Search found 3360 matches

by Holger
Mon Jan 16, 2006 5:05 pm
Forum: New Ideas
Topic: Envelope script
Replies: 14
Views: 14770

> When you don't have enough, he'll say:
> "Stop, you still need #cevalue emeralds to pass here!"
>
> Ain't that a nice idea?

That's indeed a good idea!

Wouldn't be too hard to add, in fact...
by Holger
Mon Jan 16, 2006 5:03 pm
Forum: New Ideas
Topic: CE change ideas
Replies: 11
Views: 12329

> I don't see no sidebox in rc7. It's either I have really bad vision, or it's just > plain not there. It is! (also in 3.1.2) :-) It's the "at <side> side" selectbox, with <side> being a list where you can select left/right/up/down/any. It's directly under the trigger event selectbox (wher...
by Holger
Mon Jan 16, 2006 4:30 pm
Forum: Bug Reports
Topic: emerald from nut rolling from steel wall
Replies: 3
Views: 4908

> Emeralds always fall off steel wall!

Only if told to do so in the level editor.

> They also do on the EM engine.

Yep, right -- that's the origin of this (IMHO strange) behaviour.

> I thought you could turn it off by uncheking "Slip from certain flat walls".

Exactly.
by Holger
Sun Jan 15, 2006 6:47 pm
Forum: Programmer's Corner
Topic: VisualC support and more
Replies: 7
Views: 19268

Finally had a look at rndTest-0-4 -- I'll try to add at least those changes to enable VisualC compilation. (A nice thing would be a patch file against 3.1.1 or 3.1.2 that only contains those changes needed to compile with VisualC, but without all other changes... But no big problem to find this out ...
by Holger
Sun Jan 15, 2006 6:34 pm
Forum: New Ideas
Topic: CE change ideas
Replies: 11
Views: 12329

> -CE Change when player is horizantally/vertically aligned. Theoretically possible, yes. Can't think of any good use, though. :-) > That diagnol movement is gonna be available right? Aren't we gonna > make the android? Yep, right. > So why don't we make that available for a CE? It's not yet availab...
by Holger
Sun Jan 15, 2006 6:18 pm
Forum: New Ideas
Topic: Envelope script
Replies: 14
Views: 14770

Interesting idea -- but as most of these information is available from the game control panel or otherwise obvious, I don't think that it's really worth the effort...
by Holger
Sun Jan 15, 2006 6:06 pm
Forum: New Ideas
Topic: Ideas for Rocks'n'Diamonds
Replies: 8
Views: 11318

> Please remember that many levels rely on the 17x17 visible playfield That's right. Needed for custom artwork (like Jue's menu backgrounds), but also for the levels themselves! I think the best solution is a setup option to allow overriding this, just as there is an option for overriding custom art...
by Holger
Sun Jan 15, 2006 6:02 pm
Forum: New Ideas
Topic: Allow more than 1 change at 1 frame - Choice.
Replies: 3
Views: 8257

Well, the solution with maximal flexibility would be to let this be configured for each CE change page, but that's probably a bit too much for most people and purposes. Besides if this would be done per level, per CE or per change page (and besides how the default behaviour would be), there are a fe...
by Holger
Sun Jan 15, 2006 5:46 pm
Forum: New Ideas
Topic: Editable custom element descriptions
Replies: 8
Views: 11306

> custom_1.name: This is custom element one. > This will describe the element in the editor. Or just edit the name in the level editor, config page 1. > All custom elements just have "CUSTOM ELEMENTS CAN BE DEFINED TO > DO A LOAD OF THINGS...etc" To change this text to an individual CE tex...
by Holger
Sun Jan 15, 2006 5:42 pm
Forum: New Ideas
Topic: Delete element
Replies: 5
Views: 8224

Yep, Martijn is right -- it should not be too hard to add such a "delete" button to the CE configuration settings.
by Holger
Sun Jan 15, 2006 5:38 pm
Forum: New Ideas
Topic: Dynablaster objects
Replies: 1
Views: 4484

Yes, a good idea to complete the Dynablaster style elements! I would have to play it again to see which elements are also missing... The reason why I did not really try to add all elements is that some elements are not really compatible with the R'n'D engine. Especially those enemies come to my mind...
by Holger
Sun Jan 15, 2006 5:28 pm
Forum: General Discussion
Topic: looking for dx-diggem
Replies: 26
Views: 33942

> I'm freaked by the Amiga games, and i'm planning on importing them > once the EM engine is fully complete... No need to do that -- the new EMC level collection is nearly ready (and will probably be released together with the final 3.2.0). My script that automatically creates this level collection ...
by Holger
Sun Jan 15, 2006 5:04 pm
Forum: Off Topic
Topic: RND site copy.
Replies: 2
Views: 4335

That's right.

It's just a static page showing that "famous" ProBoards error message... ;-)
by Holger
Sat Jan 14, 2006 2:20 am
Forum: Level and Artwork Design
Topic: Combos - a level with a 4 digit exit
Replies: 5
Views: 6471

> Well, Holger beats me with a noticeable gap... look at *his* posting times Oops... Well... I should go to bed now! ;-) > and - tell me that I'm a silly person - I like a lot the fact that we know each > other by name. You're not silly! -- I think the same about it! (I also don't like forums/groups...
by Holger
Sat Jan 14, 2006 2:06 am
Forum: Level and Artwork Design
Topic: Parallax scrolling
Replies: 7
Views: 8311

> Hehe, looks like Holger is already on it! Well, sort of (not yet)... :-) > > Seems that I should re-introduce a "player just starts entering" > > condition... > If you are going to do it, I'd call it "Player moves joystick" , it's a high level > command that'll be executed befo...