Search found 3352 matches

by Holger
Mon Dec 18, 2023 11:38 am
Forum: Bug Reports
Topic: [RESOLVED] background of door_1 has a really strange behavior
Replies: 3
Views: 1216

Re: background of door_1 has a really strange behavior

Yes, that's indeed what had caused the visual glitch here. But this should not happen at all, as door_1 should already be in "closed" state when fading in on the main menu screen. This is fixed now, so that a closed door_1 is fading in now (instead of an open door with graphically broken c...
by Holger
Mon Dec 18, 2023 8:22 am
Forum: Bug Reports
Topic: [RESOLVED] background of door_1 has a really strange behavior
Replies: 3
Views: 1216

Re: background of door_1 has a really strange behavior

Thanks for your detailed description -- I was more or less directly able to reproduce this.

Now I have to find out what's going on here...
by Holger
Wed Dec 13, 2023 5:42 pm
Forum: Level and Artwork Design
Topic: Boulderdash conversion
Replies: 21
Views: 14393

Re: Boulderdash conversion

amirnatsheh7: well can you do engine rnd with repton, DC 3, DC steam, heartlight, Supaplex sr and ruby hunter for rndtest for next day or week? Would next hour also be fine for you? :lol: ncrecc: that sounds like a tall order; implementing another game into rnd (especially one as different as repton...
by Holger
Sun Dec 10, 2023 12:52 pm
Forum: General Discussion
Topic: Is it snowing?
Replies: 12
Views: 16602

Re: Is it snowing?

Okie, winter holidays incoming just in weeks, and it's snowing in-game yet again. And the reason I'm bringing this up again is just a curiosity if the flakes are actual sprites or are they procedurely generated in some way? No magic here; the snowflakes are just simple sprites (but not stored as PN...
by Holger
Sat Dec 09, 2023 7:28 pm
Forum: Bug Reports
Topic: [RESOLVED] Global anim starts from non-first part
Replies: 2
Views: 7041

Re: Global anim starts from non-first part

I think I really should change this! :?
Just did that, and pushed everything out as a new game version 4.3.8.0! See the release notes for some more details. (Especially most of the quirks and issues with global animations that we discussed the last few days should be fixed now.)
by Holger
Sat Dec 09, 2023 7:23 pm
Forum: R'n'D Announcements
Topic: Rocks'n'Diamonds 4.3.8.0 released!
Replies: 1
Views: 5496

Re: Rocks'n'Diamonds 4.3.8.0 released!

Some details on how to use some of the new global animation features: Regarding "added support for fading in and fading out global animations": To fade global animations in or out, use the attribute ".fade_mode" with value "fade_in" or "fade_out" and the attri...
by Holger
Sat Dec 09, 2023 7:16 pm
Forum: R'n'D Announcements
Topic: Rocks'n'Diamonds 4.3.8.0 released!
Replies: 1
Views: 5496

Rocks'n'Diamonds 4.3.8.0 released!

This new minor release version contains the following additions and fixes: added random push delay for rocks, nuts and bombs to Emerald Mine game engine added support for fading in and fading out global animations added support for setting alpha value for global animations added support for setting ...
by Holger
Sat Dec 09, 2023 6:35 pm
Forum: Bug Reports
Topic: [RESOLVED] Clicking action... seems to not change animation?
Replies: 5
Views: 10189

Re: Clicking action... seems to not change animation?

... and another one: About the anim, yeah, just noticed that as well, and not only that, pretty much all other anims disappear as soon as you move to another folder in levelset list. I assume the problem might be that game potentially forgets the level number once you move to another folder... Oh wa...
by Holger
Sat Dec 09, 2023 6:33 pm
Forum: Bug Reports
Topic: [RESOLVED] Clicking action... seems to not change animation?
Replies: 5
Views: 10189

Re: Clicking action... seems to not change animation?

It's strangely specific, but I just noticed how in this levelset the custom pointer I did doesn't 'click' on most of screens for some reason. Well, this one is easy: You have defined a global animation to recolor the screen border for each different level number, and this global animation has the s...
by Holger
Sat Dec 09, 2023 6:04 pm
Forum: Bug Reports
Topic: [RESOLVED] Global anim starts from non-first part
Replies: 2
Views: 7041

Re: Global anim starts from non-first part

Oh well... after some testing around with your test level set (nice main screen, by the way ;-) ), I know what's going in here. And yes, the observed behaviour in this case is indeed unexpected, and to be honest, it looks like buggy behaviour in most use cases. :( The thing is that the ".draw_o...
by Holger
Fri Dec 08, 2023 4:09 pm
Forum: Bug Reports
Topic: [RESOLVED] Clicking action... seems to not change animation?
Replies: 5
Views: 10189

Re: Clicking action... seems to not change animation?

I have to check both cases... I think it's both by intention (sort of), but not working as it should. (Global animations probably disabled on level set screen, because loading new artwork here (but should not result in invisible pointer), and clicking pointer style global animations might also be bu...
by Holger
Fri Dec 08, 2023 4:06 pm
Forum: Bug Reports
Topic: [RESOLVED] Tile cursor renders over global animations
Replies: 14
Views: 33649

Re: Tile cursor renders over global animations

Well, kinda, I meant with both '.draw_masked: false' and 'draw_masked: true'.
Yes, works with both settings.
by Holger
Fri Dec 08, 2023 3:32 pm
Forum: Bug Reports
Topic: [RESOLVED] Clicking action... seems to not change animation?
Replies: 5
Views: 10189

Re: Clicking action... seems to not change animation?

Very strange! I cannot reproduce this -- the custom pointer in your level set works as expected for me. That is, I can click everything just as with the unmodified pointer. However, I noticed that it is invisible on some level selection screens (but still can click). Will have to check what's going ...
by Holger
Fri Dec 08, 2023 3:29 pm
Forum: Bug Reports
Topic: [RESOLVED] Tile cursor renders over global animations
Replies: 14
Views: 33649

Re: Tile cursor renders over global animations

Just out of curiosity, how well does it work with both '.draw_masked:' parameters?
You mean, using both ".draw_masked" and ".alpha"? Works just as expected! :)
by Holger
Thu Dec 07, 2023 4:22 pm
Forum: New Ideas
Topic: Force centering if the window is too big
Replies: 1
Views: 7776

Re: Force centering if the window is too big

Indeed this was handled differently in earlier versions: When changing the window size due to custom artwork with different window viewport size, the window was closed and re-opened again, being centered on the desktop again. This had the potentially negative or unwanted side effect that if you plac...