Search found 599 matches

by Alan
Fri Sep 14, 2007 3:28 pm
Forum: New Ideas
Topic: highscore in panel
Replies: 1
Views: 4588

highscore in panel

I only mention this because you can put nearly everything in the panel now (including the current player's name), so why not this?
by Alan
Thu Sep 13, 2007 2:03 pm
Forum: Level and Artwork Design
Topic: Zelda 2
Replies: 42
Views: 44913

Here's a 16 bit version of the_world.pcx, since all the wall graphics share the same PCX they lose a bit of colour when droped down to 8bit.

http://ambience.artsoft.org/levels/Z2_16Bit.zip

If you have lots of memory then its worth it. The PCX is 7MB!
by Alan
Wed Sep 12, 2007 11:21 pm
Forum: Level and Artwork Design
Topic: Zelda 2
Replies: 42
Views: 44913

Zelda 2

A total remake of Zelda 1. Works in RNDs 3.2.4rc1 and the new 3.2.4 http://ambience.artsoft.org/levels/zelda2.zip 1 World in 1 level 185 High detailed rooms in 9 zones. 90 Large (160x160 pixel) building blocks, all in one single CE. 10 Medium 96x96 blocks that you can walk around. 2 Rough edge effec...
by Alan
Mon Sep 10, 2007 3:58 pm
Forum: General Discussion
Topic: 3 years ago...
Replies: 1
Views: 4818

Ahh yes, the good old TMC forum.....
Darkon - example inventory (an idea which still hasn't come true )
Well, you can do this now with the new panel GIC commands......in fact I've just done it.
by Alan
Wed Aug 29, 2007 2:09 pm
Forum: Level and Artwork Design
Topic: NES Boulder Dash
Replies: 27
Views: 31841

Do you mean level grouping? How bad would it be to split your game into seperate level groups? You could make the main level group "NES boulderdash" with six sub groups like "World 1" etc. (See Jue's levels for good grouping examples) They'd all share the same sounds but use diff...
by Alan
Tue Aug 28, 2007 5:22 pm
Forum: Level and Artwork Design
Topic: NES Boulder Dash
Replies: 27
Views: 31841

I suppose you could make CE versions of the basic elements then make them "use graphics of" other ones between zones, but I think there's a few standard RND elements that can't be made with CEs....maybe a bit too much work anyway. Is it, or will it be possible to define elements that use d...
by Alan
Mon Aug 27, 2007 10:57 pm
Forum: New Ideas
Topic: Some later requests
Replies: 16
Views: 20830

I'm not sure more CEs would be that useful and I certainly don't need RnDs to run any slower than it already is. Some more change pages would be nice though. ;-)
by Alan
Mon Aug 27, 2007 1:09 pm
Forum: Level and Artwork Design
Topic: NES Boulder Dash
Replies: 27
Views: 31841

Nice one! The later levels do have an original BD feeling to them! I've never played the NES version so I'm not sure how close they are (did you make the caves from memory?) All the walls look the same, so please note that only the border is steel wall, the rest are regular (or magic) walls. The exi...
by Alan
Sat Aug 25, 2007 12:29 am
Forum: Help
Topic: Music info.conf problem.
Replies: 12
Views: 15724

Compared to the graphicsinfo.conf the musicinfo.conf is a fickle thing which almost drove me nuts with BD2K3 (I was convinced that the tunes played in the order they where created and not alphabetically) It seems to be fixed now but I've never repeated tunes every 5 levels like you have so copying B...
by Alan
Fri Aug 24, 2007 9:27 pm
Forum: Help
Topic: Music info.conf problem.
Replies: 12
Views: 15724

I know the formatting is OK, because I copied it directly from a working musicinfo.conf
Except it should be sort_priority with an underscore (not that it would matter though).

What if you made level 1 use tune 4 does it still play tune 1? (if it does then Tomi was right)
by Alan
Fri Aug 24, 2007 3:06 pm
Forum: Level and Artwork Design
Topic: Indestructible Exit
Replies: 8
Views: 9747

Yes, but how would your exit open? You'd need to update a counter every time you collected an emerald etc.

It's much easier to let the RND exit do all the work for you then take over at the end.
by Alan
Fri Aug 24, 2007 2:46 pm
Forum: Level and Artwork Design
Topic: Indestructible Exit
Replies: 8
Views: 9747

Isn't there a new type of exit in 3.2.4? Steel exit or something? If not, the quick and dirty way is to place a real exit in your level (but unreachable). Next make an indestructable CE and in its change page:- Turn into an open exit "on creation of" an open exit.....this should work. If y...
by Alan
Sat Aug 18, 2007 12:11 am
Forum: Off Topic
Topic: Post your cool and useful links
Replies: 52
Views: 149620

This one is for Simon:- http://chaoskitty.com/webzen/archive.ph ... e=00.00.00

Like pointless sites, but different links ;-) . Look through the past zen combo box for loads of cool sites.
by Alan
Thu Aug 09, 2007 1:22 pm
Forum: Help
Topic: Help programming CEs
Replies: 8
Views: 11606

Bombs always explode on impact and it's explosion delay is for the length of the actual explosion and not the pause before it happens (I think). You're best off making a CE bomb that does what you want. And I'm still unsure about the keys thing. Following the help (thanks again), I managed to make a...
by Alan
Thu Aug 09, 2007 1:04 pm
Forum: Help
Topic: 15 Level - Snake bite; stuck
Replies: 8
Views: 11748

;-)

Remember after leaving the X room you use the two venom to move the block? Hopefully you also left the single venom bouncing around in there, you use this (with the rotator) to burst the bubble.

Anyways, I agree it is too hard (the whole game is really)