Search found 131 matches
- Fri Jun 03, 2005 3:24 am
- Forum: Bug Reports
- Topic: pre-3.2.0-rc2
- Replies: 19
- Views: 16561
Elaborating on bug #1 above, it seems like any time a bomb impacts in the EM engine, a rock is drawn over it as if it were falling into that space (with the bomb still there) before it explodes. Still in the EM engine, the amoeba drops no longer have that stuttering effect when falling, but they sti...
- Tue Mar 22, 2005 11:07 pm
- Forum: Bug Reports
- Topic: pre-3.2.0-rc1
- Replies: 68
- Views: 48660
- Sun Mar 06, 2005 6:37 pm
- Forum: Level and Artwork Design
- Topic: Unsolvable levels
- Replies: 57
- Views: 47923
- Sat Feb 12, 2005 9:32 pm
- Forum: Bug Reports
- Topic: [Fixed] BD2K3 fonts broken in 3.1.0 and 3.2.0-pre
- Replies: 10
- Views: 8888
Works fine for me too. BD2K3 keeps its graphics in the "graphics" directory underneath the level set directory itself, so I think if the game can find BD2K3 itself, it can find the graphics. Both the corrupted fonts in that shot come from BD2K3_FontSmall.pcx... have you already checked that file for...
- Sun Feb 06, 2005 10:13 pm
- Forum: Bug Reports
- Topic: Tiny bug - Mouse cursor hiding
- Replies: 1
- Views: 3608
Tiny bug - Mouse cursor hiding
For some reason, I never thought about this as a bug until now... I guess I unthinkingly assigned it to the SDL package. Anyway, after a quick save during play, the mouse cursor doesn't auto-hide itself until you move it again. Since it works fine in similar situations, it's probably just a missing ...
- Sat Jan 29, 2005 7:20 pm
- Forum: Bug Reports
- Topic: pre-3.2.0-rc1
- Replies: 68
- Views: 48660
- Sat Jan 29, 2005 1:18 am
- Forum: Bug Reports
- Topic: pre-3.2.0-rc1
- Replies: 68
- Views: 48660
- Fri Jan 28, 2005 10:28 pm
- Forum: Bug Reports
- Topic: pre-3.2.0-rc1
- Replies: 68
- Views: 48660
>> EDIT: What the heck... oh, I see. The content fields don't actually get saved to the file. >> It'll work until the level gets dumped from memory. > But the content fields do not really work yet, or do they? I think not... > The whole EMC elements "config" pages still have to be done properly... Y...
- Fri Jan 28, 2005 1:41 am
- Forum: Bug Reports
- Topic: pre-3.2.0-rc1
- Replies: 68
- Views: 48660
>> - the magic ball (or better: the magic ball switch, for the magic ball itself doesn't do anything) >> doesn't seem to work (I want to use it in my emerald mine levelset I'm working on) > Hmm, I can set the switch and the magic ball into a level in the editor, > and when the player presses the swi...
- Sat Oct 02, 2004 4:57 pm
- Forum: Off Topic
- Topic: Zombie members.
- Replies: 22
- Views: 18586
- Tue Sep 28, 2004 6:36 pm
- Forum: Level and Artwork Design
- Topic: Calculating score in Minesweeper Advanced
- Replies: 3
- Views: 6692
- Tue Sep 28, 2004 4:42 am
- Forum: Off Topic
- Topic: Zombie members.
- Replies: 22
- Views: 18586
- Sun Sep 26, 2004 11:34 pm
- Forum: Level and Artwork Design
- Topic: Calculating score in Minesweeper Advanced
- Replies: 3
- Views: 6692
Perhaps the formula should be something like (Difficulty Bonus)+(Time Bonus). The hard part is ironing out what those bonuses should be, and how they should be weighted against each other... The difficulty bonus should probably be based on the percentage of squares that are mines. The time bonus wou...