Search found 268 matches

by Eizzoux
Wed Feb 20, 2019 5:00 am
Forum: New Ideas
Topic: Support other archive types
Replies: 1
Views: 20

Support other archive types

It would also be good if R'n'D's drag'n'drop supported more archives than just 'zip'. Like 'rar' and '7z' (these are the only ones I know, sorry).
ahsd.png
ahsd.png (10.49 KiB) Viewed 20 times
by Eizzoux
Wed Feb 20, 2019 4:08 am
Forum: Bug Reports
Topic: [4.1.2.0] Network multi-player doesn't sync up properly
Replies: 2
Views: 24

[4.1.2.0] Network multi-player doesn't sync up properly

I when I first tried launching up one game four times on one laptop and connect each other and then starting the game on older version, they weren't really connected to each other, at least there was no multi-player sync in gameplay what-so-ever, no matter how you move, you don't move for other play...
by Eizzoux
Tue Feb 19, 2019 3:49 pm
Forum: Bug Reports
Topic: Intersting behavior of editor palette when palette tile size is wrong
Replies: 2
Views: 31

Intersting behavior of editor palette when palette tile size is wrong

Once a time, just for a fun, I opened "autosetup.conf" which for now only contains one setup - "editor.zoom_tilesize: X", where X is only intended to be one of specific values: 4, 8, 16, 32. So I started messing with it and replacing it with some values unintended to be supported by the game. For ex...
by Eizzoux
Tue Feb 19, 2019 3:19 pm
Forum: Level and Artwork Design
Topic: In-game "Virtual keyboard"
Replies: 2
Views: 33

In-game "Virtual keyboard" + Alt version with wider buttons

Here's also alternative version with wider characters.
akdsj.png
Screenshot
akdsj.png (195.9 KiB) Viewed 26 times
Download:
gfx_keyboard_alt.rar
Download
(1.17 KiB) Downloaded 1 time
by Eizzoux
Tue Feb 19, 2019 3:04 pm
Forum: Level and Artwork Design
Topic: In-game "Virtual keyboard"
Replies: 2
Views: 33

In-game "Virtual keyboard"

Just a little concept of in-game "virtual keyboard" where you type team name by tapping/clicking on the letters. It also covers nearly all the screen except the name button. There are 26 buttons for the entire English language, 27th for space, 28th for backspace (removing the last character) and the...
by Eizzoux
Tue Feb 19, 2019 2:40 pm
Forum: New Ideas
Topic: Little idea for players preview
Replies: 1
Views: 28

Little idea for players preview

Just a small idea of adding a little feature of clicking on any of four players on players preview to play as him in coop levels :)
sknfenfe.png
*click* playing as Player 2
sknfenfe.png (16.39 KiB) Viewed 28 times
by Eizzoux
Sun Feb 17, 2019 9:40 am
Forum: Bug Reports
Topic: Only first player is being drawn once in "Draw Single Items" mode
Replies: 1
Views: 30

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

You probably know this little feature when you can draw Player 1 one as single element with "Draw Single Items", so when there already exists one Player 1, he gets replaced by empty space after drawing new one. But that only works with Player 1. I just think this feature should be fairly shared with...
by Eizzoux
Sat Feb 16, 2019 10:38 am
Forum: New Ideas
Topic: Screen additions
Replies: 0
Views: 22

Screen additions

Just got some ideas for more customizations for menu and game screens. How about making an option for switching between three different clicking functions of three editor element slots: first one is the original one, clicking on each of them will display properties of the element in that slot, secon...
by Eizzoux
Sun Feb 10, 2019 6:03 am
Forum: Bug Reports
Topic: Buggy base lacks animations for being dug away or snapped at in RnD engine
Replies: 1
Views: 33

Re: Buggy base lacks animations for being dug away or snapped at in RnD engine

Yeah, noticed that long time ago too, but you can manually "fix" that by adding this line to original graphics' "graphicsinfo.conf": sp_buggy_base.diggable_like: sp_base If you'll add this line, game will use 'sp_base.digging' sprite as digging sprite for buggy base, which is just 'sp_base' sprite b...
by Eizzoux
Sat Feb 09, 2019 5:45 am
Forum: Help
Topic: How do I use irregular tiles like explosions and broken pearls in the editor?
Replies: 2
Views: 68

Re: How do I use irregular tiles like explosions and broken pearls in the editor?

First, it should be "pearl.breaking", not "pearl_breaking" since "breaking" is action for element and "pearl" is element that action is scripted for, and when you find action for element, you separate them by "." (nut.breaking, pacman.turning_from_left, mm_amoeba_wall.growing, yamyam.moving, sp_bugg...
by Eizzoux
Fri Feb 01, 2019 6:50 am
Forum: Bug Reports
Topic: D does not work as an input key in 4.1.1.1
Replies: 4
Views: 97

Re: D does not work as an input key in 4.1.1.1

filbo wrote:
Fri Feb 01, 2019 4:34 am
Player 5 ?!
There are five focus buttons, 4 for each player, fifth for all players at once (works only if all players are close enough to fit in the screen boundaries)
by Eizzoux
Sun Jan 20, 2019 7:29 am
Forum: General Discussion
Topic: R'n'D 2019.01.07 build review
Replies: 6
Views: 202

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: 1816

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: 112

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...