Search found 236 matches

by Darkon
Sun Mar 26, 2006 8:38 pm
Forum: Bug Reports
Topic: pre-release 3.2.0-7
Replies: 55
Views: 78103

Try playing the classic boulderdash 2 levels, the player for some odd reason moves at fast speed by default The bug with dropping dynamite then moving the second before it explodes when the player has a custom explosion is still there, however the custom graphics being displayed on the explosion hav...
by Darkon
Tue Feb 21, 2006 1:26 am
Forum: Bug Reports
Topic: pre-release 3.2.0-6
Replies: 18
Views: 23698

Sorry for the EXTREME delay on getting a small level and tape ready http://www.zomis.net/rnd/download.php?id=336 I set so the custom explosion graphic used a supaplex object so it has a supaplex explosion, so you can clearly see it leave behind the explosion of itself. *edit* just found another bug ...
by Darkon
Thu Feb 16, 2006 5:54 pm
Forum: New Ideas
Topic: Player explosion: use for all levels (in a set)
Replies: 2
Views: 4287

Player explosion: use for all levels (in a set)

Something Ive found rather annoying, having to manually go through each of the levels I've made to change the custom explosion of the player for each of the players involved... which gets rather tedious since it meant I had to make a total of 120 changes...
by Darkon
Thu Feb 16, 2006 4:36 pm
Forum: Bug Reports
Topic: pre-release 3.2.0-6
Replies: 18
Views: 23698

A little oddity i noticed here, it only effects the dynamite and dynabomb explosions, if you have a CE that explodes, it doesnt happen, use a normal bomb, same, doesnt happen, use a dynamite and all of a sudden you find that your watching a clone of yourself explode despite making it out of the flam...
by Darkon
Thu Feb 16, 2006 1:54 am
Forum: Bug Reports
Topic: pre-release 3.2.0-6
Replies: 18
Views: 23698

Just wondering if you've taken a look at these yet Holger?
by Darkon
Wed Feb 15, 2006 5:05 pm
Forum: Off Topic
Topic: No posting as guest anymore -- what do you think?
Replies: 33
Views: 26552

There were actually more that showed up about an hour after Zomis cleaned all that lot up too, which is when I made my post...

It seemed like they waited till Zomis had left before they posted again...
by Darkon
Fri Feb 03, 2006 5:54 pm
Forum: General Discussion
Topic: Unused graphics
Replies: 5
Views: 6270

You weren’t being stupid; you just had me a little confused since you'd posted it in the help section however its been moved now (presumably by some mysterious unknown force of nature). As Holger has stated in the past, some of the *other* elements have their graphics borrowed from various web games...
by Darkon
Wed Feb 01, 2006 1:06 am
Forum: Bug Reports
Topic: pre-release 3.2.0-6
Replies: 18
Views: 23698

Well, decided Id have a quick bug hunt and found two. Give the player a custom explosion with custom graphics then get *caught* in an explosion however move away at the right time and it shows the custom death animation in the space you just came from, odd? id say yes. Another odd bug, set the playe...
by Darkon
Sat Jan 28, 2006 5:46 pm
Forum: New Ideas
Topic: Object Generator.
Replies: 15
Views: 24048

I dont understand what the problem is CEEL, CE's are pretty easy to use, is it that you dont fully understand what each of the options do? It just seems like your trying to avoid using CE's at all. As Holger mentioned, it really is that easy to make an object spawner and it wouldnt make much sence f...
by Darkon
Fri Jan 27, 2006 5:49 pm
Forum: General Discussion
Topic: how to play internet multiplayer games in Windows:
Replies: 13
Views: 15882

I gather you never knew of the -n command? ;-) rnd allows you to play online anyway host just uses -n in the command parameter, and the people who want to join use -n hostip And im glad you liked it, I plan to release an update with more powerups/downs and new graphics for the rnd elements I used so...
by Darkon
Sat Jan 14, 2006 3:22 pm
Forum: New Ideas
Topic: CE change ideas
Replies: 11
Views: 10278

Spikes is perfectally possible already, just set so if a player collides with an object at a position, kill player. Its in the latest Pre-release of RnD. The diagonal movement is pretty odd, its best to be only used for what it was originally created for... As in the android... Deadly when colliding...
by Darkon
Fri Jan 13, 2006 6:27 pm
Forum: Level and Artwork Design
Topic: Parallax scrolling
Replies: 7
Views: 6802

Oh, one quick question, why is Rockford blissfully smiling as he falls to his doom? ;-)
Also, hold left(right or down) after youve fallen and youll notice the lower floor acts a little odd, parts of it move while others dont for the first step
by Darkon
Tue Jan 10, 2006 3:45 am
Forum: Level and Artwork Design
Topic: Video for RnDs
Replies: 3
Views: 5941

When I first seen the line of sight demo, I expected it to be using the new variables along with the counter animations, so as the value decreases, the wall gets darker, however guess I was wrong :-p
by Darkon
Sat Jan 07, 2006 3:43 pm
Forum: New Ideas
Topic: contiuous input
Replies: 16
Views: 24088

I hope Alan plans on making a snake minigame if this is added ;-)

He already has the snake, all he needs is the movement :-p
by Darkon
Sat Jan 07, 2006 2:07 am
Forum: New Ideas
Topic: contiuous input
Replies: 16
Views: 24088

Close, but it also allows the player to change direction, so you cannot stop moving however you can still change direction if you try... Just... you'll keep moving in that new direction, only way to stand still would be to hit something, kinda like what you get when you wear roller skates for the fi...