Search found 328 matches
- Tue Mar 26, 2019 8:58 pm
- Forum: Level and Artwork Design
- Topic: What if Deflektor had some elements from Mindbender
- Replies: 10
- Views: 5646
Re: What if Deflektor had some elements from Mindbender
Okay, now I feel like I've gone a little bit too far...
- Thu Mar 21, 2019 4:52 am
- Forum: New Ideas
- Topic: More customizations for global anims
- Replies: 7
- Views: 3734
Re: More customizations for global anims
Alrighty, works as intended, but there's few errors happening: If you do a very short click on the anim with '.part_1.anim_event: click' and '.part_2.anim_event: unclick:any', the anim will only count the clicking and then sticks on the pressed frame and only fixes after clicking again. It's kind of...
- Tue Mar 19, 2019 9:39 am
- Forum: Bug Reports
- Topic: Sokoban solving sequence bug
- Replies: 2
- Views: 1867
Re: Sokoban solving sequence bug
To be honest, I can't find this condition too. At least, I can't understand how it happened with player 1. I found out that happens if any of other three players pushes the last element when team mode is turned ON.
Alright, here. You can also load the solution tape... well, if you want to
Alright, here. You can also load the solution tape... well, if you want to

- Tue Mar 19, 2019 8:32 am
- Forum: Help
- Topic: Some XK buttons don't work for event actions + interesting anim behavior
- Replies: 5
- Views: 2826
Re: Some XK buttons don't work for event actions + interesting anim behavior
I have created a new executable at the usual "development" location. Creating zoom in/out buttons works fine now (just created a test set by myself, but your existing definitions should just work fine now). To create a button that works as expected, create two animation parts instead, one being nor...
- Thu Mar 14, 2019 3:56 pm
- Forum: Bug Reports
- Topic: Global anim doesn't render properly in doors
- Replies: 1
- Views: 1570
Global anim doesn't render properly in doors
I wanted to do custom editor button with global anims being rendered inside the boundaries of 'door_2', but I've got an annoying problem: I coundn't find that anim and thought it just wasn't rendering at all since it draws in the zeroth position of main 'door_2', not the exclusive 'door_2.EDITOR': v...
- Thu Mar 14, 2019 7:10 am
- Forum: Help
- Topic: Some XK buttons don't work for event actions + interesting anim behavior
- Replies: 5
- Views: 2826
Some XK buttons don't work for event actions + interesting anim behavior
Maybe I just don't get it, but I tried to make zoom out button in editor by setting 'anim_event_action: XK_minus', but that just doesn't work for some reason. global.anim_10.part_1.EDITOR.anim_event: click global.anim_10.part_1.EDITOR.anim_event_action: XK_minus global.anim_10.part_1.EDITOR.class: w...
- Thu Mar 14, 2019 6:27 am
- Forum: New Ideas
- Topic: More customizations for global anims
- Replies: 7
- Views: 3734
More customizations for global anims
Just kinda got few other ideas for customizing the global anims: More "classes" of global anim: option to make global anims render not only in boundaries of playfield and the entire window/border, but also in boundaries of each door ('door_1' and 'door_2'); Aligning anims to left/right or top/bottom...
- Wed Mar 13, 2019 9:44 am
- Forum: Bug Reports
- Topic: Odd behavior when clicking objects in MM (not sure if buggy or intended)
- Replies: 3
- Views: 2423
Re: Odd behavior when clicking objects in MM (not sure if buggy or intended)
1. Mirrors can always be rotated, even if they rotate by themselves. Holding left click on an automatically rotating mirror will cause it to stay in place, and holding right click will cause it to rotate at twice the speed. https://i.frogbox.es/lkn You probably haven't checked the Elements info sin...
- Mon Mar 11, 2019 4:28 am
- Forum: Bug Reports
- Topic: Sokoban solving sequence bug
- Replies: 2
- Views: 1867
Sokoban solving sequence bug
For some reason when you're pushing last bulb when "Exit if all tasks solved" is on, that bulb gets unmasked and covers the sokoban field with black square... Honeycam 2019-03-11 12-19-20.gif I guess it's because of the fact that the solving sokoban task was only supposed to be played in sokoban gam...
- Mon Mar 11, 2019 3:51 am
- Forum: Help
- Topic: (Solved) Level 37 and diamonds
- Replies: 4
- Views: 1881
Re: (Solved) Level 37 and diamonds
Yeah, just like Holger said, each one leaves 9 gems, the middle of each is diamond, so it's 8+3=11, but since you're killing bugs with deadly shield, it's 11-1=10. There's three bugs, so 10x3=30, and you need just that amount of gems to collect, so you had to free the bug and move it away from stron...
- Sat Mar 09, 2019 9:16 am
- Forum: Level and Artwork Design
- Topic: Questionable Android Viewport test
- Replies: 7
- Views: 5012
Android Viewport - Editor
Alright, here's a little bit better editor. The only things are only left to do are the unzoom and redo buttons and properties spacing to make everything fit in boundaries of the screen. For now these unzoom and redo buttons are just unclickable pictures with no functionality what-so-ever. ed1.png e...
- Thu Mar 07, 2019 4:52 pm
- Forum: Bug Reports
- Topic: Music of multi global anims gets muted in transitions
- Replies: 1
- Views: 1245
Music of multi global anims gets muted in transitions
Ok, so, if you ever tried my "Playlist mode" , you probably understand what do I mean. If not, let me explain. After Holger added brand new "Global animations" for separate screens and several groups of them, he also added the function to lock actual music to them (not .wav sounds, any supportable m...
- Sun Mar 03, 2019 11:17 am
- Forum: Bug Reports
- Topic: Android - zoom in level editor
- Replies: 3
- Views: 1593
Re: Android - zoom in level editor
Yeah, same problem for redo and element rotation/switching buttons, you can't rotate MM/DF mirrors or MM teleports and you also can't redo the editor action since the fisrt action requires requires clicking on selected element holding Shift and the second one requires right mouse clicking on the und...
- Sat Mar 02, 2019 4:20 pm
- Forum: New Ideas
- Topic: Aligning menu elements to the sides of playfields + some more additions
- Replies: 0
- Views: 6408
Aligning menu elements to the sides of playfields + some more additions
With the new addition of "dynamic borders" you can make the game window stretch to the screen resolutions of the system you're running the game on. But that addition can't really work correctly if you want to add your border graphics or some other stuff you would like to put on. For example, the bor...
- Sat Feb 23, 2019 6:32 am
- Forum: Level and Artwork Design
- Topic: Dynamic window (using version 4.1.2.0)
- Replies: 1
- Views: 1399
Re: Dynamic window (using version 4.1.2.0)
Alright, I see, I kinda figured that out, but I'm still kinda hoping we'll be able to "stretch" game border graphic. I tried to do it by myself by adding two global anims aligned to each side of the screen, but I forgot that global anims can't be aligned. Well, I tried
