Search found 326 matches

by Eizzoux
Tue Aug 25, 2020 8:14 pm
Forum: Level and Artwork Design
Topic: Rocks'n'diamonds - Show keys 2014
Replies: 6
Views: 5561

Re: Rocks'n'diamonds - Show keys 2014

SLAPPYHAPPY2000 wrote:
Tue Aug 25, 2020 6:37 pm
I'm kinda sad that the level indicator icon at the top of the hub was removed... do you know of a version that has both the enhanced key thing and the level indicator?
Weeeell... Maybe only this, but except it has, like, a bunch of random stuff compacted and plastered on one panel at once.
by Eizzoux
Mon Aug 17, 2020 4:50 am
Forum: Bug Reports
Topic: [4.2.0.0] Fake acid is walkable for player, but... what about others? + Editor shortcuts
Replies: 3
Views: 710

[4.2.0.0] Fake acid is walkable for player, but... what about others? + Editor shortcuts

I kind of understand that fake acid is only walkable in Emerald Mine engine, but there's something else weird about it... Any other EM/EMC element once stumbled upon them are just eating it: rocks, yams, androids, amoeba... once they go into fake acid, it vanishes. I'm not sure if that's intended, b...
by Eizzoux
Sun Aug 16, 2020 8:06 pm
Forum: Help
Topic: Buggy Base Snap Animation
Replies: 1
Views: 417

Re: Buggy Base Snap Animation

When you type in: sp_buggy_base.diggable_like: sp_base the buggy base will be digged by the player like a normal base. But how do you have the buggy base be snapped like a normal base, with the squares imploding? sp_buggy_base.snapping: RocksSP.png sp_buggy_base.snapping.xpos: 8 sp_buggy_base.snapp...
by Eizzoux
Sun Aug 16, 2020 6:46 pm
Forum: Level and Artwork Design
Topic: DOS Supaplex Graphics
Replies: 2
Views: 445

[Zipped] DOS Supaplex Graphics

Maybe it's better to package it as a separate graphics pack, so you don't need to replace original files. Simple action, just few seconds to do, here it is as separate graphics pack: gfx_dos_supaplex.zip Installation: Unzip the .zip archive and drag the folder "gfx_dos_supaplex" into "...\Rocks'n'di...
by Eizzoux
Sun Aug 16, 2020 11:48 am
Forum: New Ideas
Topic: SUGGESTION: A nitpick with the New Supaplex Level Collection Hud
Replies: 12
Views: 1785

Red disks: Three different variants of mine

Sorry for being a little bit too late, I was kind of busy last couple of days. So anyways, here are three different variants I came up with: spdisk1.png 1) Moves the time just a little bit to the left and adds the inventory counter on the right of it, but with a narrow counter just because the space...
by Eizzoux
Sat Aug 15, 2020 1:45 pm
Forum: Help
Topic: custom_(number).anim_mode: ???
Replies: 2
Views: 494

Re: custom_(number).anim_mode: ???

custom_(number).anim_mode: linear This one goes through all of the frames and then freezes on the last one (1,2,3,4,4,4,4,4,4,...) custom_(number).anim_mode: pingpong This one goes through all of the frames and then goes in reverse and then forward again (1,2,3,4,3,2,1,2,3,4,3,2,1,...) Same goes fo...
by Eizzoux
Sat Aug 08, 2020 6:09 am
Forum: Testing Area
Topic: Lasers in R'n'D
Replies: 5
Views: 1777

Re: Lasers in R'n'D

Oh, I remember doing similar stuff some time ago, here's the post, if you're curious: [link]
by Eizzoux
Fri Jul 31, 2020 9:03 am
Forum: New Ideas
Topic: SUGGESTION: A nitpick with the New Supaplex Level Collection Hud
Replies: 12
Views: 1785

Re: SUGGESTION: A nitpick with the New Supaplex Level Collection Hud

Hmm, good point, maybe I can try to do that by myself, this shouldn't be too hard, I'll try later.
(also I'm not creator of it, just sayin')
by Eizzoux
Fri Jul 31, 2020 8:56 am
Forum: Help
Topic: RocksBusy.png Custom Spritesheet for levelset?
Replies: 3
Views: 714

Re: RocksBusy.png Custom Spritesheet for levelset?

That's because it doesn't get preloaded before the other graphics, the game just isn't able to sort out the graphics which are appearing before loading the levelset. Same thing goes for font.initial_1, font.initial_2, font.initial_3 and font.initial_4, they're showing up on the loading screen before...
by Eizzoux
Fri Jun 05, 2020 7:27 pm
Forum: Level and Artwork Design
Topic: Levelsets in 2020?
Replies: 7
Views: 1988

Re: Levelsets in 2020?

Not sure, but I'm still somewhat working on some things and tweaking some small things in them... yeah, somewhat...
Image
by Eizzoux
Fri Jun 05, 2020 6:22 pm
Forum: New Ideas
Topic: IDEA: Adding more small varieties in the game.
Replies: 3
Views: 996

Re: IDEA: Adding more small varieties in the game.

First: Maybe increase the capacity of custom elements in the game? I was looking in the levels for Alan Bond's "Snake Bite" the other day, and noticed that he used up every single slot of the custom elements available. But he was still only able to make 40 levels with his resources? Imagine what he...
by Eizzoux
Thu Mar 12, 2020 6:50 pm
Forum: Level and Artwork Design
Topic: Double layer tubes test + some shapes
Replies: 0
Views: 2909

Double layer tubes test + some shapes

So a while (over three years) ago I made an idea topic of adding two different layers for an element to surround player with, one of them being behind him and other over him. [link] Some time later (around a year later, I don't quite remember) I discovered an interesting behavior of translucency in-...
by Eizzoux
Sun Jan 05, 2020 3:02 pm
Forum: Bug Reports
Topic: [4.1.4.0] Mirror Magic engine artifacts
Replies: 1
Views: 1694

[4.1.4.0] Mirror Magic engine artifacts

d1.png d6.png I don't quite remember seeing these types of artifacts before, so they probably appeared in the new update. The point is that rotating polarizers got ultra broken in the new update, specifically when you put them right in front of a mirror (rotatable, rotating, frozen, prism or refrac...
by Eizzoux
Fri Dec 20, 2019 1:11 pm
Forum: Level and Artwork Design
Topic: Mirror Magic early
Replies: 0
Views: 6043

Mirror Magic early

http://hol.abime.net/pic_full/dbs/3801-3900/3889_dbs1.png This is a very early development version that was never officially released (of course). I have no freaking idea when, how or from where it came from! You can see that this version still has the very old "Amiga theme" artwork set (including ...
by Eizzoux
Wed Dec 18, 2019 5:59 pm
Forum: New Ideas
Topic: Proper looping of modular tracks
Replies: 1
Views: 2244

Proper looping of modular tracks

Some of MOD/IT/XM/S3M music actually have a little bit different looping principles. To be specific, some tracks are first playing few samples once and then loops only remaining ones and never plays first ones again, and you can see that in (almost) any tracker like Fast Tracker, Impulse Tracker, Sc...