
-------------------------------------------------------------------------------
when the player snaps a custom element, it changes into something else

i was actually thinking of the boulderdash boulder and the diamond caves 2
landmine when i posted this

diamond caves 2 landmine when snaps does a 1x1 explosion

and the boulderdash boulder when snapped, moves

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

being able to push elements down into acid

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

Shield countdown	Is about blinking before it?s effect?s ending.

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

Just a few suggestions about wind.

1. Make the starting direction of the wind configurable.
2. Wind-affected CEs?
3. Wind-affecting CEs?

[...]

actually, the starting direction of the wind WAS actually a feature for emerald
mines so it definately should be added, and the wind dir was displayed via 3
blue arrows in the gui, ill take a screenshot to show it in action

and speaking of which... movement depending on wind direction would be a good
custom element feature!

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

Is it possible, not to show own graphic- and soundsets in the game in:
"setup/custom artwork/"

Like that:

- - - - - - - - - - - - - -
sort_priority: 100
name: [NONE]

custom_1: abc.pcx
custom_1.xpos: ...
- - - - - - - - - - - - - -

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

Just a few suggestions about wind.

1. Make the starting direction of the wind configurable.

2. Wind-affected CEs?

3. Wind-affecting CEs?

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

A quite different idea would be, to have the graphics of the shield divided
into 2 stages (similar to buggy base): active and deactivating

So in your own graphicsinfo.conf you can choose a different animation for
deactivating-state while in the default graphics it's not.

And maybe add a deactivating-sound for soundinfo, too.

[...]

It would be perfect if the shield bliked a few times before going off.
Sound could be nice, too, though I don't use sound.

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

- mark levels and level sets (never played, played, solved etc.)

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

- change after ... steps

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

I just wondered why the duration of the time gate and the switch gate weren't
configurable ?

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

BTW: The sounds by CEs, that eat, should not make the sounds of sand or
something else !

Maybe:

custom_12.eating:eating.wav 

also:

Different sound for CE collecting collectible element, like "ce_x.eating" etc.

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

- "import" function to import level packages

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

- selectbox with actions caused by usual CE event

on ?? then GOTO LEVEL ??
on ?? then CLEAR INVENTORY
on ?? then SET TIME ??
on ?? then RESTART LEVEL
on ?? then KILL PLAYER ??

on ?? then EXIT LEVEL ??

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

- CE change: not only place walkable elements at the player field, but also
             place player at walkable elements without replacing them!

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

- two new CE properties
  - can consume other elements (like acid)
  - can be consumed by other elements

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

- add error message box for Windows

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

- "spectator mode" -- being able to scroll around the whole level
  - while game paused?
  - as a cheat?

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

- add some elements:
  - indestructible exit

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

- "is exit" as an element property or a change event
- or "exit game" when <event>

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

- birth element (for all players)

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

- per level-set handicap by setting "handicap: false" in "levelinfo.conf"

- add "generic player" (set to default player as before, or "next" player!
- change: placing "gen. ply." when "destructible": if "walkable", add player!
  => good for multi-player levels, good for teleportation!

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

- add sound for newly created CEs, like "element.creating"

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

- change gfx file names ("RocksElements.pcx" -> "elements.pcx")
- add "collecting" animations
- add "snapping" animations to game engine

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

- falling left/right/up/down
- separate fall speed (currently combined fall/move speed)

- change-conditions like:
  * CE1 changes when CE2 digs CE3
  * CE1 changes when CE2 gets digged
  * CE1 changes when digging CE2

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

- new push types: BD style pushing, and "push, wait, and then move"
- auto-movers: ice, transport fields

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

add "record only, if there's no tape yet" to "autorecord on/off"

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

add "skip this level" to "handicap on/off"

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

I have seen a few more elemenents which can greatly increase the number of
puzzles and levels that can work. I made up some of these. Some others are
original, or slightly modified, forms of elements from an Elmer Productions
Boulderdash clone called 'Igor.' I am sorry if you already have a few.
Here are 20:
 
1. Teleporter - teleports to customizable location. Possibly steel and normal
   variants.
2. Ghost enemy - can move through any destructable object.
3. Replicator - can duplicate any solid, nonliving object - 2 times, or with
   customizable time periods between.
4. Enemy creator - creates enemies with a customizable time period between
   enemies.
5. More than one radar explosive - press 1 then 3, etc.
6. Walls that only you can walk through.
7. Walls that only let solid nonliving objects roll off at a certain side.
8. Eggs. When dropped, turn into enemies.
9. Conveyor block. Solid, gravity applies, movable, but anything on top will
   be pushed in a customizable direction.
10. Pipes that can turn gravity on/off.
11. Light switches - can only see certain 'lit up' items when light is off.
12. Super Bomb - explodes anything within two spaces, instead of one.
13. No Player - You can't go through it, but enemies can.
14. Hole. Will destroy anything that touches it. Can either be destroyed then,
    or keep 'living'.
15. Arrows that 'fall' sideways.
16. Limited moves.
17. Fake diamonds/emeralds - lethal when touched. Look slightly different --
    with purple spots, etc. Behave like actual diamonds/emeralds.
18. Fake exit - lethal when touched, behaves like exit, distinguishing
    characteristic.
19. Pipes that require some emeralds to be paid.
20. Clockwise pipes.

"Michael Zener Riggs Gottlieb" <mzrg@bellatlantic.net>

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