Search found 73 matches

by SLAPPYHAPPY2000
Sun Aug 16, 2020 10:51 pm
Forum: Bug Reports
Topic: Respawn Anchor defies all laws of time
Replies: 0
Views: 587

Respawn Anchor defies all laws of time

Remember the Respawn Anchor that I made? If you use it in a timed level, when the time reaches 0, you will die, but then respawn in a sort of limbo where the time is stuck at zero but you can still move around. I fixed the anchor to give you 10 seconds when respawning before I even released the conc...
by SLAPPYHAPPY2000
Sun Aug 16, 2020 6:50 pm
Forum: Help
Topic: Buggy Base Snap Animation
Replies: 1
Views: 227

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?
by SLAPPYHAPPY2000
Sun Aug 16, 2020 6:48 pm
Forum: Level and Artwork Design
Topic: DOS Supaplex Graphics
Replies: 2
Views: 232

Re: [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 "...\Rocks'n'd...
by SLAPPYHAPPY2000
Sun Aug 16, 2020 4:06 pm
Forum: Level and Artwork Design
Topic: DOS Supaplex Graphics
Replies: 2
Views: 232

DOS Supaplex Graphics

So a while back, my boy Eizzoux made a post called "R'n'D nostalgia graphics", which made all the graphics from version 1.3.0 available. Go check out the topic here: https://www.artsoft.org/forum/viewtopic.php?f=5&t=2753&p=15865 Anyways, one thing that ABSOLUTELY PISSED ME OFF was the fact that some...
by SLAPPYHAPPY2000
Sun Aug 16, 2020 2:33 pm
Forum: New Ideas
Topic: SUGGESTION: A nitpick with the New Supaplex Level Collection Hud
Replies: 10
Views: 988

Re: 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 spac...
by SLAPPYHAPPY2000
Fri Aug 14, 2020 3:42 pm
Forum: Off Topic
Topic: Hello Alan Bond
Replies: 2
Views: 725

Re: Hello Alan Bond

Holger wrote:
Fri Aug 14, 2020 1:42 pm
Alan Bond wasn't active in this forum since more than ten years, and I wasn't able to contact him on various channels since then. :-(
Well damn.
That's honestly sad.
by SLAPPYHAPPY2000
Fri Aug 14, 2020 11:10 am
Forum: Off Topic
Topic: Hello Alan Bond
Replies: 2
Views: 725

Hello Alan Bond

Alan Bond, if you're out there and still active in the Rocks'n'Diamonds community, please make another cool levelset.
Also, maybe reply to this post.
by SLAPPYHAPPY2000
Thu Aug 13, 2020 10:50 am
Forum: Level and Artwork Design
Topic: Trial of the Emerald: Trying to fix the things
Replies: 0
Views: 632

Trial of the Emerald: Trying to fix the things

After feedback from jm28121977, filbo, and Anonycat, I brought myself to observe the level I have created once again to see what I could change about it to be a bit better. Here is the "changelog" for this attempt at fixing some of the issues in the original level: - Changed the section with the Rob...
by SLAPPYHAPPY2000
Wed Aug 12, 2020 7:08 pm
Forum: Level and Artwork Design
Topic: Respawn Anchors and Cheating Death
Replies: 1
Views: 131

Respawn Anchors and Cheating Death

This is part of my testings for custom elements, and this custom element I came up with, known as the Respawn Anchor, allows you to have a second chance in the same level after dying. If it sounds confusing, play the level and it will all make sense.
Have fun and give feedback!

SlappyHappy2000
by SLAPPYHAPPY2000
Wed Aug 12, 2020 7:03 pm
Forum: New Ideas
Topic: IDEA: Respawn anchors / checkpoints
Replies: 9
Views: 390

Re: IDEA: Respawn anchors / checkpoints

Took me quite some time to find the root cause for that broken behaviour (it's really a long time since I had a deeper look into the native R'n'D game engine code), but I think I've found (and fixed) the problem now. Automated tape tests are still running, but look good so far... :-) I finished the...
by SLAPPYHAPPY2000
Wed Aug 12, 2020 1:59 pm
Forum: New Ideas
Topic: IDEA: Respawn anchors / checkpoints
Replies: 9
Views: 390

Re: IDEA: Respawn anchors / checkpoints

Indeed... it only works if the CE directly changes to the player, but not when using the "extended change target" like you did (and which should also work perfectly fine, but apparently does not)! This looks like a bug in R'n'D! I have to check what's going on there...! :shock: Glad you found a bug...
by SLAPPYHAPPY2000
Wed Aug 12, 2020 10:29 am
Forum: New Ideas
Topic: IDEA: Respawn anchors / checkpoints
Replies: 9
Views: 390

Re: IDEA: Respawn anchors / checkpoints

SlappyHappy: Even though there is indeed the tape and snapshot system (as Anonycat mentioned), I think this nevertheless is a good idea for a new game element! And -- guess what! -- it can indeed be contructed by using a custom element! Try a CE that changes to the player using "[x] [explosion of] ...
by SLAPPYHAPPY2000
Tue Aug 11, 2020 12:52 pm
Forum: New Ideas
Topic: IDEA: Respawn anchors / checkpoints
Replies: 9
Views: 390

IDEA: Respawn anchors / checkpoints

So I was playing a stage from Snake Bite the other day (one of the more difficult ones) and just when I was about to beat the level, an enemy killed me. And I thought, "Aw man, now I got to start the whole thing all over again?" Which got me thinking: why not add a Respawn Anchor or a Checkpoint blo...
by SLAPPYHAPPY2000
Tue Aug 11, 2020 11:36 am
Forum: Level and Artwork Design
Topic: Trial of the Emerald: The ultimate skill test
Replies: 19
Views: 757

Re: Trial of the Emerald: The ultimate skill test

Whoa, don't despair! He(?)'s just pointing out some subtle flaws, where the flaws are more due to the original games' designs than your fault. I don't think you're required to know every subtlety to make great levels. Think of this as an amazing service where some anonymous person who apparently un...
by SLAPPYHAPPY2000
Mon Aug 10, 2020 9:15 pm
Forum: Level and Artwork Design
Topic: Trial of the Emerald: The ultimate skill test
Replies: 19
Views: 757

Re: Trial of the Emerald: The ultimate skill test

RnD, for its part, does mitigate the potential for perceived injustices like that to irrevocably throw away large amounts of progress into a level, by virtue of its tape system. Even if you don't micromanage it to play in slow motion, anyone can still replay the most recent tape even after dying, f...