Search found 317 matches

by Eizzoux
Fri Jun 05, 2020 7:27 pm
Forum: Level and Artwork Design
Topic: Levelsets in 2020?
Replies: 4
Views: 929

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: 401

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: 1518

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: 1240

[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: 4636

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: 1806

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...
by Eizzoux
Wed Dec 18, 2019 7:50 am
Forum: Help
Topic: I can't find a broken image in a levelset's graphics.
Replies: 6
Views: 2780

Re: I can't find a broken image in a levelset's graphics.

I remember actually having the same problems from 3.3.0.1. The first thing I tried to do to is just convert all ".pcx" files to ".png" and then replace all game sprite definitions correspondingly from ABToons.pcx to ABToons.png, Generic1.pcx to Generic1.png, etc. And that worked out pretty well! At ...
by Eizzoux
Wed Dec 11, 2019 4:14 am
Forum: Bug Reports
Topic: CE's Set Custom Artwork doesn't know an element
Replies: 2
Views: 1560

Re: CE's Set Custom Artwork doesn't know an element

Holger wrote:
Tue Dec 10, 2019 9:51 pm
Do you have a simple example level to reproduce/demonstrate the behaviour shown in your video clip?
Oh, yeah, here
028.level
(1.5 KiB) Downloaded 228 times
It also doesn't react to changes of some elements, which, I guess, is normal, like, expandable walls growing nearby, conveyor belts activating nearby.
by Eizzoux
Thu Dec 05, 2019 12:19 pm
Forum: Bug Reports
Topic: CE's Set Custom Artwork doesn't know an element
Replies: 2
Views: 1560

CE's Set Custom Artwork doesn't know an element

Well, actually, if to be specific, they don't know some actions of an element. You see, the point is that I just created a level with one "spy" element which copies the artwork of any element which touches it from any side. But it's a little bit complicated for androids. While these guys are moving ...
by Eizzoux
Wed Nov 20, 2019 9:56 am
Forum: Bug Reports
Topic: Only first player is being drawn once in "Draw Single Items" mode
Replies: 4
Views: 1799

Re: Only first player is being drawn once in "Draw Single Items" mode

I have a bad message for you, Holger... It has been fixed only for 'Draw single items' tool. If you choose the other, the bug will appear again (it affects the yellow player as well - both normal and sokoban). Checked on Android "The bug" in this bug report was the different treatment of the yellow...
by Eizzoux
Fri Nov 01, 2019 5:30 am
Forum: Level and Artwork Design
Topic: Questionable Android Viewport test
Replies: 7
Views: 4213

Android viewport on Android R'n'D

I realized just now I only sent the resource set itself instead of .APK app with built-in package, so here it is now. Sorry.
Here
by Eizzoux
Fri Nov 01, 2019 5:17 am
Forum: Bug Reports
Topic: [Android] Screen rotation forces the game to close
Replies: 1
Views: 1132

[Android] Screen rotation forces the game to close

For some reason when the screen Auto-rotate is ON (and it's usually ON), and I rotate the phone, it forces the game (most recent version 4.1.3.0) to just kind of... crash, but not fully. If I rotate it while preloading the game, it then continues after I return after crashing instead of restarting, ...
by Eizzoux
Wed Sep 04, 2019 3:11 pm
Forum: Level and Artwork Design
Topic: Questionable Android Viewport test
Replies: 7
Views: 4213

Android Viewport test 0.1 version

Well, I guess, here it goes, not full version for now :D (download link is down below screenshots) https://sun9-53.userapi.com/c857624/v857624967/66551/i3sIUIt5BFc.jpg https://sun9-11.userapi.com/c857624/v857624967/66512/1hOwcnGF7Vc.jpg https://sun9-19.userapi.com/c857624/v857624967/6651b/KQmFM80bFW...
by Eizzoux
Sat Aug 17, 2019 9:28 am
Forum: Bug Reports
Topic: Not all actions are present for the Global Anim actions
Replies: 0
Views: 4400

Not all actions are present for the Global Anim actions

The problem is that I want to force the anims to click on specific menu elements just like what 'anim_event_action' is ought to do. So here's the anims: global.anim_1.part_1.MAINONLY.anim_event: end:anim_2.part_1 global.anim_1.part_1.MAINONLY.anim_event_action: main.button.first_level global.anim_2....
by Eizzoux
Thu Aug 15, 2019 11:19 am
Forum: Level and Artwork Design
Topic: Questionable Android Viewport test
Replies: 7
Views: 4213

Android Viewport narrow screen

Also here are screenshots with the very narrow screen https://pp.userapi.com/c850324/v850324754/1c6369/9D8u0u0xWAs.jpg https://sun9-22.userapi.com/c850324/v850324754/1c6373/5OeA3XiUN9U.jpg https://sun9-8.userapi.com/c850324/v850324754/1c637d/motC3h23w50.jpg Yeah, as you can see, for now PLAYING scre...