Search found 2458 matches

by Holger
Sat Nov 03, 2018 10:19 pm
Forum: Level and Artwork Design
Topic: EMC levelsets use incorrect artwork definitions
Replies: 8
Views: 530

Re: EMC levelsets use incorrect artwork definitions

OK, I've debugged and fixed this case (which indeed existed in two different artwork sets). And found another (minor) bug which affects "Forgotten Mine 2" (which used the same (AGA) artwork for ECS and AGA mode). I hope I will manage to release an update to the Emerald Mine Club collection soon ... ...
by Holger
Thu Nov 01, 2018 11:18 am
Forum: Bug Reports
Topic: Network multiplayer issues
Replies: 4
Views: 144

Re: Network multiplayer issues

By "loading a tape", I assume you mean loading a saved game by pressing F2. Regarding case 1 and 2: Unfortunately, reloading a saved game snapshot over the network is currently not supported, and just leads to replaying the game in local team mode, not network team mode -- that's the reason why you ...
by Holger
Mon Oct 29, 2018 12:15 am
Forum: Bug Reports
Topic: Spawning Player 1 in a level where arrow keys were auto-assigned to another player causes both to be controlled at once
Replies: 1
Views: 203

Re: Spawning Player 1 in a level where arrow keys were auto-assigned to another player causes both to be controlled at o

Although this looks strange, this is currently some sort of "expected behaviour". The cause for the problem is that multi-player levels are currently detected only by checking the playfield for players, but not by checking elements that could create additional players (or elements that could create ...
by Holger
Sun Oct 28, 2018 11:58 pm
Forum: Bug Reports
Topic: Pushing a sokoban object in a level with no sokoban fields can automatically win the level
Replies: 1
Views: 141

Re: Pushing a sokoban object in a level with no sokoban fields can automatically win the level

Thanks a lot for reporting this misbehaviour -- apparently I did not consider levels with a different number of Sokoban fields and objects on the playfield (be it at the start of a game, or during the game where new Sokoban fields or objects could have been dynamically created). I've fixed this now ...
by Holger
Sun Oct 28, 2018 10:15 pm
Forum: Bug Reports
Topic: Only Player 1 can make an auto-winning sokoban push
Replies: 1
Views: 141

Re: Only Player 1 can make an auto-winning sokoban push

Thanks for reporting this bug!

It will be fixed in the next release version.
by Holger
Sat Oct 27, 2018 11:47 pm
Forum: Testing Area
Topic: Testing small graphics
Replies: 2
Views: 256

Re: Testing small graphics

^ This level seems to have some blank lines running through it Unfortunately, yes. This was not the case with (very much) older versions of phpBB, but is now caused by the line distance in the CSS. This could be fixed by defining a smaller line distance in the CSS, but this would also affect normal...
by Holger
Mon Oct 22, 2018 10:17 pm
Forum: Help
Topic: One-button Joystick
Replies: 2
Views: 192

Re: One-button Joystick

Hi calasso, welcome to the R'n'D forum! :) I have some old Amiga / C64 Joysticks and a db9-to-usb convertor ... Wow, cool! Didn't know that such a converter exists! (I also still have some original C64 / Amiga joysticks here.) ... so that I can use them on my PC. These joysticks all have two buttons...
by Holger
Mon Oct 22, 2018 9:25 pm
Forum: Bug Reports
Topic: Mirrormagic binary name
Replies: 1
Views: 132

Re: Mirrormagic window title is rokcsndiamonds

To change the binary name, you can also simply rename the binary after the build process (that's how it is done in my own packaging script for the Mirror Magic packages). Regaring the window title issue, please see my answer to your other post. (Update: To prevent confusion, I've changed the name of...
by Holger
Mon Oct 22, 2018 9:14 pm
Forum: Bug Reports
Topic: Mirrormagic window title is "Rocks'n'Diamonds"
Replies: 1
Views: 131

Re: Mirrormagic window title is rokcsndiamonds

Hello zezinho, welcome to the forum! :) I am packaging both rocksndiamonds and mirrormagic for the linux distro Mageia. Great to hear! I'll be happy to try to help with any problem that may arise during the packaging process! With the version 3.0.0 of mirrormagic, the X11 window title is Rocks'n Dia...
by Holger
Thu Oct 11, 2018 1:16 pm
Forum: General Discussion
Topic: Android controls
Replies: 3
Views: 1396

Re: Android controls

Just stumbled upon your post again, and would like to mention the enhanced virtual buttons configuration system of R'n'D 4.1.1.0, which offers the possibility to define your very own virtual buttons regarding size and position of the buttons -- you can place them wherever you want (even allowing for...
by Holger
Thu Oct 11, 2018 1:07 pm
Forum: Bug Reports
Topic: Hard back buttons in Android
Replies: 6
Views: 1348

Re: Hard back buttons in Android

Just found the following in the SDL 2.0.9 pre-release announcement: Added the hint SDL_HINT_ANDROID_TRAP_BACK_BUTTON to control whether the back button will back out of the app (the default) or be passed to the application as SDL_SCANCODE_AC_BACK Added SDL_AndroidBackButton() to trigger the Android ...
by Holger
Thu Oct 11, 2018 8:29 am
Forum: New Ideas
Topic: Prompt to restart upon player dying
Replies: 2
Views: 1272

Re: Prompt to restart upon player dying

This issue is indeed one of the next things to be implemented, especially as it already works that way in the Mirror Magic game engine, and things should be consistent and work similarly regardless of which game engine is used. And yes, there will most probably be a new option in the setup menu to e...
by Holger
Thu Oct 11, 2018 8:05 am
Forum: Bug Reports
Topic: Game of Life simulation can leave behind invisible tiles if "neighbors to create" options are adjusted
Replies: 1
Views: 816

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

First of all, thanks for the example level and the animated GIF which demonstrate the problem very well. It's most noticeable if you set it to min 0 max 8 to create. Indeed, when using the "usual" Game of Life parameters of "2333", everything seems to work as expected, but with "2308" the problem be...
by Holger
Thu Oct 11, 2018 7:25 am
Forum: Bug Reports
Topic: [4.1.1.0] "Auto-play next level" restarts the last level
Replies: 1
Views: 826

Re: [4.1.1.0] "Auto-play next level" restarts the last level

Yes, that's right! Did not think about this "special case" for "auto-play next level" indeed! :-o

It's already fixed in the code (but not pushed to the repo yet) and will be available soon with the next patch release!
by Holger
Tue Oct 09, 2018 3:15 pm
Forum: Level and Artwork Design
Topic: PANEL elements over the playfield
Replies: 3
Views: 1297

Re: PANEL elements over the playfield

Cool! Would you like to also upload the artwork set for this modification?

I could think of such artwork features being useful for small/mobile devices... :)