Search found 571 matches

by Eizzoux
Wed Aug 14, 2019 3:16 pm
Forum: Level and Artwork Design
Topic: Questionable Android Viewport test
Replies: 7
Views: 14165

Android Viewport preview video

So, here's a preview video:
[youtube.video.link]
by Eizzoux
Tue Jul 30, 2019 8:15 pm
Forum: Off Topic
Topic: the forum is spamming me
Replies: 14
Views: 24623

Re: the forum is spamming me

Yep, got 3 same message from same darn bot. I think forum should probably have some kind of "blocking" option to prohibit any messages from blocked user... maybe from foe, I dunno
by Eizzoux
Sat Jun 15, 2019 7:06 pm
Forum: Level and Artwork Design
Topic: What if Deflektor had some elements from Mindbender
Replies: 99
Views: 834729

Reflektor and... Reflektor in style of Amiga Deflektor?

So yeah, there's a little comparison screenshot what one of Reflektor levels would look like in two different styles: Deflektor in Mirror Magic and Deflektor for Commodore Amiga. So I'm planning to make two different styles for this levelset to be chosen. Elements are pretty much done, I only need t...
by Eizzoux
Tue Apr 23, 2019 12:33 pm
Forum: Bug Reports
Topic: Editor toolbox visual glitch
Replies: 2
Views: 14533

Editor toolbox visual glitch

If you'll test your level while properties of custom element is open, you'll have all standard toolbox buttons instead of special CE buttons (copy to, copy from, swap, copy and paste). Then click on Draw single items button, you'll get visual replacement of three top buttons with CE buttons, but onl...
by Eizzoux
Tue Apr 23, 2019 12:19 pm
Forum: Level and Artwork Design
Topic: Missions test
Replies: 1
Views: 7696

Missions test

Yet another graphics trick test. This time, you'll have different objects on the right to "collect". Only 5 levels, then it just ends on the null one. It's just a test, so not sure about finishing, rather just using this trick on another levelset. sksdf.png tog_missions.zip (also, some gam...
by Eizzoux
Tue Apr 09, 2019 10:40 am
Forum: Bug Reports
Topic: Music info screen is kind of broken
Replies: 1
Views: 2956

Music info screen is kind of broken

There's two bugs I stumbled across: For some reason sometimes the game mixes the music info and the music and plays wrong music on corresponding music info. For example, in my Reflektor it plays Sparkling remix music on Virtual Monotone text, then Starworx v2 music on Sparkling remix text, and then ...
by Eizzoux
Tue Apr 09, 2019 8:49 am
Forum: Level and Artwork Design
Topic: What if Deflektor had some elements from Mindbender
Replies: 99
Views: 834729

Re: What if Deflektor had some elements from Mindbender

Holger wrote: Thu Mar 28, 2019 8:27 am I especially like the MOD music -- could you please post the playlist? :D
Oh, sorry, I somehow missed that message, noticed just now... whatever. Sure, here:
4-mat of Anarchy - starworx_v2.mod
Baroque - virtual-monotone.mod
Strobo - sparkling_remix.mod
by Eizzoux
Mon Apr 08, 2019 3:46 pm
Forum: Level and Artwork Design
Topic: R'n'D nostalgia graphics
Replies: 0
Views: 15398

R'n'D nostalgia graphics

I noticed once there's that "Rocks'n'diamonds level" graphics which I've never seen before, and I just got really curious what R'n'D looked like in very first years of development. I checked Screenshots page, and screenshots of the game are from 1.3.0. I downloaded R'n'D 1.3.0 which I can'...
by Eizzoux
Sun Apr 07, 2019 3:15 pm
Forum: Level and Artwork Design
Topic: Pointer anim test
Replies: 0
Views: 11904

Pointer anim test

I should really visit rocksndiamonds.git more often since I just discovered the new addition global anim class "pointer", even though this feature was added on March 18th. So I went to graphics folder as quick as I could and quickly (tautology) made a graphicsinfo with two already preexist...
by Eizzoux
Sat Apr 06, 2019 6:32 pm
Forum: Bug Reports
Topic: Copy/Paste CE change settings are still
Replies: 2
Views: 14597

Copy/Paste CE change settings are still

The Copy and Paste Change settings of custom element buttons has no clicking animation. (don't worry about these rotating lines in the top right corner, it's just a test anim I forgot to turn off) Honeycam 2019-04-07 02-17-23.gif I checked if the "pressed_xoffset" lines are present for the...
by Eizzoux
Tue Apr 02, 2019 5:10 pm
Forum: Level and Artwork Design
Topic: yes
Replies: 2
Views: 4573

no

Oh, no-no, that's not intended, I might have screwed up somewhere with the template level, now fixed, just redownload
by Eizzoux
Tue Apr 02, 2019 12:16 pm
Forum: Help
Topic: Stretching dynamic window for debug testing?
Replies: 3
Views: 9615

Re: Stretching dynamic window for debug testing?

Just as a side note: The screenshots above show a playfield viewport with a fixed-size background image (that yellow border). When using a dynamically sized playfield, this would not look correct, as the playfield background would not be resized, too, but only the playfield area. Therefore, using d...
by Eizzoux
Tue Apr 02, 2019 11:31 am
Forum: Help
Topic: Stretching dynamic window for debug testing?
Replies: 3
Views: 9615

Stretching dynamic window for debug testing?

I might have mentioned before, but the point is that if I'm creating dynamic window, I can't really test it by myself without monitors, smartphones or tablets with different screen resolutions (4:3, 16:10, 16:9, 2:1 and etc.). Stretching the game window won't work since the game forces the game scre...
by Eizzoux
Tue Apr 02, 2019 6:17 am
Forum: Level and Artwork Design
Topic: yes
Replies: 2
Views: 4573

yes

yes
by Eizzoux
Mon Apr 01, 2019 3:13 pm
Forum: New Ideas
Topic: More customizations for global anims
Replies: 7
Views: 7148

Re: More customizations for global anims

This should already work, using the ".position" parameter -- BD2K3 also uses this (and also the classic "toons"). Maybe I'm not using it right, but I can get it to work as intended. It still keeps the same position on the left side instead of right as I intent to: global.anim_1....