Search found 571 matches
- 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...
- 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...
- 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...
- 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...
- 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_...
- 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
Weeeell... Maybe only this, but except it has, like, a bunch of random stuff compacted and plastered on one panel at once.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?
- 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...
- 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...
- 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 "...
- 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...
- 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...
- 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]
- 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')
(also I'm not creator of it, just sayin')
- 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...
- 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...