Search found 571 matches
- Thu Nov 30, 2023 4:51 pm
- Forum: Bug Reports
- Topic: Empty space in EM engine... + something else
- Replies: 16
- Views: 41024
Re: Empty space in EM engine... + something else
can i get a 2-4 magicians levelsets please? My guy, first, I'm pretty sure that is a little bit off-topic, second, are you sure that even exists? You might have missed some words in the thread you've seen that in. You're possibly the second person who asks for that, despite the fact the thread is c...
- Thu Nov 30, 2023 11:35 am
- Forum: Bug Reports
- Topic: Empty space in EM engine... + something else
- Replies: 16
- Views: 41024
Re: Empty space in EM engine... + something else
Yeah, but the thing is this is preview area, I feel like I mentioned that before. For the game - yeah, that kind of trick won't really do a... trick... erm... Anyways, this is level preview in main menu, so that kind of trick will work because you can't really screw with it unless you modify the lev...
- Tue Nov 28, 2023 6:42 pm
- Forum: General Discussion
- Topic: New Global Animation Features?
- Replies: 1
- Views: 8156
Re: New Global Animation Features?
Not yet, Holger is getting it ready. I sorta figured more of the basic stuff. In short, global animations, game elements and 'graphic_X' have a new '.anim_mode: level_nr', which is changing it's animation frame depending on whatever level is currently chosen. Also global anims can partly interact wi...
- Tue Nov 28, 2023 6:38 pm
- Forum: R'n'D Announcements
- Topic: Rocks'n'Diamonds 4.3.7.1 released!
- Replies: 4
- Views: 10420
Re: Rocks'n'Diamonds 4.3.7.1 released!
To rotate or switch elements off/on, hold Shift and click the left or right mouse buttons.
But to be real, Holger could have actually put all of it's angles in palette because of it's non-rotatable nature.
But to be real, Holger could have actually put all of it's angles in palette because of it's non-rotatable nature.
- Tue Nov 28, 2023 6:34 pm
- Forum: Level and Artwork Design
- Topic: Trying out some things from the update (not all yet)
- Replies: 3
- Views: 6261
- Tue Nov 28, 2023 3:41 pm
- Forum: Bug Reports
- Topic: Empty space in EM engine... + something else
- Replies: 16
- Views: 41024
Subtile empty spaces workaround
Actually, this issue now sorta has a manual way to bypass, thanks to the new 'level_nr' animation mode. Basically what I can do is make a global anim with texture of 'preview.xsize' x2 in width and 'preview.ysize' x2 ( x2 because subtiles are twice smaller than the normal ones) and map out empty spa...
- Sun Nov 26, 2023 1:54 pm
- Forum: Level and Artwork Design
- Topic: What if Deflektor had some elements from Mindbender
- Replies: 99
- Views: 900083
[RF] Debatable considerations
For a while now I was looking at the way both DF and RF looked and... yeah, they look pretty basic but still nice enough catch your eyes. But yet I felt still how some of the designs look... somewhat dull, I guess. Like, the steel blocks (walls) are just kind of... same as wooden but of a different...
- Sun Nov 26, 2023 1:30 pm
- Forum: Bug Reports
- Topic: [RESOLVED] Tile cursor renders over global animations
- Replies: 14
- Views: 47813
Request window...
Speaking of request window, I got another bug which might be possibly result of you changing render priorities of it over global anims and tile cursor. In short, I recently realized that my request window in RF is not masked because I forgot to add 'background.request.draw_masked: true' line. But no...
- Fri Nov 17, 2023 1:43 pm
- Forum: Bug Reports
- Topic: [RESOLVED] Tile cursor renders over global animations
- Replies: 14
- Views: 47813
Re: Tile cursor renders over global animations
As this really does not work well at all (as it does not respect any global animation's draw order besides the above special case, that is, it does not allow for drawing some global animations below the request and some above), I decided to remove this graphics configuration directive and always dr...
- Fri Nov 17, 2023 1:10 pm
- Forum: Level and Artwork Design
- Topic: Trying out some things from the update (not all yet)
- Replies: 3
- Views: 6261
Re: Trying out some things from the update (not all yet)
I'm not sure if you noticed, but the letters in levels are also clickable and snappable (although they're quite problematic to click on), as the steel letters say. Basically it's testing out the .anim_event: ce_change function.
Also, some tiny things in editor.
Also, some tiny things in editor.
- Tue Nov 07, 2023 10:21 pm
- Forum: Level and Artwork Design
- Topic: Trying out some things from the update (not all yet)
- Replies: 3
- Views: 6261
Trying out some things from the update (not all yet)
Mainly it's about the new 'level_nr' animation mode, which selects a frame depending on the level number both for elements, global animations and, as I also found out, for 'graphic_X' animations, and also with the global anims reacting to level changes, even though it's just one action. Whatever... ...
- Sat Oct 14, 2023 4:19 am
- Forum: Level and Artwork Design
- Topic: What if Deflektor had some elements from Mindbender
- Replies: 99
- Views: 900083
- Sat Sep 30, 2023 7:01 am
- Forum: General Discussion
- Topic: Undo/Redo disappeared
- Replies: 8
- Views: 6659
Re: Undo/Redo disappeared
You mean the snapshot buttons? You can turn them on in the game & menu settings, along with the save and load buttons. Also I'm pretty sure the snapshot mode should be ON, whether it's every step, every move or every collect.
- Thu Sep 28, 2023 4:18 pm
- Forum: Level and Artwork Design
- Topic: What if Deflektor had some elements from Mindbender
- Replies: 99
- Views: 900083
[RF] Tiny sneak peek
Here's a tiny little sneak peek at what element I also want to introduce. Although one thing, no need for the hype or anything like that, because it will be pretty much useless for the playthrough and is just a reskin of a light ball (bonus ball), which just gives you score when hit. The main differ...
- Tue Sep 26, 2023 8:21 am
- Forum: New Ideas
- Topic: Just some more overall customizations for Mirror Magic objects
- Replies: 2
- Views: 7906
[3] Just some more overall customizations for Mirror Magic objects
Few more ideas I thought of recently: Property checkboxes for disabling starting random rotations for DF and MM mirrors, polarizers, crossway polarizers, MM teleporters; Property checkboxes for separating even or uneven polarizers (so rotating mm_polarizer_1 would only cycle it through '1,3,5,...,15...