Search found 3365 matches

by Holger
Fri Jun 25, 2004 2:01 pm
Forum: Bug Reports
Topic: [custom].exploding (gfx) doesn´t work any more ?
Replies: 11
Views: 15086

I'll check that...
by Holger
Fri Jun 25, 2004 1:59 pm
Forum: Level and Artwork Design
Topic: new supaplex levels
Replies: 11
Views: 14190

> [...] IMO it's not needed and even unwanted, because it would require re-conversion with each
> new engine or any engine fixes.

Exactly right. :)
by Holger
Fri Jun 25, 2004 1:55 pm
Forum: General Discussion
Topic: Download links at artsoft.org
Replies: 23
Views: 25980

Martijn wrote:I read about burminator or so and enhanced emerald mine. They are not at the site! Will they be there in the near future?
Which link are you missing exactly?
by Holger
Fri Jun 25, 2004 12:14 am
Forum: General Discussion
Topic: What new codes are already implented ?
Replies: 9
Views: 10453

3.1.1 will be a bugfix release for 3.1.0; but your idea of adding a ".creating" sound is worth implementing. (I think it's already on the TODO list.)

Maybe it will find it's way into 3.1.2 or 3.1.3... We'll see. :-)
by Holger
Thu Jun 24, 2004 6:59 pm
Forum: Level and Artwork Design
Topic: Quick Question
Replies: 4
Views: 6666

It's used to calculate the delay for a new amoeba tile, as follows:

MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));

Yes, it looks weird...
by Holger
Thu Jun 24, 2004 5:58 pm
Forum: Bug Reports
Topic: Soft scrolling prevents high speed???
Replies: 9
Views: 10382

> Perhaps simply having the first click on "warp" to go to visual-max mode on whatever's > playing, and then the second click going to non-visual-max? Hmmm, sounds very simple... Have I simply overseen that nearly trivial possibility? Seems so. :-o That's the good thing of somebody else ha...
by Holger
Thu Jun 24, 2004 5:31 pm
Forum: Level and Artwork Design
Topic: Unsolvable levels
Replies: 61
Views: 174472

> Holger, will you fix it? Yes, I will fix it. But not in the first version of the contribution package, because many people already have asked for it, and I currently have no time to replace and test levels. But I will definitely process each and every report in this forum which results in a fixed ...
by Holger
Thu Jun 24, 2004 8:55 am
Forum: Programmer's Corner
Topic: Emerald Mine level conversion
Replies: 13
Views: 19175

> Holger, would you like me to send you some of these EMv6 levels? Yeah, would be great! As soon as I start integrating the new EM engine, they will be great for testing! > Also, would you like me to send you some EM level sets from EMC games that you don't have > in the current EMC level set? Yes, ...
by Holger
Thu Jun 24, 2004 8:43 am
Forum: Bug Reports
Topic: Soft scrolling prevents high speed???
Replies: 9
Views: 10382

> Ah, I see. I got the whole visual warp fast foward trick, but I didn't expect that clicking the > button during normal speed would result in something FASTER than clicking it at a faster > speed. Yes... As I said, I admit that it's a bit confusing. Any suggestions for a better (more logical) handl...
by Holger
Thu Jun 24, 2004 8:38 am
Forum: Bug Reports
Topic: Blocked
Replies: 8
Views: 10207

> So could you please implent that (soon), Holger ?

It is on my TODO list.

> And could you also tell a version for it ?

Other than the general roadmap, I better don't promise version numbers for certain features. ;-)
by Holger
Thu Jun 24, 2004 12:14 am
Forum: Bug Reports
Topic: Blocked
Replies: 8
Views: 10207

Richard: > Change if blocked, means for me, that an element changes, if it doesn´t move further, if his > ways are closed. But as I see, "change if blocked" makes nothing. [...] > And the "blocked" function seems to me a bug, since I can´t detect when it is blocked ! Richard, you...
by Holger
Thu Jun 24, 2004 12:09 am
Forum: Bug Reports
Topic: Soft scrolling prevents high speed???
Replies: 9
Views: 10382

> Is there some way to use the warp forward function when you AREN'T quickloading? > In case I want to use a pause before end because I didn't expect to die? When having a tape loaded (which is, say, currently stopped), you can simply press the "play" button several times to activate (in a...
by Holger
Wed Jun 23, 2004 11:51 pm
Forum: General Discussion
Topic: Near future plans?
Replies: 18
Views: 21392

> I think 3.1.0 was for 99% SP compatibility. 3.2.0 for BD and 3.3.0 for EM. Well, here's the roadmap (including the previous and current version): - 3.0.0: custom artwork and custom elements - 3.1.0: fix most known bugs of the R'n'D engine - 3.1.1: fix those bugs that are still left in 3.1.0 - 3.2....
by Holger
Wed Jun 23, 2004 11:13 pm
Forum: Help
Topic: [Fixed] Printouts
Replies: 2
Views: 4965

"./rocksndiamonds --help" tells you everything you need. :-)
by Holger
Wed Jun 23, 2004 11:07 pm
Forum: Programmer's Corner
Topic: Emerald Mine level conversion
Replies: 13
Views: 19175

> The levels are now in a folder called 'cave' as opposed to the old 'pla' directory. They are > named XXS for single player levels (eg. level 1 is 00S; level 81 is 80S). Teamwork levels are > XXT. Yeah, now I remember that I have seen such files! As they are different to the existing various level ...