Search found 571 matches

by Eizzoux
Thu Nov 08, 2018 10:05 am
Forum: Level and Artwork Design
Topic: Testing some stuff once again...
Replies: 4
Views: 5339

Testing some stuff once again...

Just testing some more stuff... again...
Separate playfields for both players
Separate playfields for both players
kjasfk.png (557.1 KiB) Viewed 5339 times
Oxygen bar over player's head
Oxygen bar over player's head
kjasfk2.png (67.52 KiB) Viewed 5339 times
98291051__tog_tests__14087236.rar
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(11.24 KiB) Downloaded 336 times
by Eizzoux
Wed Nov 07, 2018 4:04 am
Forum: Level and Artwork Design
Topic: Just a bit memey pack
Replies: 2
Views: 4072

What other song was Apoplexy mashed up with?

To be honest, I don't know. SilvaGunner didn't write anything about that. I checked comments if any people knows and.. Looks like it some kind of mashup with few songs on different parts. And the only part where I noticed one is on 1:09 which is Megalovania from Undertale which is also a meme song. ...
by Eizzoux
Tue Nov 06, 2018 4:27 am
Forum: Level and Artwork Design
Topic: Just a bit memey pack
Replies: 2
Views: 4072

Just a bit memey pack

What is meme? That's a little set of three MEME-ish artwork sets: T-pose is the default pose for a model when it isn't animated. Later on it became a meme. So, this artwork set just changes all your players from grinning funny guys to soulless and creepy freaks. ladkl.png nlda.png Sad Romance (or S...
by Eizzoux
Tue Nov 06, 2018 3:41 am
Forum: Bug Reports
Topic: Dripper revealing problem + Visible Invisible Sand connection issue
Replies: 3
Views: 11806

Dripper revealing problem + Visible Invisible Sand connection issue

There're two visual issues happening with some invisible elements while they're revealed: Dripper is like an invisible amoeba which can be revealed by picking up the vision lenses or turning on the light switch. The problem is when you reveal the dripper and then wait until it drops few more drops, ...
by Eizzoux
Sun Nov 04, 2018 9:26 am
Forum: Level and Artwork Design
Topic: EMC levelsets use incorrect artwork definitions
Replies: 10
Views: 12623

Re: EMC levelsets use incorrect artwork definitions

It would be also better to convert all PCX files to PNGs after the support of more image file types was added to optimize the size of EMC collection weight. The size of archive will be 3 times lighter than the original one. I just converted "emc_objects.pcx" and "emc_objects.png"...
by Eizzoux
Fri Oct 19, 2018 3:38 am
Forum: Bug Reports
Topic: amoeba not turning to diamonds?
Replies: 2
Views: 2171

Re: amoeba not turning to diamonds?

I just checked it. It is "Normal Amoeba" but not "Amoeba with Content" or "Amoeba (BD style)". This one, when barricades all the space, doesn't turn to diamonds, unlike BD amoeba and amoeba with content. But yeah, why is it here then if it can't be even completed withou...
by Eizzoux
Sun Oct 14, 2018 12:01 pm
Forum: Level and Artwork Design
Topic: PANEL elements over the playfield
Replies: 3
Views: 5876

Re: PANEL elements over the playfield

Here's some screenshots from my phone.
by Eizzoux
Sat Oct 13, 2018 3:52 pm
Forum: Level and Artwork Design
Topic: More levels and some missed things
Replies: 16
Views: 649523

Re: More levels and some missed things

Fun fact: Holger actually has all R'n'D Jue versions in the "Index of /RELEASES" from 3.2.5 to 3.3.0.0. Just sayin' :P
http://www.artsoft.org/RELEASES/win32/rocksndiamonds/
by Eizzoux
Fri Oct 12, 2018 3:32 am
Forum: Bug Reports
Topic: Level number button isn't lightening up
Replies: 2
Views: 2349

(2) Level number button isn't lightening up

Actually, the same thing for first and last level buttons.
by Eizzoux
Thu Oct 11, 2018 11:35 am
Forum: Bug Reports
Topic: Level number button isn't lightening up
Replies: 2
Views: 2349

Level number button isn't lightening up

For some reason the "menu.button_level_number.active" sprite just doesn't work.
by Eizzoux
Wed Oct 10, 2018 3:12 pm
Forum: Level and Artwork Design
Topic: PANEL elements over the playfield
Replies: 3
Views: 5876

Re: PANEL elements over the playfield

I think it's better if I try to make another one, similar to that and more... acceptable for the game itself, not that Blox 3.
Something like this:
ksdf.png
ksdf.png (350.01 KiB) Viewed 5686 times
by Eizzoux
Tue Oct 09, 2018 8:55 am
Forum: Bug Reports
Topic: Global anims on title screens
Replies: 1
Views: 3207

Global anims on title screens

There's a little problem with global anims being drawn on title screens. Their default position (0;0) is the same as the position of playfield (6;6), and they can be only drawn in the 548x548 area (in the boundaries of playfield). I tried to put door sprites in this little level set on their intende...
by Eizzoux
Tue Oct 09, 2018 6:26 am
Forum: Level and Artwork Design
Topic: Widescreen mode [800x560]
Replies: 4
Views: 10438

Widescreen update

Updated Widescreen gfx set for 4.1.1.0
wide1.png
wide1.png (255.81 KiB) Viewed 5394 times
wide2.png
wide2.png (296.57 KiB) Viewed 5394 times
59129420__gfx_widescreen_4110upd_by_tog__82392101.rar
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(5.89 KiB) Downloaded 366 times
by Eizzoux
Tue Oct 09, 2018 3:51 am
Forum: Level and Artwork Design
Topic: R'n'D 64 - CE, GE and REF elements
Replies: 26
Views: 56000

R'n'D 64 - tape recorder font

I'm not sure about changing some of characters of the tape recorder font
by Eizzoux
Tue Oct 09, 2018 2:54 am
Forum: Bug Reports
Topic: [4.1.1.0] "Auto-play next level" restarts the last level
Replies: 1
Views: 2440

[4.1.1.0] "Auto-play next level" restarts the last level

When you complete a level with "Auto-play next level" option turned on, it automatically moves you to the next one, but when you complete last level, the game just restarts it. I think it's better if game would go back to main menu after completing the last level.
[video]