---------- docs
API:

animator, animator-value, set-animator-direction, set-animator-position,
camera-angle, play-effect, set-cell-flag, set-cell-velocity, set-cell-heights, set-cell-colors,
set-cell-wall-colors, is-transparent, restart-time

Editor: ctrl-j, hills, velocity, transparency, 

Misc: Update helpscreen for extra-life modpill
---------------

Correct orientation of texts when camera XY rotated
Investigate memoryleaks

1). If fog is changed (eg from day to night, or day to thick-fog)
could any change in fog/lighting have a smooth transition? Like
how you faded the help screen out? Day could fade to night, etc,
when flicking switch, instead of instant switch.  Just something to
think about while you are pluggin away at the keyboard.

Change keybindings, optional. Rotate arrows 45 degrees


> PS. I like how the help screen fades out, perhaps it could be used on title
> screen for a flash feature. The speed of the fade can be increased also if
> you like. :-)

>   - on foggy levels, messages are not visible, as they are white on
> quasi-white background.

> Misfeatures (not really bugs, but not nice/useful) :
>   - the clipping for drawing elements is 'rought'. On some levels,
> we can see bands of elements disapearing...
>   - the "sand" ground is not really nice (kinetic realism)
>   - the "ice" seems to be too easy to control. Not really slicy...

svrighetsgrad "sandbox"


> IDEA:
> =====
> Perhaps a "Championship" option for the game might be an option? I mean
> complete all the levels from Kidz, through to Jumpz one by one. It could
> have a different High scoring - more like Frozen Bubble where your score
> is the level you got to - and the time it took. That way, in such a
> competition, you can have infinite lives. It could also take into account
> the scores/flags obtained along the way, as to not just be about totally
> about speed.


Teleporters
Smiley when level complete
no timelimit on kids level
grass, tickles... jumps....
ground with glass on it
extra lives...
cactus (don't touch)
desert level
spikes from the side...
push from the side
wind
poison + medicine
change size. level with small pipes... potions.
water
mr. cactus
wrecking ball. pendel
hammer
fireball.. 
clouds, fumes emitted from pipe
hot ground
fountain
extra time (by taking mr baby)
multiplayer on same computer
make a visible overview map
locked levelsets (have to comple X other levelsets first)

fix inconsistencies with integer/reals in scheme interface. backwards compatible!

AA of polygons in the map

use a helpfunction to load images

There's still some popup's when playing without fog

more uses of the bonus level


Polish levels by making ground black

Correct calculations of delta time

loadTexture - check sizes etc.
rescale splashscreen


pipes, fix physics when entering (rather than bouncing on entrance)
Question marks as "random" objects..

Starwars credits not centered properly (?)

Music not randomized properly?

- The fonts are still a little big on the settings screens, esp on 640x480.

remembering settings

Many share directories. Let editor create files in current directory

include a source spec file

"decorations" - use torus, box, diamonds etc. Have any effect?

binren - libc++.so.5 beroende, statiskt lnka?
display names of songs ( "Life by Design", "Genesis (In The Beginning)" )

Boxes - in progress
settingsMode:: anvnd tangentborded fr instllningar
setupMode:: anvnd tangentborded fr instllningar

How about some comments in the sources?
optimise map::draw. This is a major bottleneck!

textures on the floor
"make install" for binaries
More floor types (moving, rubber, trampoline, ...)
Some "special" action on the right button?
Make "kill" flag visible in editor (only)
Speed bumps
Frozen screen effect (bluish flash etc)
Automatic snapshots of interesting game events...
"simple" debris (eg. for sand, frozen) using points instead of spheres

- black balls that roll on a set trajectory instead of homing in.
- laser beams (could be used for puzzles, killing black balls, etc. Might be 
switchable)

Do a real check for filepermissions in editor.

Switch font rendering to textured fonts. See eg:  http://www.lmnopc.com/bitmapfontbuilder/

------------- BUGS
I just downloaded trackballs 0.5.0 (source) and installed it
on my Linux RedHat 7.3. It seems to work fine except for one bug
which I also experienced with an older version of Trackballs in
the past (0.2.2 I believe). The bug is that sometimes when I start
the game the ball already gets an initial velocity in some random
direction and there is nothing I can do to stop the ball moving. So
it ends up on the ground. If I restart the game the ball keeps moving
in that direction. The only way to fix the problem is to quit
trackballs and start again and hope that the initial push isn't there.

I'm a programmer myself and to me this looks like you have an
uninitialized variable somewhere. Perhaps you should try valgrind?


> 3). When playing "Clowning around", every few seconds I
>      see a purple/blue grid flash where the ground is totally
>      black. Is this a bug or feature?


--------------------
