Search found 357 matches
- Wed Feb 20, 2008 9:32 pm
- Forum: Programmer's Corner
- Topic: Current state of text based levelformats
- Replies: 200
- Views: 388180
- Sun Feb 17, 2008 9:41 pm
- Forum: Programmer's Corner
- Topic: Current state of text based levelformats
- Replies: 200
- Views: 388180
- Sun Feb 17, 2008 4:53 pm
- Forum: Programmer's Corner
- Topic: Current state of text based levelformats
- Replies: 200
- Views: 388180
If an autor wants random placements there, he can still do this with the RandomFill cave object. - The random placement of existing C64 caves is always compatible as the engine always proceeds all 40 colums. - The defaults of 40 22 0 0 19 11 are compatible to PLCK caves. Though if the map is smalle...
- Sat Feb 16, 2008 9:21 pm
- Forum: New Ideas
- Topic: Profile parameter
- Replies: 11
- Views: 15291
- Sat Feb 16, 2008 9:19 pm
- Forum: General Discussion
- Topic: HaG@HaG
- Replies: 64
- Views: 123105
- Mon Feb 04, 2008 8:28 pm
- Forum: Level and Artwork Design
- Topic: Maze Elements?
- Replies: 5
- Views: 8203
Some ideas most likely: - pushable walls (or rows) so new ways are created or destroyed and others: - trap doors (rescue with collected paracute) - stairs or ladders (teleporter) to have like a 3D maze - energie pills - energie unloader - dynamite or bombs - switches (wall disapear, aso.) - new maze...
- Sat Feb 02, 2008 4:42 pm
- Forum: Programmer's Corner
- Topic: Current state of text based levelformats
- Replies: 200
- Views: 388180
- Thu Jan 31, 2008 6:06 pm
- Forum: Programmer's Corner
- Topic: Current state of text based levelformats
- Replies: 200
- Views: 388180
Code: Select all
&<>[];,=" '´`
All chars in ASCII - checked.
- Wed Jan 30, 2008 8:39 pm
- Forum: Programmer's Corner
- Topic: Current state of text based levelformats
- Replies: 200
- Views: 388180
- Wed Jan 30, 2008 8:35 pm
- Forum: Programmer's Corner
- Topic: Current state of text based levelformats
- Replies: 200
- Views: 388180
- Wed Jan 30, 2008 11:31 am
- Forum: Programmer's Corner
- Topic: Current state of text based levelformats
- Replies: 200
- Views: 388180
Also, I think element codes like _[, _], _> and >_ aren't exactly a good idea, as they include key characters which sure makes the parser unnecessarily complex. That's true. But we should not use the ampersand too, because it's introduce a special char sequence. We should not use: semicolon - becau...
- Tue Jan 29, 2008 9:12 pm
- Forum: Programmer's Corner
- Topic: Current state of text based levelformats
- Replies: 200
- Views: 388180
- Tue Jan 29, 2008 4:55 pm
- Forum: Programmer's Corner
- Topic: Current state of text based levelformats
- Replies: 200
- Views: 388180
Hm I like more this: [note1] Hi, this is game <b>SuperGau</b> With the new element piggy. And you should <u>collect bullets</u> [/note1] So a multiline note with bold and underline is possible. Ok we dont need bold and underline? But I think multiline is usefull. See you HerzAusGold[/b] Edit: So I s...
- Mon Jan 28, 2008 10:41 pm
- Forum: Programmer's Corner
- Topic: Current state of text based levelformats
- Replies: 200
- Views: 388180
@LogicDeLuxe: Is a exit in BD destroyable? If I remember correctly a EM exit is destroyable. @Steffest: To avoid any confusion, I can rename all defined EM_xxx elements for RND engine to RND_xxx (e.g. RND_EXITOPENemstyle). But please can you check if no one is missed in the already defined EM elemen...
- Mon Jan 28, 2008 10:19 pm
- Forum: New Ideas
- Topic: Profile parameter
- Replies: 11
- Views: 15291
The $DOCUMENTS variable, is a environment variable, right? So the application can read this and translate it to a directory. If failed the app can use the normal way. Hm, maybe in the next release I can include this in rndTest. Btw: rndTest have transparent .zip/.7z support, so there is no need to e...