Weeeell... Maybe only this, but except it has, like, a bunch of random stuff compacted and plastered on one panel at once.SLAPPYHAPPY2000 wrote: ↑Tue Aug 25, 2020 6:37 pm I'm kinda sad that the level indicator icon at the top of the hub was removed... do you know of a version that has both the enhanced key thing and the level indicator?
Search found 641 matches
- Tue Aug 25, 2020 8:14 pm
- Forum: Level and Artwork Design
- Topic: Rocks'n'diamonds - Show keys 2014
- Replies: 6
- Views: 25740
Re: Rocks'n'diamonds - Show keys 2014
- Mon Aug 17, 2020 4:50 am
- Forum: Bug Reports
- Topic: [4.2.0.0] Fake acid is walkable for player, but... what about others? + Editor shortcuts
- Replies: 3
- Views: 3449
[4.2.0.0] Fake acid is walkable for player, but... what about others? + Editor shortcuts
I kind of understand that fake acid is only walkable in Emerald Mine engine, but there's something else weird about it... Any other EM/EMC element once stumbled upon them are just eating it: rocks, yams, androids, amoeba... once they go into fake acid, it vanishes. I'm not sure if that's intended, b...
- Sun Aug 16, 2020 8:06 pm
- Forum: Help
- Topic: Buggy Base Snap Animation
- Replies: 1
- Views: 16163
Re: Buggy Base Snap Animation
When you type in: sp_buggy_base.diggable_like: sp_base the buggy base will be digged by the player like a normal base. But how do you have the buggy base be snapped like a normal base, with the squares imploding? sp_buggy_base.snapping: RocksSP.png sp_buggy_base.snapping.xpos: 8 sp_buggy_base.snapp...
- Sun Aug 16, 2020 6:46 pm
- Forum: Level and Artwork Design
- Topic: DOS Supaplex Graphics
- Replies: 2
- Views: 16829
[Zipped] DOS Supaplex Graphics
Maybe it's better to package it as a separate graphics pack, so you don't need to replace original files. Simple action, just few seconds to do, here it is as separate graphics pack: gfx_dos_supaplex.zip Installation: Unzip the .zip archive and drag the folder "gfx_dos_supaplex" into "...
- Sun Aug 16, 2020 11:48 am
- Forum: New Ideas
- Topic: SUGGESTION: A nitpick with the New Supaplex Level Collection Hud
- Replies: 12
- Views: 22758
Red disks: Three different variants of mine
Sorry for being a little bit too late, I was kind of busy last couple of days. So anyways, here are three different variants I came up with: spdisk1.png 1) Moves the time just a little bit to the left and adds the inventory counter on the right of it, but with a narrow counter just because the space...
- Sat Aug 15, 2020 1:45 pm
- Forum: Help
- Topic: custom_(number).anim_mode: ???
- Replies: 2
- Views: 17227
Re: custom_(number).anim_mode: ???
custom_(number).anim_mode: linear This one goes through all of the frames and then freezes on the last one (1,2,3,4,4,4,4,4,4,...) custom_(number).anim_mode: pingpong This one goes through all of the frames and then goes in reverse and then forward again (1,2,3,4,3,2,1,2,3,4,3,2,1,...) Same goes fo...
- Sat Aug 08, 2020 6:09 am
- Forum: Testing Area
- Topic: Lasers in R'n'D
- Replies: 5
- Views: 21244
Re: Lasers in R'n'D
Oh, I remember doing similar stuff some time ago, here's the post, if you're curious: [link]
- Fri Jul 31, 2020 9:03 am
- Forum: New Ideas
- Topic: SUGGESTION: A nitpick with the New Supaplex Level Collection Hud
- Replies: 12
- Views: 22758
Re: SUGGESTION: A nitpick with the New Supaplex Level Collection Hud
Hmm, good point, maybe I can try to do that by myself, this shouldn't be too hard, I'll try later.
(also I'm not creator of it, just sayin')
(also I'm not creator of it, just sayin')
- Fri Jul 31, 2020 8:56 am
- Forum: Help
- Topic: RocksBusy.png Custom Spritesheet for levelset?
- Replies: 3
- Views: 17778
Re: RocksBusy.png Custom Spritesheet for levelset?
That's because it doesn't get preloaded before the other graphics, the game just isn't able to sort out the graphics which are appearing before loading the levelset. Same thing goes for font.initial_1, font.initial_2, font.initial_3 and font.initial_4, they're showing up on the loading screen before...
- Fri Jun 05, 2020 7:27 pm
- Forum: Level and Artwork Design
- Topic: Levelsets in 2020?
- Replies: 7
- Views: 22894
Re: Levelsets in 2020?
Not sure, but I'm still somewhat working on some things and tweaking some small things in them... yeah, somewhat...


- Fri Jun 05, 2020 6:22 pm
- Forum: New Ideas
- Topic: IDEA: Adding more small varieties in the game.
- Replies: 3
- Views: 6982
Re: IDEA: Adding more small varieties in the game.
First: Maybe increase the capacity of custom elements in the game? I was looking in the levels for Alan Bond's "Snake Bite" the other day, and noticed that he used up every single slot of the custom elements available. But he was still only able to make 40 levels with his resources? Imagi...
- Thu Mar 12, 2020 6:50 pm
- Forum: Level and Artwork Design
- Topic: Double layer tubes test + some shapes
- Replies: 0
- Views: 18608
Double layer tubes test + some shapes
So a while (over three years) ago I made an idea topic of adding two different layers for an element to surround player with, one of them being behind him and other over him. [link] Some time later (around a year later, I don't quite remember) I discovered an interesting behavior of translucency in-...
- Sun Jan 05, 2020 3:02 pm
- Forum: Bug Reports
- Topic: [4.1.4.0] Mirror Magic engine artifacts
- Replies: 1
- Views: 4794
[4.1.4.0] Mirror Magic engine artifacts
d1.png d6.png I don't quite remember seeing these types of artifacts before, so they probably appeared in the new update. The point is that rotating polarizers got ultra broken in the new update, specifically when you put them right in front of a mirror (rotatable, rotating, frozen, prism or refrac...
- Fri Dec 20, 2019 1:11 pm
- Forum: Level and Artwork Design
- Topic: Mirror Magic early
- Replies: 0
- Views: 22265
Mirror Magic early
http://hol.abime.net/pic_full/dbs/3801-3900/3889_dbs1.png This is a very early development version that was never officially released (of course). I have no freaking idea when, how or from where it came from! You can see that this version still has the very old "Amiga theme" artwork set (...
- Wed Dec 18, 2019 5:59 pm
- Forum: New Ideas
- Topic: Proper looping of modular tracks
- Replies: 1
- Views: 6065
Proper looping of modular tracks
Some of MOD/IT/XM/S3M music actually have a little bit different looping principles. To be specific, some tracks are first playing few samples once and then loops only remaining ones and never plays first ones again, and you can see that in (almost) any tracker like Fast Tracker, Impulse Tracker, Sc...