is a really needed game. We are looking to see if it can be saved
- ksirtet (tetris clone)
keep libksirtet and ksirtet but we’ll remove them if ksirtet will not progress before the 1st june
a candidate for removal if the maintainer does not work on it before the beta.
Not ready for KDE4.0 (must mature more to be in 4.1)
Moved to playground:
This is too soon for the black hole (all this game compile, are using cmake…) and can be resurrected:
We know this will generate some comments, some games are liked, even needed for educational purpose, but the survey we did mandate us for one thing: “quality over quantity”. We tried to do both of course… but the project was in bad shape. With the new contributors, the nice energies and feelings putted in this project, we saved already much games, and make them much better (code, artwork, usability…). It is not possible to do more without sacrifice quality or get (again) others contributors. We had to make choices, we did.
I must say that Paolo Capriotti was very reactive to implement the lastest ideas and artwork changes (ship under water, several steep for the hit…). The new fire from Robert Wadley is impressive too.
Even if the artwork is not final, this is showing where we are going
Today, to launch game, there are several way to do. Some game are asking a crtl+N, other to go on a menu… or go in a config dialog to set a right player mode, before to play. The other day, my nephews thought kbattleship was broken, because they couldn’t launch it. You can imagine the younger don’t know what “crtl” is…
The other issue, some game has 1 player mode, 2 players, or both. Even network sometime… But you have to navigate to guest it
Especially if we put it on every game (with the appropriate artwork of course, this one is kbattleship). This is simple, and you see what it’s possible to do with the game.
Only some ideas to simplify the ksuduku UI. In my mind, the difficulty is saved for each entry, and each one keep their config. But the user has only 1 screen before to play, and a less frighting one.
Hope the devs will like it.
PS: In part based on oxygen style, but i did it very quickly, this is just the general idea for the UI improvement.
It’s maybe time to give some news about game’s SVG. And these are good
First, some screenshots was published here or on the Dot in the “road of KDE4″. Some was with really unfinished stuffs, some was more reals. Of course, we’re not posting screenshots for everything, it’s good to keep that for later, but yes, things are improving.
After that, i’d like to say it’s longuer to specify how SVG should be and code that in C++ than only draw them. This mean that after our SVG port job, some SVG should be improved. But this could be after the 4.0 release. Other people could (i hope will) do other SVG styles we hope after the release.
A very good news. After the talk with aaron, i understood KDE4 port and SVGization are not affected by the feature freeze. This mean a lot to us. This could allow us to release 70% to 100% of the KDE3.5’s games. Without that, this could be less than 50%.
Other good news, Eugene T. is doing a very good job on backgrounds, see for example the kbattleship one (and it’s hard to draw “the sea”):
He is always here, creative, and adapt himself to the KDE4’s needs. Working together on kdegame’s artwork is a real pleasure. And i hope we will continue that on others places (kdebase and others apps). Working with (the reals) C++ is also a pleasure (from KDEgames, KDEbase…) . They are wanting their baby to be the nicer possible, and they are always trying to do what we need. Thanks to them.
For our status, we have 9 games almost done (from artwork point of view, not usabillity or c++), some others games are running tmp SVG, at least in part, and there are still some unmaintained games that risk to be dropped for KDE4.0 ( kjumpingcube, klickety, ksirtet, ksnake, ksokoban, ktron…).
As you already know, we are trying to convert every KDE’s games to SVG, and harmonize them to comply with the Oxygen style. But this is a huge work, there are currently 30 games in the KDE repository, and some new ones are coming.
The migration process is often this one:
- A temporary (ugly) SVG file is made, with the several elements (used to make the game ex: piece, table, …), to allow developpers to SVGize the engine.
- The devs SVGize the engine. See kgoldrunner with the temporary SVG (except the scales)
- The artist can make, test, and commit improved SVG files, maintly elements part for now.
- Then , adjustement, some fix, …
Today, there are 11 games’s engines converted (19 still to do). And there are also kdeedu also to do. Honestly, with my job (the one that pay my food) and my new girlfriend, i don’t think i could do everything, especially all the backgrounds used in games. And i don’t even think about the completion to make them really pretty.
That is why i contacted some of the best “wallpapers makers” i found on kde-look, to ask them if they could help us. Only few hours after, i already had 3 positives answers, from Matthias Endler , Eugene T and Andrew Enyart !!! Click on their name to know what they done on kde-look.
Of course, i’ll help them to start to work with the KDE team.
See some of the others games at our current stages. There are all missing good wallpapers. But now, i feel myself a lot less anxious about it
Martyn “Cirrus” Clement contacted us on kde-artists to propose his help to make new sounds. He also recetly won a contest for Mandriva. This one, and others, are on his website http://www.martyn-circus.com/ . As far as we know, nobody else is doing sound.
He started to do 3 sounds for Kopete. It make us thinking about the KDE4 sound identity. With Oxygen, desision was made to make something new, with a mix of “corporate” and “cool attitude”. How to do same with sound? Is it needed?
There are several options :
1) Complete our actual sound in the neutral way. Nothing change.
2) Try to give them a nice an coherent personality like Oxygen. But which one?
Any idea and input are welcomed