Search found 3360 matches

by Holger
Fri Jan 13, 2006 9:58 pm
Forum: General Discussion
Topic: looking for dx-diggem
Replies: 26
Views: 33942

> Is there anyone who still has this on his PC?

Mais oui! :-)

Check your mail! :-)
by Holger
Fri Jan 13, 2006 9:47 pm
Forum: Bug Reports
Topic: The same 3.2.0-6 bug with RND 3.1.1:
Replies: 13
Views: 13816

> But it's good to know that SDL results in a fatal segment error. Well, in fact it has nothing to do with SDL. SDL just adds a handler to catch the crash, issue an error message and then try to leave the system in a state as sane as possible. > What's that valgrind tool? From the "About" ...
by Holger
Fri Jan 13, 2006 8:08 pm
Forum: Help
Topic: snake bite graphics not correctly loaded
Replies: 3
Views: 5324

Just checked out your zip archive! I have absolutely no idea why it does not work for you -- it works just fine for me and shows all and everything it should from the SnakeBite gfx set, in the main menu and when playing, just as it does in original SnakeBite (and as I would expect when looking at th...
by Holger
Fri Jan 13, 2006 7:58 pm
Forum: Off Topic
Topic: Board with shoutbox.
Replies: 1
Views: 3862

Yes! But I won't! :-)
by Holger
Fri Jan 13, 2006 7:11 pm
Forum: New Ideas
Topic: Sequential delay
Replies: 1
Views: 4367

Interesting idea! Still have to think about it...
by Holger
Fri Jan 13, 2006 7:01 pm
Forum: New Ideas
Topic: Ideas for Rocks'n'Diamonds
Replies: 8
Views: 11318

Welcome CEEL to this forum! :-) I'm glad to know some more people here with a good knowledge of the original Emerald Mine (Club) engine! :-) > Requests.for R&D engine. One big question right at the start: I assume that you are aware of the new Emerald Mine (Club) engine in the current 3.2.0-x pr...
by Holger
Fri Jan 13, 2006 6:19 pm
Forum: Bug Reports
Topic: The same 3.2.0-6 bug with RND 3.1.1:
Replies: 13
Views: 13816

> Nope. With the updated 3.2.0-6 it works great. Goood to know. :-) > I wonder what exactly caused the bug...? I free()'d up some memory and then happily used it. Bad idea! ;-) As this bug happened only under Windows (which seems to be more strict here -- or maybe Linux uses some sort of FIFO (first...
by Holger
Fri Jan 13, 2006 6:11 pm
Forum: Bug Reports
Topic: Acid bug
Replies: 2
Views: 4293

Woa! That's really a big, nasty, hairy bug!!! :-O Just fixed it. This fix should not break any tapes, as the difference would only show up when the player dies, in which case the tape wouldn't solve the corresponding level anyway... Well, the level tape unit test I will run next night will show it...
by Holger
Fri Jan 13, 2006 6:07 pm
Forum: Level and Artwork Design
Topic: Single Multi-Random Level
Replies: 3
Views: 5057

Very nice example for random levels! I was able to solve all "sub-levels" of the first level and half of the second level before I was blocked, so the random maze algorithm seems to be not too bad. :-)
by Holger
Fri Jan 13, 2006 5:58 pm
Forum: Level and Artwork Design
Topic: Parallax scrolling
Replies: 7
Views: 8311

Veeery cool -- great work! :-) (Works best with "scroll delay" disabled in the setup menu, btw!) > "exiting/entering" a CE isn't fast enough for animation, I hope you see > what I mean now (it scrolls after moving) Seems that I should re-introduce a "player just starts enter...
by Holger
Fri Jan 13, 2006 5:48 pm
Forum: Level and Artwork Design
Topic: IconXT Pack of RND graphics (also with animated icons!).
Replies: 17
Views: 19018

Nice set of graphics ready to use for own CEs! :-) > yeah, i found that in the emc_object.pcx from RND 3.2.0-0 (dont kill me, > Holger) and i also scale it. No problem... :-) BTW: Scaling for 16x16 (or smaller) graphics is not needed -- just use the following directives: custom_x: foo.pcx custom_x.s...
by Holger
Thu Jan 12, 2006 1:35 am
Forum: New Ideas
Topic: Player speeds
Replies: 2
Views: 4493

OK, I've just added it just as you've described it! :-)
by Holger
Wed Jan 11, 2006 10:56 pm
Forum: Level and Artwork Design
Topic: Warparound Murphy!
Replies: 2
Views: 4572

Wow! Very cool! Especially the second level! I really had to think for a while how you built these "player coordinate pointers" although it's not that hard... :-) > - the floppies turn into emeralds when touching the terminal Oops?! This seemed not to work for me... Any special trick needed?
by Holger
Wed Jan 11, 2006 10:47 pm
Forum: Level and Artwork Design
Topic: Help about frames and "leaving event" timing
Replies: 12
Views: 11611

> Well, it would be better if this CE could be pushed to any side while > standing in it, not just in one direction. [...] > Maybe a pushable/walkable CE, so you can push it from both faces of the side. Hmmm... But how do you then tell if the player should leave the CE or push it? I mean, it could t...
by Holger
Wed Jan 11, 2006 10:27 pm
Forum: R'n'D Announcements
Topic: Rocks'n'Diamonds 3.1.2 released!
Replies: 0
Views: 16404

Rocks'n'Diamonds 3.1.2 released!

This version is an important bugfix release , as it removes a major bug in version 3.1.1 which prevents private levels from being edited with the level editor. Everybody who wants to create his or her own levels is strongly encouraged to update to version 3.1.2. (Besides that, version 3.1.2 is ident...