Search found 571 matches
- Thu Jul 07, 2022 10:48 am
- Forum: General Discussion
- Topic: Is there a color randomizer for the levels?
- Replies: 3
- Views: 6514
Re: Is there a color randomizer for the levels?
Well, for now it's only doable via CE. For example. Simplest example, you can make level not be revealed as soon as it starts, but appears after few frames, and while screen is black, one object turns into one of several other objects. the one it turns into then triggers others to turn into a specif...
- Mon Jul 04, 2022 11:54 am
- Forum: New Ideas
- Topic: Add "set white keys" action to CEs
- Replies: 1
- Views: 6888
Re: Add "set white keys" action to CEs
Maybe something like this
- Mon Jul 04, 2022 11:43 am
- Forum: Bug Reports
- Topic: DF/MM walls in editor palette
- Replies: 1
- Views: 1849
DF/MM walls in editor palette
I just opened Deflektor editor to test out something, and I opened used elements list in palette. nnaocasd.png I found several unknown elements named rather as "Wooden wall (DF style)" or "Steel wall (DF style)". Once I pick them, I just get respective normal DF walls. After few ...
- Wed Jun 08, 2022 4:11 pm
- Forum: New Ideas
- Topic: An option to lock changing orientation on Android
- Replies: 8
- Views: 8120
Re: An option to lock changing orientation on Android
Unfortunately, the Android lock doesn't work with R'n'D. It turns the screen anyway. Indeed! :shock: I could have sworn that worked once... will have to check the settings in R'n'D's "Manifest" file! Yeah, that indeed worked before, like, around a decade o' versions ago, except it had an ...
- Wed Jun 08, 2022 4:07 pm
- Forum: New Ideas
- Topic: Ctrl + S and ask on save a level
- Replies: 4
- Views: 7175
Re: Ctrl + S and ask on save a level
Yes, I know about it. Nevertheless there is always the undo button so you can use it to fix what you broke (at least partially). One exception: if you changed configuration of elements, not the level, then you won't be able to undo with just a click of a button, you rather back it up or save the co...
- Wed Jun 08, 2022 12:07 pm
- Forum: New Ideas
- Topic: Ctrl + S and ask on save a level
- Replies: 4
- Views: 7175
Level saving shortcut
1. Button shortcuts do exist in the game, including saving, check descriptions on bottom of the screen when hovering cursor over needed option. To be more specific, Saving is done through Shift + S instead of Ctrl + S . dsdfvadsgvs.png About asking on level saving... I find kind of pointless, but.. ...
- Wed Jun 08, 2022 12:00 pm
- Forum: New Ideas
- Topic: An option to lock changing orientation on Android
- Replies: 8
- Views: 8120
Re: An option to lock changing orientation on Android
I feel like it would be better if R'n'D was just in album orientation by default. Or, at least if it had more height than width, then it would be locked to portrait orientation, and when opposite, then album (depending on the levelset viewport)
- Thu Jun 02, 2022 7:38 am
- Forum: General Discussion
- Topic: Problems with the two baked-in tutorials
- Replies: 5
- Views: 6662
Re: Problems with the two baked-in tutorials
To be honest, as a tutorial they're indeed somewhat unclear, even one of contributions "Ben Braithwaite - Ben 200" delivers you as much information as them (in a slightly weird way), and also keeps being pretty easy (but also quite linear). Anyone remembers that one?
- Sun May 08, 2022 1:30 pm
- Forum: Bug Reports
- Topic: Custom inventory count digits seems to be not working anymore... perhaps?
- Replies: 2
- Views: 1629
Old digit amount for inventory counter
I don't remember exactly, since that was years ago already, but I probably did that around first 4.0.X.X or late 3.X.X.X versions, not sure, but at that time the default digit amount was 3. The levelset is Cave Chaos 2 in R'n'D demo , but you might already have it anyways. Here's a video I recorded ...
- Fri May 06, 2022 6:24 pm
- Forum: Bug Reports
- Topic: Custom inventory count digits seems to be not working anymore... perhaps?
- Replies: 2
- Views: 1629
Custom inventory count digits seems to be not working anymore... perhaps?
When I replayed one of my levelsets, I noticed how bombs were displayed as "000" instead of how I initially made it display as "0" (with dynamic digit amount, which is -1). After checking the game's confs, I noticed it now has -1 digits for inventory_count as well. Is that anothe...
- Fri May 06, 2022 6:10 pm
- Forum: New Ideas
- Topic: Various Tidbits
- Replies: 13
- Views: 11564
Re: Various Tidbits
I don't understand why it's even called "handicap"? 1) Ah, so you're "handicapped" in the sense that you can't freely move from level to level. I see. After some more googling, I do understand now that nowadays nobody knows what this term even means in context of video games (or...
- Fri Apr 29, 2022 11:00 am
- Forum: Bug Reports
- Topic: Player's "use level start element" property does not appear to do anything
- Replies: 4
- Views: 1519
Re: Player's "use level start element" property does not appear to do anything
The level start element is mainly used as an element to first focus on before the player appears from CE. Try making a huge playfield, put one specific object somewhere in the middle, set it as player's start element, the game will start up with camera centered on that one element you just put
- Fri Apr 29, 2022 10:57 am
- Forum: Bug Reports
- Topic: Player's "use explosion from element" property doesn't work as expected if element is Yam Yam
- Replies: 2
- Views: 1369
Re: Player's "use explosion from element" property doesn't work as expected if element is Yam Yam
I think there was a similar topic I brought up before, except about player not fully copying explosions of penguins (penguins are exploding 1x1, but player still takes it as 3x3). I think the logic of such misconception is that yam's default explosion is just empty space, which player reads instead ...
- Sat Apr 23, 2022 5:26 am
- Forum: Bug Reports
- Topic: Preferred network player selection looks ugly in Emerald Mine artwork
- Replies: 2
- Views: 1306
Re: Preferred network player selection looks ugly in Emerald Mine artwork
This is partly normal because the levelset was created before such feature was added, but this can be fixed by adding such lines to graphicsinfo.conf of the levelset: request.button.player_1.x: 243 request.button.player_1.y: 46 request.button.player_2.x: 292 request.button.player_2.y: 46 request.but...
- Fri Apr 08, 2022 11:26 am
- Forum: Bug Reports
- Topic: [4.3.1.1] Player is frozen if he spawns out of explosions/CEs
- Replies: 4
- Views: 1487
Re: [4.3.1.1] Player is frozen if he spawns out of explosions/CEs
And speaking of CC2 in R'n'D, I also see that inventory count digits doesn't seem to be working now. Or, perhaps, it has some requirements to work? In short, I need it to work with -1 digits, like if it has amount of digits based on the number itself, rather than having one fixed digit count. From w...