Search found 3394 matches

by Holger
Tue Jul 27, 2004 10:39 pm
Forum: Level and Artwork Design
Topic: Unsolvable levels
Replies: 61
Views: 174759

> *poink* This isn't for bug reporting, it's for reference. Yup, I also think so! And I thank you (and all others) a lot for reporting such things, even if it may look like I would ignore them (which I do not). All these reports will be very useful to check the upcoming new EM engine (which is not e...
by Holger
Tue Jul 27, 2004 9:15 am
Forum: Level and Artwork Design
Topic: Where are the great people at ARTSOFT
Replies: 11
Views: 14853

> However I spent quite a while making a 31 level set I think is high quality and I sent it to > info@artsoft.com a few times with messages saying to check it out, consider it for next > release, R+D is a tight game, blah, blah, blah. It's been a few weeks and no response. So I'm > wondering does an...
by Holger
Tue Jul 27, 2004 9:11 am
Forum: Level and Artwork Design
Topic: Quick Question
Replies: 8
Views: 11338

> Aha thanks... but it´s not really possible to reconstruct a _complete_ yamyam with his 8 > contents and his move in only 8 CEs or a bit more, is it ? Apart from the slightly different move delay, it should be possible to build a yamyam with 8 different contents with 8 CEs. I think I did that once...
by Holger
Tue Jul 27, 2004 8:39 am
Forum: General Discussion
Topic: Sources and PalmOS3.5 port (Splitted from supaplex scissors)
Replies: 12
Views: 14687

> I am working on PalmOS3.5 port of Rocks and Diamonds, so I work hard on sources. That sounds like a really ambitious project, regarding the usual hardware PalmOS runs on, and regarding the actual system requirements of R'n'D! > There are some places in code which I rewrote for better speed on 16MH...
by Holger
Tue Jul 27, 2004 8:22 am
Forum: General Discussion
Topic: Shortcuts in the editor
Replies: 5
Views: 7642

> I found the shortcut "B" in the editor during playing. If I clicked it on a CE, the CE got called > "empty custom element". That was good. Well, I think this is bad. At least, it's not intended behaviour. I'll treat this as a bug and fix it. (You can always clear a CE by using ...
by Holger
Tue Jul 27, 2004 7:45 am
Forum: Off Topic
Topic: Back from Brittany
Replies: 16
Views: 17784

Back from Brittany

Hi!

Just returned from a nice vacation in Brittany (the very northwest of France)! Good weather, lots of old castles and some swimming in the atlantic ocean! :-)

Now I have to try to keep up with all new posts from the last three weeks...
by Holger
Tue Jul 06, 2004 6:51 am
Forum: Off Topic
Topic: Vacation :)
Replies: 12
Views: 14578

Vacation :)

Hi!

If somebody wonders why I do not answer posts: I was very busy at work the last week, and I am away for vacation in France for the next three weeks! I'll answer all posts and mails when I'm back! :-)

Greetings,
Holger
by Holger
Sun Jun 27, 2004 9:11 pm
Forum: General Discussion
Topic: What new codes are already implented ?
Replies: 9
Views: 10464

> Hmm... but that would do it for all change pages, and I don't want them making annoying > noises while blinking. Yes, I am aware of that problem that was introduced together with the "change pages" (without also adding a possibility to distinguish them with sounds). I'll try to find a go...
by Holger
Sun Jun 27, 2004 6:43 pm
Forum: General Discussion
Topic: What new codes are already implented ?
Replies: 9
Views: 10464

> What's the true/false column for? Just look at the definition of "ElementActionInfo": struct ElementActionInfo { char *suffix; int value; boolean is_loop_sound; }; So, it sets the default setting if this sound action is looping or not (which you can of course override in your sound setti...
by Holger
Sun Jun 27, 2004 6:36 pm
Forum: Bug Reports
Topic: [custom].exploding (gfx) doesn´t work any more ?
Replies: 11
Views: 15096

> You said in your above post, that you will check that... Since than I was waiting for your reply... If I don't write anything further, you can safely assume that I haven't checked it yet. And you can be sure that I keep you updated if the status of that issue changes to "fixed". (And if ...
by Holger
Sun Jun 27, 2004 6:29 pm
Forum: New Ideas
Topic: Starts moving "previous"
Replies: 6
Views: 7735

> But remember Holger, that the direction is passed over to other elements sometimes. Like if > you drop a CE, it changes to another and that new CE is told to move when dropped. But I > guess that isn't the same, so oh well... The main differences are that explosions are 3x3 elements, and that ever...
by Holger
Sun Jun 27, 2004 6:25 pm
Forum: Level and Artwork Design
Topic: Tutorial Levels
Replies: 3
Views: 5905

> I'm talking about the spring+conveyor belt change and the deadly shield+enemy with contents > bug. Ah, OK. These two are bugs / unintended changes from 3.0.8 to 3.1.0 that weren't discovered during development testing apparently. :-( I'll see what I can do about that in future releases. In any cas...
by Holger
Sun Jun 27, 2004 4:00 pm
Forum: Bug Reports
Topic: [custom].exploding (gfx) doesn´t work any more ?
Replies: 11
Views: 15096

> I know, that was Holger... I just wait for his reply...

Hm?! I already have replied.
by Holger
Sun Jun 27, 2004 3:57 pm
Forum: New Ideas
Topic: Starts moving "previous"
Replies: 6
Views: 7735

> These containing moving elements with the property "starts moving previous" could than move
> at the direction, the exploding CE was moving.

Sounds reasonable and useful, yes.

No idea how to integrate this in the current engine, though...
by Holger
Sun Jun 27, 2004 12:37 pm
Forum: Level and Artwork Design
Topic: Tutorial Levels
Replies: 3
Views: 5905

> I started these during 3.0.8, and before I found out about Niko's levels. However, after a > couple of the tapes broke in 3.1.0, I decided I might as well finish it up, as it's not like they're > useless just because there's another tutorial floating around. Very good tutorial in fact! I have adde...