Search found 2548 matches

by Holger
Sun Jun 16, 2019 12:43 pm
Forum: R'n'D Announcements
Topic: Special edition "R'n'D jue II" released!
Replies: 0
Views: 18

Special edition "R'n'D jue II" released!

Twelve years after the initial release of the “R’n’D jue” special edition (and nine years after the last update), Jürgen Bonhagen proudly presents “R’n’D jue II” , which was completely rebuild and redesigned, with lots of stunning new features! The new HD screen resolution, together with completely ...
by Holger
Sun May 26, 2019 5:50 pm
Forum: Level and Artwork Design
Topic: Can anim_mode=ce_value only display 2048 out of 9999 possible images?
Replies: 3
Views: 90

Re: Can anim_mode=ce_value only display 2048 out of 9999 possible images?

Checking your example I realised that graphics for a CE may span multiple lines in the png. Yes! You can even specify ".frames_per_line" if the graphics file itself is wider than the area that contains the frames. I just used one (very) long line, so my png was 10000*32=320000 px wide and 32 px hig...
by Holger
Mon May 20, 2019 9:54 pm
Forum: R'n'D Announcements
Topic: Rocks'n'Diamonds 4.1.3.0 released!
Replies: 0
Views: 50

Rocks'n'Diamonds 4.1.3.0 released!

A new feature release is available which contains changes that are mainly useful for creating global animations with some more actions and events, but which also add some other features and bug fixes: Global animations: added support for handling multiple event definitions for global animations adde...
by Holger
Mon May 20, 2019 9:31 am
Forum: Level and Artwork Design
Topic: Can anim_mode=ce_value only display 2048 out of 9999 possible images?
Replies: 3
Views: 90

Re: Can anim_mode=ce_value only display 2048 out of 9999 possible images?

Welcome to the R'n'D forum, Vroom, and sorry for the delay in approving your first post! :) This also works to an extent, but the anim_mode feature seems to wrap at 2048, even if I specify more than 2048 frames in graphicsinfo.conf. So 2048 will display the same image as 0, 2049 same as 1, and so on...
by Holger
Thu Apr 18, 2019 11:08 pm
Forum: Bug Reports
Topic: crash when built with -DRO_GAME_DIR=something
Replies: 1
Views: 655

Re: crash when built with -DRO_GAME_DIR=something

Yeah, right -- this (a function than may return a string constant or string copy) was always wrong, but did not cause much harm as long as the result was never properly free()'d.

Fixed using your patch! Thanks!
by Holger
Tue Apr 02, 2019 3:08 pm
Forum: Help
Topic: Stretching dynamic window for debug testing?
Replies: 3
Views: 998

Re: Stretching dynamic window for debug testing?

That's clever! :D
by Holger
Tue Apr 02, 2019 11:45 am
Forum: Help
Topic: Stretching dynamic window for debug testing?
Replies: 3
Views: 998

Re: Stretching dynamic window for debug testing?

No, there's no such debug switch so far, but your request seems to be so obvious that I wonder why I did not think about this by myself when doing my own tests with dynamically sized windows. :shock: Going even further, when using an artwork set that supports dynamically sized screens, there should ...
by Holger
Thu Mar 28, 2019 8:58 am
Forum: Level and Artwork Design
Topic: What if Deflektor had some elements from Mindbender
Replies: 10
Views: 2084

Re: What if Deflektor had some elements from Mindbender

Well, looks like for now I can't do explosion animation for an individual MM/DF element since only kettles has their unique animation. Unfortunately, yes. However, what you can do is using "[mm_default].exploding" to redefine explosions for all MM and DF style elements. But the MM/DF game engine st...
by Holger
Thu Mar 28, 2019 8:27 am
Forum: Level and Artwork Design
Topic: What if Deflektor had some elements from Mindbender
Replies: 10
Views: 2084

Re: What if Deflektor had some elements from Mindbender

Wow!! Really cool graphics and music! I hope your "Reflektor" level set will be finished and released soon! :D

It think it should then be prominently featured at the "Levels & Artwork" and the "Mirror Magic" pages! :)

I especially like the MOD music -- could you please post the playlist? :D
by Holger
Sat Mar 23, 2019 11:09 pm
Forum: New Ideas
Topic: More customizations for global anims
Replies: 7
Views: 1511

Re: More customizations for global anims

I'd like to encourage you to update the git repository more often; not just at major releases OK, I'll try! :D Usually I do push recent changes and additions from time to time, not just for major releases, but sometimes I just forget doing it. You seem to keep meticulous records of what you change,...
by Holger
Fri Mar 22, 2019 9:53 am
Forum: New Ideas
Topic: More customizations for global anims
Replies: 7
Views: 1511

Re: More customizations for global anims

Haven't checked these issues yet, but you might like to check them with the latest development version. Not sure if it changes anything in this regard, though. Will do some checks for myself soon...
by Holger
Fri Mar 22, 2019 9:51 am
Forum: Help
Topic: Some XK buttons don't work for event actions + interesting anim behavior
Replies: 5
Views: 853

Re: Some XK buttons don't work for event actions + interesting anim behavior

Do you really need the additional "XK_Shift_L" event action to make the "XK_U" (for "redo") work? I have tested this case, too: You can just use "XK_u" for "undo" and "XK_U" for "redo" -- no need for "XK_Shift_L"! I have tested this with "XK_plus" and "XK_minus" for two zoom in/out buttons, and wit...
by Holger
Tue Mar 19, 2019 4:50 pm
Forum: Help
Topic: Some XK buttons don't work for event actions + interesting anim behavior
Replies: 5
Views: 853

Re: Some XK buttons don't work for event actions + interesting anim behavior

Looks great -- very well engineered! Do you really need the additional "XK_Shift_L" event action to make the "XK_U" (for "redo") work? I thought it would already have worked without, but apparently not (never tested this). Will have a look at it, but great to know that you solved it by yourself (usi...
by Holger
Mon Mar 18, 2019 7:59 pm
Forum: Bug Reports
Topic: Moving left has a lag/delay
Replies: 5
Views: 423

Re: Moving left has a lag/delay

Thanks a lot for your post! Really good to know that it wasn't some hidden bug in R'n'D! :)
by Holger
Sun Mar 17, 2019 8:06 pm
Forum: Bug Reports
Topic: Sokoban solving sequence bug
Replies: 2
Views: 555

Re: Sokoban solving sequence bug

Hmm, not able to reproduce this. Just created a similar level, but cannot see that graphical problem.

Could you please attach that level, so I can test exactly the level you created?