Search found 571 matches

by Eizzoux
Wed Feb 24, 2021 7:46 pm
Forum: Bug Reports
Topic: Odd, but understandable incompatibility of Follow Player + CE click event
Replies: 0
Views: 15033

Odd, but understandable incompatibility of Follow Player + CE click event

Well, let's just say, that would barely be possible to make player follow cursor and yet still click on CE with mouse clicking event. All other Touch controls work pretty much fine since they do not use the layout of the game itself unlike Follow player (Virtual Buttons, as it says by itself, puts v...
by Eizzoux
Tue Feb 23, 2021 5:01 pm
Forum: New Ideas
Topic: Several new item config ideas
Replies: 3
Views: 8193

Re: Several new item config ideas

Allow a CE to explode in a 5x5 fashion. This one isn't so tricky to do with CE. Make "Custom element 1" blow up into content with 4 of "Custom element 2" put in corners with no ignition and explosion delay (both 0), and config "Custom element 2" to explode right immedi...
by Eizzoux
Mon Feb 22, 2021 12:13 pm
Forum: General Discussion
Topic: Real 16:9 aspect ratio Support. Will it ever happen?
Replies: 1
Views: 6998

Re: Real 16:9 aspect ratio Support. Will it ever happen?

Actually, game's default aspect ratio is 6:5 (screen resolution is 672x560), but custom graphic sets can use different viewport sizes and even make it dynamic depending on what graphic set is currently loaded. Some examples here: Widescreen mode [800x560] Widescreen Mode 1920x1080 (zip) How to creat...
by Eizzoux
Wed Dec 30, 2020 8:55 pm
Forum: New Ideas
Topic: Animated GIFs as title cards.
Replies: 2
Views: 7809

Re: Animated GIFs as title cards.

For that case, again, you can just make global anims on TITLE/TITLE_INITIAL event or their sub-events (TITLE_1-TITLE_5, TITLE_INITIAL_1-TITLE_INITIAL_5): gfx.global.anim_1.TITLE_1: sprite.png < Image file gfx.global.anim_1.TITLE_1.x: 0 ← X position of initial animation frame in the image file gfx.gl...
by Eizzoux
Fri Dec 25, 2020 6:08 pm
Forum: New Ideas
Topic: Music in the level editor
Replies: 1
Views: 7792

Re: Music in the level editor

Actually, it's pretty much possible to add music into editor if you: Add a fully transparent 2x2px global animation for editor in graphicsinfo.conf gfx.global.anim_X.EDITOR: RocksScreen.png gfx.global.anim_X.EDITOR.x: 6 gfx.global.anim_X.EDITOR.y: 6 gfx.global.anim_X.EDITOR.width: 2 gfx.global.anim_...
by Eizzoux
Tue Aug 25, 2020 8:14 pm
Forum: Level and Artwork Design
Topic: Rocks'n'diamonds - Show keys 2014
Replies: 6
Views: 14514

Re: Rocks'n'diamonds - Show keys 2014

SLAPPYHAPPY2000 wrote: Tue Aug 25, 2020 6:37 pm I'm kinda sad that the level indicator icon at the top of the hub was removed... do you know of a version that has both the enhanced key thing and the level indicator?
Weeeell... Maybe only this, but except it has, like, a bunch of random stuff compacted and plastered on one panel at once.
by Eizzoux
Mon Aug 17, 2020 4:50 am
Forum: Bug Reports
Topic: [4.2.0.0] Fake acid is walkable for player, but... what about others? + Editor shortcuts
Replies: 3
Views: 2325

[4.2.0.0] Fake acid is walkable for player, but... what about others? + Editor shortcuts

I kind of understand that fake acid is only walkable in Emerald Mine engine, but there's something else weird about it... Any other EM/EMC element once stumbled upon them are just eating it: rocks, yams, androids, amoeba... once they go into fake acid, it vanishes. I'm not sure if that's intended, b...
by Eizzoux
Sun Aug 16, 2020 8:06 pm
Forum: Help
Topic: Buggy Base Snap Animation
Replies: 1
Views: 6914

Re: Buggy Base Snap Animation

When you type in: sp_buggy_base.diggable_like: sp_base the buggy base will be digged by the player like a normal base. But how do you have the buggy base be snapped like a normal base, with the squares imploding? sp_buggy_base.snapping: RocksSP.png sp_buggy_base.snapping.xpos: 8 sp_buggy_base.snapp...
by Eizzoux
Sun Aug 16, 2020 6:46 pm
Forum: Level and Artwork Design
Topic: DOS Supaplex Graphics
Replies: 2
Views: 7339

[Zipped] DOS Supaplex Graphics

Maybe it's better to package it as a separate graphics pack, so you don't need to replace original files. Simple action, just few seconds to do, here it is as separate graphics pack: gfx_dos_supaplex.zip Installation: Unzip the .zip archive and drag the folder "gfx_dos_supaplex" into "...
by Eizzoux
Sun Aug 16, 2020 11:48 am
Forum: New Ideas
Topic: SUGGESTION: A nitpick with the New Supaplex Level Collection Hud
Replies: 12
Views: 15419

Red disks: Three different variants of mine

Sorry for being a little bit too late, I was kind of busy last couple of days. So anyways, here are three different variants I came up with: spdisk1.png 1) Moves the time just a little bit to the left and adds the inventory counter on the right of it, but with a narrow counter just because the space...
by Eizzoux
Sat Aug 15, 2020 1:45 pm
Forum: Help
Topic: custom_(number).anim_mode: ???
Replies: 2
Views: 7452

Re: custom_(number).anim_mode: ???

custom_(number).anim_mode: linear This one goes through all of the frames and then freezes on the last one (1,2,3,4,4,4,4,4,4,...) custom_(number).anim_mode: pingpong This one goes through all of the frames and then goes in reverse and then forward again (1,2,3,4,3,2,1,2,3,4,3,2,1,...) Same goes fo...
by Eizzoux
Sat Aug 08, 2020 6:09 am
Forum: Testing Area
Topic: Lasers in R'n'D
Replies: 5
Views: 9867

Re: Lasers in R'n'D

Oh, I remember doing similar stuff some time ago, here's the post, if you're curious: [link]
by Eizzoux
Fri Jul 31, 2020 9:03 am
Forum: New Ideas
Topic: SUGGESTION: A nitpick with the New Supaplex Level Collection Hud
Replies: 12
Views: 15419

Re: SUGGESTION: A nitpick with the New Supaplex Level Collection Hud

Hmm, good point, maybe I can try to do that by myself, this shouldn't be too hard, I'll try later.
(also I'm not creator of it, just sayin')
by Eizzoux
Fri Jul 31, 2020 8:56 am
Forum: Help
Topic: RocksBusy.png Custom Spritesheet for levelset?
Replies: 3
Views: 7798

Re: RocksBusy.png Custom Spritesheet for levelset?

That's because it doesn't get preloaded before the other graphics, the game just isn't able to sort out the graphics which are appearing before loading the levelset. Same thing goes for font.initial_1, font.initial_2, font.initial_3 and font.initial_4, they're showing up on the loading screen before...
by Eizzoux
Fri Jun 05, 2020 7:27 pm
Forum: Level and Artwork Design
Topic: Levelsets in 2020?
Replies: 7
Views: 10933

Re: Levelsets in 2020?

Not sure, but I'm still somewhat working on some things and tweaking some small things in them... yeah, somewhat...
Image