Search found 2377 matches

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: 57

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: 57

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: 14
Views: 810

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: 0
Views: 67

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: 3511

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 ...
by Holger
Tue Jun 05, 2018 8:20 am
Forum: General Discussion
Topic: RnD for iOS
Replies: 18
Views: 3511

Re: RnD for iOS

The other engines, SP and RND, still stutter during scrolling. I think those are not smooth because the Vita just cannot achieve steady 60 fps while scrolling. I checked with the fps counter, and it dips down to 55 once the scrolling starts. The motion of rocks and other objects is perfectly smooth...
by Holger
Tue Jun 05, 2018 7:49 am
Forum: Help
Topic: Editing levels
Replies: 1
Views: 95

Re: Editing levels

Hi Drake-r8, welcome to the forum! :) In the older version I have it was only possible to edit games AFTER the level was completed Oops?! That's strange, there should be no such limitation in any version of the game. However, there is a limitation that prevents editing those levels that come with th...
by Holger
Sun Jun 03, 2018 1:23 pm
Forum: General Discussion
Topic: Old music
Replies: 2
Views: 97

Re: Old music

Hello Furyspark, welcome to the R'n'D forum! :-) Yes, you're right, those classic WAV tracks create nostalgic feelings also for me! :-D You can find some explanations why they were replaced by MOD tracks in this thread . Fortunately, you can still add them from those older packages (which are still ...
by Holger
Fri Jun 01, 2018 7:22 pm
Forum: General Discussion
Topic: RnD for iOS
Replies: 18
Views: 3511

Re: RnD for iOS

Yes, that sounds reasonable. Please let me know if/how it works! Besides this, I think I should add an option "vsync: on/off" to the graphics setup menu, to be able to both use smooth scrolling with VSYNC frame synchronization (if the system/hardware/driver supports it), and to also be able to choos...
by Holger
Tue May 29, 2018 6:24 am
Forum: General Discussion
Topic: RnD for iOS
Replies: 18
Views: 3511

Re: RnD for iOS

Can you release the iOS version sourcecode. I've asked the author of the iOS port if he could make his changes publicly available. :-) I am asking because I would like to see how you got it to run in perfectly smooth 60fps. I ported the game to the PS Vita recently, and can get it to run fast on th...
by Holger
Fri May 25, 2018 8:16 am
Forum: Level and Artwork Design
Topic: R'n'D 64 - CE, GE and REF elements
Replies: 14
Views: 810

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

[...] Here're some examples: Acid has animated acid pool sides: GIF [...] Unfortunately, all those links are broken (as in "this document is only available to its owner" -- permissions problem?). :-( I think it's better to upload to artsoft.org (use the 'attachments' tab) -- then your post is inter...
by Holger
Tue May 15, 2018 12:20 pm
Forum: Level and Artwork Design
Topic: [GFX] Different screen
Replies: 8
Views: 323

Re: [GFX] Different screen

I've often been annoyed at the lack of levelset name; but I guess that is mostly on the main menu screen, not the live level-in-play screen. By default, the levelset name is displayed above the level preview on the main screen. Or do you mean something different? Looks like there's no facility to d...
by Holger
Fri May 04, 2018 12:08 pm
Forum: Bug Reports
Topic: Out of bounds without a custom border wall(Supaplex engine)
Replies: 4
Views: 265

Re: Out of bounds without a custom border wall(Supaplex engine)

As far as I can remember from my tests with the DOS version, yes!

When I have found those test level(s) mentioned above (that make use of this bug/feature), I will check this again with the original DOS engine.
by Holger
Fri May 04, 2018 12:05 pm
Forum: Bug Reports
Topic: Wrap-around levels (Emerald Mine engine)
Replies: 1
Views: 123

Re: Wrap-around levels (Emerald Mine engine)

I've split your post, as I think that it deserves its own topic.

Very good list -- thank you!

It will come in handy once I add support for wrap-around levels to the EMC engine!
by Holger
Thu May 03, 2018 5:43 pm
Forum: Bug Reports
Topic: Out of bounds without a custom border wall(Supaplex engine)
Replies: 4
Views: 265

Re: Out of bounds without a custom border wall(Supaplex engine)

I think it was supposed to be in this engine but it's not finished yet, not sure. It is/was supposed to be that way in the original Supaplex game engine, and it is indeed "finished", because the Supaplex game engine in R'n'D now behaves 100% exactly like the original/classic Supaplex game engine of...