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Search found 571 matches
- Wed Aug 14, 2019 3:16 pm
- Forum: Level and Artwork Design
- Topic: Questionable Android Viewport test
- Replies: 7
- Views: 14165
- 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
- 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...
- 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...
- 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...
- 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 ...
- 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
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
- 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'...
- 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...
- 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...
- 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
- 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...
- 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...
- Tue Apr 02, 2019 6:17 am
- Forum: Level and Artwork Design
- Topic: yes
- Replies: 2
- Views: 4573
yes
yes
- 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....