http://www.zomis.net/rnd/download.php?id=425
Enjoy!

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Well, I have been thinking about CE-programming/scripting stuff for RNDTool, but since I haven't worked with RNDTool for ages, it's on hold. But Alan will implement something like this in ConfEdit I think.Francesco wrote:I'm wishing for a program that will shorten that kind of repetitive changes... isn't any already available? I dislike belt-jobs
After having playing your levels, I agree that you shouldn't increase the gaps.Francesco wrote:but I've changed my mind about increasing the gaps: I will do that only if really needed, because it would result in an increased gap for the simplest action (turning off the aura) and it could negatively affect the actual gameplay.
More on this subject in this thread: viewtopic.php?t=764Francesco wrote:Furthermore - little off-topic now - I'd like to have the mentioned scripting tool. I could make one if I knew the level file structure (records identifiers and lenghts), but I'm not able to figure it out from the souce code - for the obvious reason that I'm a C dummy.
I've seen from RnDtool that you are already using the original code to load the levels, maybe you can provide me something for the above task: even if you or Alan are going to make it, I'd like to try, just to practice.
Oh, I am a pacifist too, but I think that games could be a sort of "catarsi" (cleaning) for the soul. To make an example, there are a lot of boys here in my town that like running with the cars: well, sometimes there's an accident, and the car isn't the only damaged thing... but I (that I spend hours on Need For Speed or other car games) don't run when driving a *real* carJannik wrote:I was so proud to have found a peaceful, but still challenging and funny game with RnD. And now you transform this little rockpushing and emeraldcollecting boy to a heavily armed soldier ...
Thank youI like Rockfighter, because:
- it's again a fantastic use of CEs
- the levels are perfectly fitting to the characteristic of Rockfighter's new abilities
I know, it's intended (otherwise you could not go against the falling bombs)I don't like it, because:
- during gameplay you realize that it's not hardcoded but an ensemble of CEs with unfortunately some unexpected behaviour (e.g. the robots who can step inside the aura but don't kill Rockfighter)
I recorded the tape using save and load a lot of times, but I can assure you that is possible. I've loaded savepoints for the robots (trying to kill them within their cell, I destroyed some emeralds), when killing the bugs using rocks (sometimes one bug escapes before the stone falls) and finally in the 'escaper' zone (actived the aura instead of snapping the emeralds or combos too close so that unwanted bullets destroy some emerald). Well, at final, I wanted to make a decent "final level"- the key combinations for the special moves are not just tricky, they are - at least with my configuration - too difficult and unreliable. I grew up with computer games since my C64 and I think I'm a rather skilled player. But doing the moves exactly at the right time and position, without accidentally stepping forward, and do it repeatedly, like in your tape of level 8, is impossible here.
Indeed you *need* a good keyboard for playing Rockfighter! I've done the combos for the "compact" arrowpad (that is, the kind that has L-D-R in sequence one beside the other). Of course you can also customize them and use the keyboard letters, in the scheme that you prefer. You could try to change the keys (before buying a new kbI guess it's my (very cheap) keyboard, where the keys get sometimes a little bit stuck and don't work. For normal RnD gaming that's no problem, but the 4-key-combinations too often fail.
Thank you! Really! I wished for some tapes, I wanted to see how other people played my levels.Here's my tape of level 8 which I could finally - after many many tries - solve, but you still see my trouble with the special moves ...