Search found 2387 matches

by Holger
Thu Aug 16, 2018 8:44 pm
Forum: General Discussion
Topic: Dynamite timing
Replies: 1
Views: 10

Re: Dynamite timing

Hello Jamie x, and welcome to the forum! :-) Regarding dynamite timing: Sorry for causing confusion -- maybe I should have mentioned this in the release notes: I have just re-ordered a few elements in the level editor (to make it more consistent with the game element section names like "BD", "EM" or...
by Holger
Mon Aug 13, 2018 10:41 pm
Forum: Off Topic
Topic: Back from vacation...
Replies: 3
Views: 46

Back from vacation...

Just to let you know that I'm not ignoring the posts of the last few weeks, but just was on vacation (travelling through the Baltic States). Have already read all those new posts, but will most probably still need some time to write some answers. It's still too hot summer weather most of these days ...
by Holger
Fri Jul 13, 2018 2:09 pm
Forum: New Ideas
Topic: Make the sokoban auto-win feature less restrictive
Replies: 4
Views: 124

Re: Make the sokoban auto-win feature less restrictive

Update: For the "classic" game engines (like Emerald Mine or Supaplex), this feature could indeed be added in a way as described by suggestion (B) or (C) in the first post. This would allow using this feature for newly created levels using these classic game engines.
by Holger
Fri Jul 13, 2018 2:03 pm
Forum: New Ideas
Topic: Make the sokoban auto-win feature less restrictive
Replies: 4
Views: 124

Re: Make the sokoban auto-win feature less restrictive

Yes, this can indeed be done using a cleverly configured custom element! :D While that's very cool, a generic solution for already existing levels would also be useful. Another advantage would be that such a generic solution could also be added for all non-R'n'D game engines where this functionality...
by Holger
Fri Jul 13, 2018 11:35 am
Forum: New Ideas
Topic: Make the sokoban auto-win feature less restrictive
Replies: 4
Views: 124

Re: Make the sokoban auto-win feature less restrictive

Perfectly valid point! As the Sokoban-style auto-win functionality and an existing exit element in the level seem to be mutually exclusive to me, I think that your suggestion (A) should be the way to go. However, things are a bit more complicated in practice, as the condition "level has no exit elem...
by Holger
Fri Jul 13, 2018 11:25 am
Forum: Bug Reports
Topic: [RnD 4.1.0.0] Key presses occasionally repeat themselves when transitioning between menu and gameplay
Replies: 1
Views: 99

Re: [RnD 4.1.0.0] Key presses occasionally repeat themselves when transitioning between menu and gameplay

Thank you for reporting this bug/misbehaviour! I was able to reproduce it, and it should be easy to fix it. You are right about your observations: The key release event from releasing the "Enter" key used to confirm the "want to quit" dialog, when happening during the "fade out", will be handled in ...
by Holger
Fri Jul 13, 2018 11:16 am
Forum: Bug Reports
Topic: RnD 4.1.0.0: Occasional crash after saving a tape
Replies: 1
Views: 87

Re: RnD 4.1.0.0: Occasional crash after saving a tape

Hello ncrecc, welcome to the forum! :) Very strange -- this sounds more like the game running into an endless loop rather than really "crashing" (although I admit that the result for the user is effectively the same). If this should happen again, could you please have a look into the process manager...
by Holger
Thu Jul 05, 2018 3:04 pm
Forum: Bug Reports
Topic: Border stretches the playfield in the window
Replies: 2
Views: 123

Re: Border stretches the playfield in the window

Very strange -- I have never seen this, on any platform (neither on Linux, Windows, Mac nor Android). On which platform did you experience this weird behaviour? How can this behaviour reproduced on that platform? (I know you wrote "sometimes", but any more detail on this? Like, did it happen around ...
by Holger
Thu Jul 05, 2018 7:15 am
Forum: Level and Artwork Design
Topic: Levelset title on the top
Replies: 1
Views: 113

Re: Levelset title on the top

Yeah, that looks cool! :D It's the same thing I did with the new Supaplex level sets! Gives the main screen a more individual look for each level set in comparison to the usual, always-the-same R'n'D title headline, and makes it easier to instantly see which level set is currently active (especially...
by Holger
Wed Jun 27, 2018 6:33 pm
Forum: New Ideas
Topic: Global anim additions
Replies: 1
Views: 142

Re: Global anim additions

Just a quick reply on idea number (3) -- that's really funny, because I just more or less implemented just that! It's not yet pushed to the Git repo, but here are some commits related to global animations that I've added recently: added event actions (by triggering gadgets) for global animations Thi...
by Holger
Wed Jun 13, 2018 2:42 pm
Forum: Bug Reports
Topic: Some more R'n'D 4.1/MM 3.0 bugs
Replies: 4
Views: 355

Re: Some more R'n'D 4.1/MM 3.0 bugs

Snapshot bug: for some reason in the Mindbender level 40 when I was using snapshot pacmen were quitting eating amoeba and just stopping in front of those as with any non-edible things. Ah, OK, I will check this. It could indeed be possible that I missed saving (or recovering) an array or something ...
by Holger
Wed Jun 13, 2018 1:40 pm
Forum: Bug Reports
Topic: Some more R'n'D 4.1/MM 3.0 bugs
Replies: 4
Views: 355

Re: Some more R'n'D 4.1/MM 3.0 bugs

Thank you for your detailed descriptions of the reported bugs! Yes, there are bugs lurking in the new MirrorMagic engine, and also bugs in the (largely untested) "tile_size" code. :-( For now Mirror Magic has huge problems with everything: Snapshot mode, game.tile_size, animating, Android port, leve...
by Holger
Sun Jun 10, 2018 10:15 pm
Forum: Level and Artwork Design
Topic: R'n'D 64 - CE, GE and REF elements
Replies: 18
Views: 1634

Re: R'n'D 64 - CE, GE and REF elements

I've just seen that I still haven't commented on your examples of high quality, 64x64 pixel sized new R'n'D graphics and animations -- they really look extremely cool! Especially, I think they really capture the "spirit" of the classic Emerald Mine and BoulderDash style graphics, which is always a p...
by Holger
Tue Jun 05, 2018 8:35 am
Forum: General Discussion
Topic: R'n'D for PS Vita
Replies: 1
Views: 234

R'n'D for PS Vita

A question to rsn8887 regarding his port of R'n'D to the PS Vita (thought we should open a new topic for this, as these aspects are not related to the iOS port of the game): I had a look at your source code changes for R'n'D to run it on the PlayStation Vita: https://github.com/rsn8887/rocksndiamond...
by Holger
Tue Jun 05, 2018 8:26 am
Forum: General Discussion
Topic: RnD for iOS
Replies: 18
Views: 4178

Re: RnD for iOS

iOS source is available here: [...] Thanks a lot! Indeed the changes are really minimal this time compared to the last version for iOS! :-) One question though: In the previous version, you dynamically adjusted the screen width to fit for the iPad or iPhone screen size. I haven't found this change ...