Search found 25 matches

by ncrecc
Fri Oct 12, 2018 1:30 am
Forum: New Ideas
Topic: An option to play back all audio in mono rather than stereo
Replies: 0
Views: 12

An option to play back all audio in mono rather than stereo

Not sure if this would count as an accessibility feature or just plain practical. For example, I can only hear out of my right ear as of right now, so this would be plenty useful for me.
by ncrecc
Wed Oct 10, 2018 12:27 pm
Forum: New Ideas
Topic: Prompt to restart upon player dying
Replies: 1
Views: 1113

Prompt to restart upon player dying

This was suggested a while ago by "MichaelCPalmer1980" in this topic , and I thought it was worth implementing in all versions, Android and PC. What I'm thinking of is an option in the Setup menu to show a prompt like this whenever one of the players in the level dies: https://i.frogbox.es/l1b Where...
by ncrecc
Sat Oct 06, 2018 11:28 pm
Forum: New Ideas
Topic: Implement some Diamond Caves 3 elements
Replies: 0
Views: 664

Implement some Diamond Caves 3 elements

I've noticed that there are some elements from Diamond Caves 3 that are not covered by the Diamond Caves 2 category. I'm not sure if that's because Diamond Caves 3 added more, or DC2 and DC3 share all of the elements but some were never implemented. I'll start by listing the simple elements that are...
by ncrecc
Tue Oct 02, 2018 7:50 pm
Forum: Bug Reports
Topic: Co-op in RnD engine only cares if Player 1 reaches the exit
Replies: 5
Views: 667

Re: Co-op in RnD engine only cares if Player 1 reaches the exit

(Also, player 1 is the only player who can cause EM doors to vanish in the RnD engine.) How can this be reproduced? Just tested this, and as far as I can see, EM doors never vanish if any player enter it (which should probably also be changed). That's odd. That must be a problem with the new versio...
by ncrecc
Tue Oct 02, 2018 3:52 pm
Forum: Bug Reports
Topic: Co-op in RnD engine only cares if Player 1 reaches the exit
Replies: 5
Views: 667

Co-op in RnD engine only cares if Player 1 reaches the exit

In the EM engine, both players have to make it to the exits for the level to be considered "won", and the level will not be winnable if either player dies. In the RnD engine, all players automatically win once player 1 reaches the exit, and the level will still be winnable if any player other than p...
by ncrecc
Fri Sep 28, 2018 9:09 pm
Forum: Bug Reports
Topic: [RnD 4.1.0.0] Key presses occasionally repeat themselves when transitioning between menu and gameplay
Replies: 3
Views: 544

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

Looking back, this might actually be useful for certain hotkeys, like enabling 1-step mode before the level starts. Perhaps disable it for keys that perform "regular" functions like pause the game, drop dynamite, move, etc. but keep it for all of the functions under Setup>Key Shortcuts.
by ncrecc
Mon Sep 24, 2018 8:04 pm
Forum: Bug Reports
Topic: Game of Life simulation can leave behind invisible tiles if "neighbors to create" options are adjusted
Replies: 1
Views: 687

Game of Life simulation can leave behind invisible tiles if "neighbors to create" options are adjusted

Here's an example level you can use to test this behavior. Set the properties of Game of Life to, say, min 3 max 4 to create, and you'll see that there are some tiles that you can't walk on. It's most noticeable if you set it to min 0 max 8 to create. This is what it looks like at min 2 max 3 to su...
by ncrecc
Mon Sep 24, 2018 3:12 pm
Forum: Puzzles
Topic: Step by Step Training
Replies: 5
Views: 1033

Re: Step by Step Training

Clever... I'm surprised I hadn't even thought of that while making the level. I managed to get up to 307, and only after reading that comment!
by ncrecc
Sat Sep 22, 2018 6:44 pm
Forum: New Ideas
Topic: Use different graphics for BD rocks and EM rocks
Replies: 1
Views: 120

Use different graphics for BD rocks and EM rocks

RIght now, snap-pushing BD rocks seems like an underutilized mechanic since there's no way to tell them apart from EM rocks (which are not snap-pushable) until you try snapping them. It doesn't really matter what the graphics themselves look like, even something like its appearance in the editor wou...
by ncrecc
Sat Sep 15, 2018 10:27 pm
Forum: Bug Reports
Topic: Plant tile is rather inaccurate in the RnD engine
Replies: 3
Views: 203

Re: Plant tile is rather inaccurate in the RnD engine

Plant is supported by the RnD engine, actually. It's identical to the non-removable landmine, in that it kills you on touch, except that androids can erase it by moving onto it. In this case it just seems like a partially implemented feature.
by ncrecc
Mon Sep 10, 2018 8:52 pm
Forum: Bug Reports
Topic: Plant tile is rather inaccurate in the RnD engine
Replies: 3
Views: 203

Plant tile is rather inaccurate in the RnD engine

In the Emerald Mine (Club) engine, plant tiles can be erased by all enemies, as well as falling boulders and springs. In the Rocks'n'Diamonds engine, the only way to erase plant tiles is with explosions or an android. This change seems to be more or less out of nowhere. I'm not sure how many existin...
by ncrecc
Tue Sep 04, 2018 4:30 pm
Forum: Help
Topic: How do I add custom graphics to CEs?
Replies: 3
Views: 307

Re: How do I add custom graphics to CEs?

That explains everything, thank you!
by ncrecc
Tue Sep 04, 2018 2:25 am
Forum: Help
Topic: How do I add custom graphics to CEs?
Replies: 3
Views: 307

How do I add custom graphics to CEs?

There must be some documentation to this that I can't find. All I know is that it involves some .pcx extension.
by ncrecc
Sat Aug 18, 2018 12:59 am
Forum: New Ideas
Topic: A "speed of simulation" property for Conway's Wall of Life and Biomaze blocks
Replies: 1
Views: 275

A "speed of simulation" property for Conway's Wall of Life and Biomaze blocks

So we can have, e.g., levels with crazy fast-moving Biomaze that you need to run away from before it blocks up the exit. Maybe even an option that makes the Game of Life/Biomaze simulation only update when you take a step, for puzzle levels.
by ncrecc
Fri Aug 17, 2018 4:46 am
Forum: Bug Reports
Topic: Rockford doesn't change direction when snapping at the level border
Replies: 1
Views: 210

Rockford doesn't change direction when snapping at the level border

Rockford will face any non-level border wall that he pushes on, and
Rockford will face any non-level border wall that he snaps at, and
Rockford will face any level border wall that he pushes on, but
Rockford will NOT face any level border wall that he snaps at.
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