Search found 195 matches
- Sat Oct 27, 2018 9:10 pm
- Forum: Bug Reports
- Topic: Only Player 1 can make an auto-winning sokoban push
- Replies: 1
- Views: 1901
Only Player 1 can make an auto-winning sokoban push
`013`013`013`013`013`013`013`013 `013`080`081`082`083`000`000`013 `013`000`000`000`000`000`000`013 `013`000`000`000`067`000`000`013 `013`000`000`000`068`000`000`013 `013`000`000`000`000`000`000`013 `013`000`000`000`000`000`000`013 `013`013`013`013`013`013`013`013 In this level, with "exit field...
- Sat Oct 27, 2018 8:58 pm
- Forum: Bug Reports
- Topic: Pushing a sokoban object in a level with no sokoban fields can automatically win the level
- Replies: 1
- Views: 1861
Pushing a sokoban object in a level with no sokoban fields can automatically win the level
If "exit level with all fields solved" is enabled for the sokoban elements, pushing a sokoban object in a level that does not have any sokoban fields will cause you to instantly win the level. Normally this wouldn't matter, but this makes it impossible to create a specific type of puzzle w...
- Sat Oct 27, 2018 8:50 pm
- Forum: Testing Area
- Topic: Testing small graphics
- Replies: 2
- Views: 10764
Testing small graphics
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- Thu Oct 25, 2018 3:32 pm
- Forum: Bug Reports
- Topic: .mod parser ignores "jump to position" commands placed on the very last note
- Replies: 0
- Views: 7579
.mod parser ignores "jump to position" commands placed on the very last note
Here's an example song to test this with. If you listen to it with OpenMPT (at least), the song goes "you lose" and then "you win" repeated endlessly due to a B01 command placed at the end of the third pattern. But if played through RnD, the song goes "you lose", "...
- Mon Oct 22, 2018 6:45 pm
- Forum: Bug Reports
- Topic: Recording info overlays menu doors when transitioning between levels
- Replies: 3
- Views: 3258
Recording info overlays menu doors when transitioning between levels
This only happens when the "increment solved levels" setting is enabled. The custom artwork is not what causes this.
- Fri Oct 12, 2018 1:30 am
- Forum: New Ideas
- Topic: An option to play back all audio in mono rather than stereo
- Replies: 1
- Views: 3476
An option to play back all audio in mono rather than stereo
Not sure if this would count as an accessibility feature or just plain practical. For example, I can only hear out of my right ear as of right now, so this would be plenty useful for me.
- Wed Oct 10, 2018 12:27 pm
- Forum: New Ideas
- Topic: Prompt to restart upon player dying
- Replies: 4
- Views: 5831
Prompt to restart upon player dying
This was suggested a while ago by "MichaelCPalmer1980" in this topic , and I thought it was worth implementing in all versions, Android and PC. What I'm thinking of is an option in the Setup menu to show a prompt like this whenever one of the players in the level dies: https://i.frogbox.es...
- Sat Oct 06, 2018 11:28 pm
- Forum: New Ideas
- Topic: Implement some Diamond Caves 3 elements
- Replies: 0
- Views: 9781
Implement some Diamond Caves 3 elements
I've noticed that there are some elements from Diamond Caves 3 that are not covered by the Diamond Caves 2 category. I'm not sure if that's because Diamond Caves 3 added more, or DC2 and DC3 share all of the elements but some were never implemented. I'll start by listing the simple elements that are...
- Tue Oct 02, 2018 7:50 pm
- Forum: Bug Reports
- Topic: Co-op in RnD engine only cares if Player 1 reaches the exit
- Replies: 5
- Views: 3858
Re: Co-op in RnD engine only cares if Player 1 reaches the exit
(Also, player 1 is the only player who can cause EM doors to vanish in the RnD engine.) How can this be reproduced? Just tested this, and as far as I can see, EM doors never vanish if any player enter it (which should probably also be changed). That's odd. That must be a problem with the new versio...
- Tue Oct 02, 2018 3:52 pm
- Forum: Bug Reports
- Topic: Co-op in RnD engine only cares if Player 1 reaches the exit
- Replies: 5
- Views: 3858
Co-op in RnD engine only cares if Player 1 reaches the exit
In the EM engine, both players have to make it to the exits for the level to be considered "won", and the level will not be winnable if either player dies. In the RnD engine, all players automatically win once player 1 reaches the exit, and the level will still be winnable if any player ot...
- Fri Sep 28, 2018 9:09 pm
- Forum: Bug Reports
- Topic: [RnD 4.1.0.0] Key presses occasionally repeat themselves when transitioning between menu and gameplay
- Replies: 3
- Views: 3873
Re: [RnD 4.1.0.0] Key presses occasionally repeat themselves when transitioning between menu and gameplay
Looking back, this might actually be useful for certain hotkeys, like enabling 1-step mode before the level starts. Perhaps disable it for keys that perform "regular" functions like pause the game, drop dynamite, move, etc. but keep it for all of the functions under Setup>Key Shortcuts.
- Mon Sep 24, 2018 8:04 pm
- Forum: Bug Reports
- Topic: Game of Life simulation can leave behind invisible tiles if "neighbors to create" options are adjusted
- Replies: 1
- Views: 2609
Game of Life simulation can leave behind invisible tiles if "neighbors to create" options are adjusted
Here's an example level you can use to test this behavior. Set the properties of Game of Life to, say, min 3 max 4 to create, and you'll see that there are some tiles that you can't walk on. It's most noticeable if you set it to min 0 max 8 to create. This is what it looks like at min 2 max 3 to su...
- Mon Sep 24, 2018 3:12 pm
- Forum: Puzzles
- Topic: Step by Step Training
- Replies: 7
- Views: 16650
Re: Step by Step Training
Clever... I'm surprised I hadn't even thought of that while making the level. I managed to get up to 307, and only after reading that comment!
- Sat Sep 22, 2018 6:44 pm
- Forum: New Ideas
- Topic: Use different graphics for BD rocks and EM rocks
- Replies: 1
- Views: 2845
Use different graphics for BD rocks and EM rocks
RIght now, snap-pushing BD rocks seems like an underutilized mechanic since there's no way to tell them apart from EM rocks (which are not snap-pushable) until you try snapping them. It doesn't really matter what the graphics themselves look like, even something like its appearance in the editor wou...
- Sat Sep 15, 2018 10:27 pm
- Forum: Bug Reports
- Topic: Plant tile is rather inaccurate in the RnD engine
- Replies: 3
- Views: 2694
Re: Plant tile is rather inaccurate in the RnD engine
Plant is supported by the RnD engine, actually. It's identical to the non-removable landmine, in that it kills you on touch, except that androids can erase it by moving onto it. In this case it just seems like a partially implemented feature.