Search found 257 matches

by Eizzoux
Sun Jan 20, 2019 7:29 am
Forum: General Discussion
Topic: R'n'D 2019.01.07 build review
Replies: 1
Views: 21

R'n'D 2019.01.07 build review

Yeah, it came out two weeks ago, but whatever... Checked that "new" dev version from January 7th, checked if some things are fixed or if some things are added. First I checked Setup menu > Game & Menu. The only new option is Ask on Game Over - If every player dies, the message "Game Over! Play it ag...
by Eizzoux
Fri Jan 18, 2019 7:16 am
Forum: Level and Artwork Design
Topic: The "Too much stuff on the panel"
Replies: 3
Views: 1685

Re: The "Too much stuff on the panel"

ncrecc wrote:
Wed Jan 16, 2019 7:39 pm
Is it okay if I use this as the default graphics for a levelset I'm making? I would provide full credit to you on the "level set info" screen and when I post it on the forums.
Sure, why not.
by Eizzoux
Fri Jan 18, 2019 7:08 am
Forum: New Ideas
Topic: Level setting: force invisible level border
Replies: 1
Views: 24

Re: Level setting: force invisible level border

You can use custom elements just for that. Just use them for different destructible elements, set artwork of needed element, set invulnerability for them (✓ Indestructible) and set in Change section "✓ Element changes to: [intended element] when/after: ✓ CE delay 0 +random 0", nothing really much to...
by Eizzoux
Thu Jan 17, 2019 1:12 pm
Forum: Bug Reports
Topic: Switching switches has too much delay in single-step mode
Replies: 2
Views: 43

Re: Switching switches has too much delay in single-step mode

Well, if you started the topic about "Switches", I have something else interesting I found, like, four years ago. There's actually another problem with these specific switches: If you put two "custom elements" with switching functions (Switched by player) located diagonally so you can switch both of...
by Eizzoux
Sun Jan 13, 2019 12:05 pm
Forum: Bug Reports
Topic: Change of custom element costs 1 frame, so 1sec.=51fr.
Replies: 0
Views: 48

Change of custom element costs 1 frame, so 1sec.=51fr.

I tried to make a simple and typical time stopper which was supposed to add one second to the time counter every second. And I encountered a problem: That time stopper was slower than normal time counter, so first time it added a second just in time, second one (second second, haha) was added a fram...
by Eizzoux
Thu Jan 10, 2019 5:18 pm
Forum: Bug Reports
Topic: Dripper can grow amoeba under itself when in midair in RnD engine
Replies: 1
Views: 65

Re: Dripper can grow amoeba under itself when in midair in RnD engine

This can be explained. Unlike dripper, normal wet amoeba doesn't drop just immediately. You can even see on your gif that drop comes out of wet amoeba, what gives some time for lower drop to clean up the space, but drippers are just spawning the drops right away, and that's why higher drops are land...
by Eizzoux
Fri Dec 28, 2018 4:44 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

Maybe that's because they're updating on transition from SCORESNEW to PLAYING, so they're rendering over the door graphics. How about updating the door graphics right after updating tape labels and texts?
by Eizzoux
Fri Dec 28, 2018 9:32 am
Forum: Level and Artwork Design
Topic: Questionable Android Viewport test
Replies: 1
Views: 89

Questionable Android Viewport test

av1.png Once I made a topic with the elements from the game panel being rendered over the game playfield, then later on Holger gave the idea of making some kind of special viewport for the Android version of the game. https://pp.userapi.com/c848620/v848620876/eca3c/5LxRip0tUuk.jpg https://pp.userap...
by Eizzoux
Wed Dec 26, 2018 1:15 pm
Forum: Bug Reports
Topic: Play as any of four player alone... or maybe not?
Replies: 2
Views: 119

Re: Play as any of four player alone... or maybe not?

BrownSky wrote:
Wed Dec 26, 2018 7:14 am
Hmmm. Where is this "Only one player must enter exit" setting?
It's in any player's config 1 page
by Eizzoux
Mon Dec 24, 2018 5:02 am
Forum: General Discussion
Topic: Where did the elements in the "RND" section of the editor originate?
Replies: 3
Views: 169

Re: Where did the elements in the "RND" section of the editor originate?

The FUEL orb They pretty much originate from Mindbender. Just check the elements of Mirror Magic engine (or any MM level) and you'll see those FUEL orbs in the game which does the exact thing - adds some energy (time) to your laser (that's actually why it says FUEL, but not TIME or anything). The P...
by Eizzoux
Sat Dec 22, 2018 6:49 am
Forum: Bug Reports
Topic: Play as any of four player alone... or maybe not?
Replies: 2
Views: 119

Play as any of four player alone... or maybe not?

After seeing this topic I found an interesting bug that occurs differently on R'n'D and EM engines. The point is that you can play as any other player than first alone on any level if with at least two players. For example, complete Helge Hafting's "Avalanche" by only playing as red player (player 2...
by Eizzoux
Sat Dec 22, 2018 5:24 am
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 c...
by Eizzoux
Sat Dec 22, 2018 5:02 am
Forum: Bug Reports
Topic: Amoeba doesn't behave as it should
Replies: 2
Views: 103

Re: Amoeba doesn't behave as it should

Because it's not THAT amoeba you need. This amoeba tile behaves differently: it doesn't die nearby the player, it doesn't turn into rocks when growing way too long and also it changes by slowly exploding all amoebas from the last amoeba tile died. The amoeba you need for that is "AMOEBA (BD STYLE)"....
by Eizzoux
Wed Nov 21, 2018 2:10 pm
Forum: Bug Reports
Topic: Dying player doesn't trigger CEs
Replies: 1
Views: 313

Dying player doesn't trigger CEs

ashido.png As you can see on this screenshot, I made this CE to trigger "Exit player" on explosion of player. And it works fine... partially. The problem is that this only triggers when player is idling, but when player dies in between two tiles he's walking from one to another, trigger is not sent...