Search found 326 matches

by Eizzoux
Tue Mar 19, 2019 9:39 am
Forum: Bug Reports
Topic: Sokoban solving sequence bug
Replies: 2
Views: 1738

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 :D
by Eizzoux
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: 2602

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...
by Eizzoux
Thu Mar 14, 2019 3:56 pm
Forum: Bug Reports
Topic: Global anim doesn't render properly in doors
Replies: 1
Views: 1471

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...
by Eizzoux
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: 2602

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...
by Eizzoux
Thu Mar 14, 2019 6:27 am
Forum: New Ideas
Topic: More customizations for global anims
Replies: 7
Views: 3449

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...
by Eizzoux
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: 2158

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...
by Eizzoux
Mon Mar 11, 2019 4:28 am
Forum: Bug Reports
Topic: Sokoban solving sequence bug
Replies: 2
Views: 1738

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...
by Eizzoux
Mon Mar 11, 2019 3:51 am
Forum: Help
Topic: (Solved) Level 37 and diamonds
Replies: 4
Views: 1666

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...
by Eizzoux
Sat Mar 09, 2019 9:16 am
Forum: Level and Artwork Design
Topic: Questionable Android Viewport test
Replies: 7
Views: 4678

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...
by Eizzoux
Thu Mar 07, 2019 4:52 pm
Forum: Bug Reports
Topic: Music of multi global anims gets muted in transitions
Replies: 1
Views: 1151

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...
by Eizzoux
Sun Mar 03, 2019 11:17 am
Forum: Bug Reports
Topic: Android - zoom in level editor
Replies: 3
Views: 1467

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...
by Eizzoux
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: 5323

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...
by Eizzoux
Sat Feb 23, 2019 6:32 am
Forum: Level and Artwork Design
Topic: Dynamic window (using version 4.1.2.0)
Replies: 1
Views: 1276

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 :lol:
aldn1.png
aldn1.png (243.07 KiB) Viewed 1255 times
aldn2.png
aldn2.png (6.87 KiB) Viewed 1255 times
by Eizzoux
Wed Feb 20, 2019 5:00 am
Forum: New Ideas
Topic: Support other archive types
Replies: 1
Views: 1228

Support other archive types

It would also be good if R'n'D's drag'n'drop supported more archives than just 'zip'. Like 'rar' and '7z' (these are the only ones I know, sorry).
ahsd.png
ahsd.png (10.49 KiB) Viewed 1228 times
by Eizzoux
Wed Feb 20, 2019 4:08 am
Forum: Bug Reports
Topic: [4.1.2.0] Network multi-player doesn't sync up properly
Replies: 4
Views: 1630

[4.1.2.0] Network multi-player doesn't sync up properly

I when I first tried launching up one game four times on one laptop and connect each other and then starting the game on older version, they weren't really connected to each other, at least there was no multi-player sync in gameplay what-so-ever, no matter how you move, you don't move for other play...