Search found 2480 matches

by Holger
Sun Jan 20, 2019 4:39 pm
Forum: General Discussion
Topic: R'n'D 2019.01.07 build review
Replies: 1
Views: 21

Re: R'n'D 2019.01.07 build review

For a complete list of changes, just have a look at the Git log (normal log, not shortlog): https://git.artsoft.org/?p=rocksndiamonds.git;a=log (It's not up-to-date though... I should push the last changes, too, which, for example, added drag-and-drop support for level set packages in zip files, whi...
by Holger
Fri Jan 18, 2019 7:18 am
Forum: Bug Reports
Topic: Impossibly high scores in Hall of Fame
Replies: 1
Views: 24

Re: Impossibly high scores in Hall of Fame

EDIT: I have a hunch that the auto-increment level feature might have something to do with this. One time, on a different set, I saved a score for Level 0, and it was only reported for Level 1. Yes, that's exactly the cause for this "score bug". It was accidentally introduced with the "auto-increme...
by Holger
Fri Jan 11, 2019 1:24 pm
Forum: General Discussion
Topic: Were the current default songs for RnD and Mirror Magic included with permission from the composers?
Replies: 1
Views: 75

Re: Were the current default songs for RnD and Mirror Magic included with permission from the composers?

First of all, I'm happy to hear that you plan to do a new tutorial level set! :-) Although I think that the existing two tutorial sets are very good, it is correct that they do not introduce all existing game elements, but only a part of them (which is fine, of course). It might even be just too muc...
by Holger
Mon Jan 07, 2019 7:19 pm
Forum: Programmer's Corner
Topic: .gitignore
Replies: 4
Views: 311

Re: .gitignore

Holger have changed all C-Comments /* xxxx */ to C++Comments // even in CONF-Files and even after #define and other preprocessor commands. Bad to merge, with "Meld" merging is more or less possible. Not sure what this has to do with Git ignore files, but: If you simply use "git merge" instead of th...
by Holger
Mon Jan 07, 2019 7:15 pm
Forum: Programmer's Corner
Topic: .gitignore
Replies: 4
Views: 311

Re: .gitignore

My build directory is littered (by my own actions) with things like rocksndiamonds-sdl2 and rocksndiamonds.old. Mine too! :D Solution: Put all those files (file patterns) into the file ".git/info/exclude". (On my system, this is a symlink to "../../.gitignore.private", so I have the public and the ...
by Holger
Mon Jan 07, 2019 10:03 am
Forum: Bug Reports
Topic: The "automatically count gems needed" option does not count right
Replies: 1
Views: 83

Re: The "automatically count gems needed" option does not count right

Fixed!

This option was more or less only working correctly for Mirror Magic style levels (where it came from), but I've added all those elements now which also count as "gems" in other engines (including walls containing gems).
by Holger
Sun Jan 06, 2019 5:36 pm
Forum: General Discussion
Topic: License of Emerald Mine game engine
Replies: 5
Views: 5180

Re: License of Emerald Mine game engine

was this ever resolved outside of the forums? Unfortunately, no, although I tried hard over the years. From what I understand, Holger took this guy's Emerald Mine engine, directly translated it into C, and put it into RnD when the author explicitly stated he wasn't okay with it. No, this was not th...
by Holger
Sat Jan 05, 2019 1:19 am
Forum: Bug Reports
Topic: Pearl turns into EM rock if it passes through two successive DC2 magic walls
Replies: 8
Views: 340

Re: Pearl turns into EM rock if it passes through two successive DC2 magic walls

In Diamond Caves, stacked magic walls act just like EM magic walls. I think this is true for most, if not all EM style elements in the DC engine; it tries to emulate them as close as possible, so that valid EM levels are also valid DC levels. Regarding the handling of stacked magic walls and elemen...
by Holger
Sat Jan 05, 2019 12:52 am
Forum: Bug Reports
Topic: Elements fall through magic walls too slowly in the default engine
Replies: 3
Views: 103

Re: Elements fall through magic walls too slowly in the default engine

Thanks for your observations! Regarding behaviour of the R'n'D game engine, it should be mentioned that it was never intended to be 100 % compatible with existing game engines of "classic" BD/EM style games, but only to be similar enough to play levels that do not depend on special game engine trick...
by Holger
Fri Jan 04, 2019 6:15 pm
Forum: New Ideas
Topic: Multiplayer vs Singleplayer
Replies: 3
Views: 156

Re: Multiplayer vs Singleplayer

Actually, this level is completable in singleplayer mode. That's what you need to do in settings before starting the level: 1. Choose the preferred player as player 4 (blue guy) 2. Turn on the teamwork mode if you haven't 3. Turn on the network game mode 4. Visit the level just to check if you can ...
by Holger
Fri Dec 28, 2018 6:41 pm
Forum: Level and Artwork Design
Topic: Questionable Android Viewport test
Replies: 1
Views: 89

Re: Questionable Android Viewport test

Your graphics set looks very good, and should definitely be added to the Android package as one of several alternative artwork sets that are better suited for tablets or phones than the default R'n'D artwork set "gfx_classic", for several reasons: screen aspect ratio of, for example, 16:9 (can also ...
by Holger
Fri Dec 28, 2018 6:21 pm
Forum: Bug Reports
Topic: Recording info overlays menu doors when transitioning between levels
Replies: 3
Views: 763

Re: Recording info overlays menu doors when transitioning between levels

The problem is already fixed in the Git repository. :-)

It also happened when test-playing from the level editor...
by Holger
Fri Dec 28, 2018 3:38 pm
Forum: Bug Reports
Topic: can't make USE (or ME) persistent in editor
Replies: 3
Views: 149

Re: can't make USE (or ME) persistent in editor

Good to know that it works for you now! :) Regarding the use of macro identifiers, in this case I prefer to have a clear, visible reference to the name of the array that is iterated in those loops rather than using a "magic constant" for which it is not immediately clear from where it comes and whic...
by Holger
Fri Dec 28, 2018 3:16 pm
Forum: Bug Reports
Topic: Recording info overlays menu doors when transitioning between levels
Replies: 3
Views: 763

Re: Recording info overlays menu doors when transitioning between levels

I have no freakin' idea how it was possible that such a hair-raising graphical bug was overseen by the R'n'D quality assurance team (well, that's me) and made it to a release version. :o :oops:

Sorry! This will be fixed in the next R'n'D release!
by Holger
Fri Dec 28, 2018 1:00 am
Forum: New Ideas
Topic: Add non-existing players to levels
Replies: 4
Views: 1090

Re: Add non-existing players to levels

Thanks, BrownSky, for pointing out in another post that I haven't answered this one yet -- here we go! First of all, I think this is indeed a goot idea, maybe even a very good one! In fact, such a "special multi-player level modification mode" would work better on some and worse on other levels -- b...