Search found 687 matches
- Wed Jun 24, 2026 4:11 pm
- Forum: Level and Artwork Design
- Topic: Level Shuffle
- Replies: 3
- Views: 971
Re: Level Shuffle
Can you please explain a bit about the special things you implemented in it? Well, I mean, it's mostly global animations. First off is the spinning cube itself that just has the ".anim_event_action: menu.button.game" in main menu '.MAIN', so when you click on it the game automatically cli...
- Tue Jun 23, 2026 6:44 pm
- Forum: Bug Reports
- Topic: [4.4.2.0-4.4.2.2] Global anims seem to take a frame to appear in editor screen
- Replies: 1
- Views: 44
[4.4.2.0-4.4.2.2] Global anims seem to take a frame to appear in editor screen
Some of you may know how I've done quite a few screen locking global anims that prevent you from accessing such screens, especially the experimental levelsets. Anyways, in the levelset " Level Shuffle ", yet again, editor is being protected by a couple of anims, specifically one of them wa...
- Wed Jun 17, 2026 8:10 pm
- Forum: New Ideas
- Topic: Add the ability to make your own artwork without coding ( or inside RND )
- Replies: 9
- Views: 3787
Re: Add the ability to make your own artwork without coding ( or inside RND )
You wrote "Second, global anims and also support copying the artwork" - it seems to be missing a word: My bad, the word "and shouldn't be here, I just type non-stop without realizing I either miss some words or add unnecessary ones that mangle the sentence, sometimes even turning it ...
- Wed Jun 17, 2026 5:09 am
- Forum: New Ideas
- Topic: Add the ability to make your own artwork without coding ( or inside RND )
- Replies: 9
- Views: 3787
Re: Add the ability to make your own artwork without coding ( or inside RND )
Bumping this; I will reduce it to a one-liner, which is, is there any way of specifying in graphicsinfo.conf to have one element use another element's graphics? Does anyone know? Yes, a lot of graphics tokens support the ".clone_from" line where you just specify the element you want to co...
- Fri Jun 12, 2026 7:54 pm
- Forum: Level and Artwork Design
- Topic: Widerscreen [996x560]
- Replies: 3
- Views: 352
Re: Widerscreen [996x560]
Do you have any comment to make about having a graphics set like this coexist with upgraded versions? I haven't done it yet but am not expecting any trouble because it uses one new/novel graphics file rather than changing existing ones, but you never know. Do you mean the upgraded BDX graphics I dr...
- Tue Jun 09, 2026 1:36 am
- Forum: Bug Reports
- Topic: bd: breaking a "wall with diamond" with a pneumatic hammer results in the diamond "falling" into place
- Replies: 5
- Views: 245
Re: bd: breaking a "wall with diamond" with a pneumatic hammer results in the diamond "falling" into place
Even stranger, by the way, the key appears where it's supposed to appear, because it doesn't move. So I'm assuming that's just engine's actual behavior.
- Mon Jun 08, 2026 3:30 pm
- Forum: General Discussion
- Topic: TOG bd graphics feedback
- Replies: 2
- Views: 179
Re: TOG bd graphics feedback
Ok, honestly, I understand, some things I did indeed kind of rushed and questioned afterwards without properly fixing them. I do especially agree with the pot one, I just kind of had no idea what that kind of pot was supposed to portray without knowing how BD's original one looked like. Although hon...
- Mon Jun 08, 2026 8:47 am
- Forum: Bug Reports
- Topic: 4.4.2.0: animation for rocket collectible (BDX_ROCKET) is wrong
- Replies: 5
- Views: 174
Re: 4.4.2.0: animation for rocket collectible (BDX_ROCKET) is wrong
Doesn't global_sync or global_anim_sync bypass that behavior, by the way? I think it would somewhat make sense if all of these pickups had the sparkling animation globally synced up together. Well, at least it makes sense to me.
- Mon Jun 08, 2026 7:27 am
- Forum: Bug Reports
- Topic: 4.4.2.0: animation for rocket collectible (BDX_ROCKET) is wrong
- Replies: 5
- Views: 174
Re: 4.4.2.0: animation for rocket collectible (BDX_ROCKET) is wrong
Yeah, just a little oopsie where Holger just forgot to remove the .vertical line which is usually used by directional rocket sprites, happens to all of us at least once :D { "bdx_rocket", "RocksBD.png" }, { "bdx_rocket.xpos", "4" }, { "bdx_rocket.ypos&quo...
- Sun Jun 07, 2026 6:05 am
- Forum: General Discussion
- Topic: R'n'D in widescreen?
- Replies: 10
- Views: 22865
R'n'D in WIDESCREEN! (old topic revisited)
Okay, what about this thing ? Ok, better late than never, I guess. Ever since back then when I suggested that small graphics pack with just the border being 128px wider (which isn't really widescreen, more so it's "relatively" wider while being basically around 4x3 aspect) But just few da...
- Sun May 31, 2026 10:47 am
- Forum: Level and Artwork Design
- Topic: Widerscreen [996x560]
- Replies: 3
- Views: 352
Widerscreen [996x560]
A small upgrade to my old and honestly kind of dated graphics set "Widescreen mode [800x560]" with some additional little tweaks. Now the screen is notably wider, to the point where it's wide enough to fill 16x9 screen. Besides the wider screen, there are some small tweaks and additional ...
- Sat May 30, 2026 11:13 am
- Forum: Bug Reports
- Topic: [MM] Hardcoded boundaries
- Replies: 5
- Views: 12140
Re: [MM] Hardcoded boundaries
Using this set and your detailed instructions, it was easy to reliably reproduce this bug -- debugging and fixing it was then just some hours of hard work (because it was hidden deeply in the old, nasty MM engine code). (It was caused by recreating drawing buffer bitmaps using wrong (outdated) valu...
- Mon May 18, 2026 6:37 pm
- Forum: Bug Reports
- Topic: [MM] Hardcoded boundaries
- Replies: 5
- Views: 12140
[4.4.1.3] Bigger playfield in MM engine may just cut off at vanilla size [revisiting old topic]
Okay, returning to this topic again, because there is still something wrong with MM engine's playfield rendering behavior. In short, when I'm working on something, I usually keep the levelset I'm working on as last visited, ya know... The usual. Anyways, the levelset has bigger window and bigger pla...
- Sat May 16, 2026 9:30 pm
- Forum: Bug Reports
- Topic: Scrolling through levels in editor may occasionally trigger a crash
- Replies: 2
- Views: 1117
Scrolling through levels in editor may occasionally trigger a crash
I remember a while ago I reported a bug with level scrolling in editor that caused the game to transition into a crash screen saying something like "Gadget error" or like that, I can't really find it, I'll need to dig a bit deeper, but that's not exactly the point. Just recently, I also go...
- Sat May 16, 2026 12:03 pm
- Forum: Bug Reports
- Topic: player graphic sticks around at old position when entering and exiting an explosion precisely
- Replies: 3
- Views: 1186
Re: player graphic sticks around at old position when entering and exiting an explosion precisely
To me personally this bug kind of became classic, but I do understand why would people want it fixed, same way as old snapping back in 2.X.X versions was able to leave player's traces everywhere if you snap around the corner while moving. That also reminds me, recently I started noticing yet another...