Search found 296 matches

by Eizzoux
Tue Apr 09, 2019 10:40 am
Forum: Bug Reports
Topic: Music info screen is kind of broken
Replies: 1
Views: 30

Music info screen is kind of broken

There's two bugs I stumbled across: For some reason sometimes the game mixes the music info and the music and plays wrong music on corresponding music info. For example, in my Reflektor it plays Sparkling remix music on Virtual Monotone text, then Starworx v2 music on Sparkling remix text, and then ...
by Eizzoux
Tue Apr 09, 2019 8:49 am
Forum: Level and Artwork Design
Topic: What if Deflektor had some elements from Mindbender
Replies: 9
Views: 909

Re: What if Deflektor had some elements from Mindbender

Holger wrote:
Thu Mar 28, 2019 8:27 am
I especially like the MOD music -- could you please post the playlist? :D
Oh, sorry, I somehow missed that message, noticed just now... whatever. Sure, here:
4-mat of Anarchy - starworx_v2.mod
Baroque - virtual-monotone.mod
Strobo - sparkling_remix.mod
by Eizzoux
Mon Apr 08, 2019 3:46 pm
Forum: Level and Artwork Design
Topic: R'n'D nostalgia graphics
Replies: 0
Views: 23

R'n'D nostalgia graphics

I noticed once there's that "Rocks'n'diamonds level" graphics which I've never seen before, and I just got really curious what R'n'D looked like in very first years of development. I checked Screenshots page, and screenshots of the game are from 1.3.0. I downloaded R'n'D 1.3.0 which I can't play bec...
by Eizzoux
Sun Apr 07, 2019 3:15 pm
Forum: Level and Artwork Design
Topic: Pointer anim test
Replies: 0
Views: 44

Pointer anim test

I should really visit rocksndiamonds.git more often since I just discovered the new addition global anim class "pointer", even though this feature was added on March 18th. So I went to graphics folder as quick as I could and quickly (tautology) made a graphicsinfo with two already preexisting in the...
by Eizzoux
Sat Apr 06, 2019 6:32 pm
Forum: Bug Reports
Topic: Copy/Paste CE change settings are still
Replies: 0
Views: 40

Copy/Paste CE change settings are still

The Copy and Paste Change settings of custom element buttons has no clicking animation. (don't worry about these rotating lines in the top right corner, it's just a test anim I forgot to turn off) Honeycam 2019-04-07 02-17-23.gif I checked if the "pressed_xoffset" lines are present for these buttons...
by Eizzoux
Tue Apr 02, 2019 5:10 pm
Forum: Level and Artwork Design
Topic: yes
Replies: 2
Views: 83

no

Oh, no-no, that's not intended, I might have screwed up somewhere with the template level, now fixed, just redownload
by Eizzoux
Tue Apr 02, 2019 12:16 pm
Forum: Help
Topic: Stretching dynamic window for debug testing?
Replies: 3
Views: 79

Re: Stretching dynamic window for debug testing?

Just as a side note: The screenshots above show a playfield viewport with a fixed-size background image (that yellow border). When using a dynamically sized playfield, this would not look correct, as the playfield background would not be resized, too, but only the playfield area. Therefore, using d...
by Eizzoux
Tue Apr 02, 2019 11:31 am
Forum: Help
Topic: Stretching dynamic window for debug testing?
Replies: 3
Views: 79

Stretching dynamic window for debug testing?

I might have mentioned before, but the point is that if I'm creating dynamic window, I can't really test it by myself without monitors, smartphones or tablets with different screen resolutions (4:3, 16:10, 16:9, 2:1 and etc.). Stretching the game window won't work since the game forces the game scre...
by Eizzoux
Tue Apr 02, 2019 6:17 am
Forum: Level and Artwork Design
Topic: yes
Replies: 2
Views: 83

yes

yes
by Eizzoux
Mon Apr 01, 2019 3:13 pm
Forum: New Ideas
Topic: More customizations for global anims
Replies: 7
Views: 463

Re: More customizations for global anims

This should already work, using the ".position" parameter -- BD2K3 also uses this (and also the classic "toons"). Maybe I'm not using it right, but I can get it to work as intended. It still keeps the same position on the left side instead of right as I intent to: global.anim_1.MENU.position: right...
by Eizzoux
Fri Mar 29, 2019 4:54 am
Forum: Level and Artwork Design
Topic: What if Deflektor had some elements from Mindbender
Replies: 9
Views: 909

Re: What if Deflektor had some elements from Mindbender

However, what you can do is using "[mm_default].exploding" to redefine explosions for all MM and DF style elements. Well, yeah, that cound work, but since cells are exploding more often than bombs, I, maybe, should leave it for now. On other side, I could replace kettles with cell sprite and do def...
by Eizzoux
Thu Mar 28, 2019 6:47 am
Forum: Level and Artwork Design
Topic: What if Deflektor had some elements from Mindbender
Replies: 9
Views: 909

Reflektor

Whatever, here's a preview video:
YouTube
by Eizzoux
Wed Mar 27, 2019 8:58 am
Forum: Level and Artwork Design
Topic: What if Deflektor had some elements from Mindbender
Replies: 9
Views: 909

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.
Honeycam 2019-03-27 16-52-51.gif
Honeycam 2019-03-27 16-52-51.gif (39.47 KiB) Viewed 151 times
(This animation in gif is recreated with CEs)
by Eizzoux
Tue Mar 26, 2019 8:58 pm
Forum: Level and Artwork Design
Topic: What if Deflektor had some elements from Mindbender
Replies: 9
Views: 909

Re: What if Deflektor had some elements from Mindbender

Okay, now I feel like I've gone a little bit too far...
fdsdg.png
fdsdg.png (250.53 KiB) Viewed 167 times
by Eizzoux
Thu Mar 21, 2019 4:52 am
Forum: New Ideas
Topic: More customizations for global anims
Replies: 7
Views: 463

Re: More customizations for global anims

Alrighty, works as intended, but there's few errors happening: If you do a very short click on the anim with '.part_1.anim_event: click' and '.part_2.anim_event: unclick:any', the anim will only count the clicking and then sticks on the pressed frame and only fixes after clicking again. It's kind of...