Search found 648 matches

by filbo
Sun Sep 09, 2018 11:55 am
Forum: General Discussion
Topic: R'n'D 2018.09.04 build review
Replies: 10
Views: 13570

Re: R'n'D 2018.09.04 build review

I think I should just remove the possibility to disable auto-recording tapes altogether; it does not make much sense to disable it anyway. (If you don't care about tapes, you can just ignore them, I would say.) Or what do others think about this? You run on Android now, where storage is likely to b...
by filbo
Sun Sep 09, 2018 11:51 am
Forum: Bug Reports
Topic: how do I know whether to replace the tape?
Replies: 0
Views: 7179

how do I know whether to replace the tape?

I am reminded of another slight annoyance: suppose I solve a level, so I have a slot in the high score table and a saved tape. Then I solve it again. The game asks me if I want to overwrite the tape. At that instant, it would be nice to have a couple of small stats about the two tapes: old tape: dur...
by filbo
Sun Sep 09, 2018 11:49 am
Forum: Bug Reports
Topic: > 1 high score per user
Replies: 0
Views: 7231

> 1 high score per user

Continuing from comments in another recent post; I hope Holger can graft those comments to the top of this post... Yes, it depends whether you have a "global" scores directory or not (by default you do not have one). This is a sub-directory "scores" in the folder "CSIDL_COMM...
by filbo
Sun Sep 09, 2018 11:47 am
Forum: Bug Reports
Topic: Keyboard bug in 4.1.0.1
Replies: 7
Views: 3695

Keyboard bug in 4.1.0.1

I am used to starting a level, then immediately putting it into single-step mode ('1' with my keyboard setup); basically I'd hit ' 1' (space, one) as quickly as possible. This no longer works; the '1' is not seen. So I tried some other things, like ' ->' (space, right-arrow), holding down right-arro...
by filbo
Sun Sep 09, 2018 11:45 am
Forum: General Discussion
Topic: R'n'D 2018.09.04 build review
Replies: 10
Views: 13570

Re: R'n'D 2018.09.04 build review

> Try again, it's all pushed now to the repo. Wow, yes, I see you committed a whole bunch of changes! Everything compiles beautifully, as usual. I have a bug to report, which I'll start a separate post. I also blather on about the high scores issue; I guess I should also start a separate post on tha...
by filbo
Wed Sep 05, 2018 9:56 pm
Forum: General Discussion
Topic: R'n'D 2018.09.04 build review
Replies: 10
Views: 13570

Re: R'n'D 2018.09.04 build review

Hmmm, 4.1.0.1 binary, but `git pull` finds nothing new... ?! Oh, you reminded me of an issue: I think the high scores ('hall of fame') used to show >1 score for the same user; now only 1. I think I actually triggered that in some discussion w/ Holger. But I don't think 'only 1' was the endpoint I wa...
by filbo
Wed Sep 05, 2018 9:23 pm
Forum: Bug Reports
Topic: Rocks'n'Diamonds won't play OGG files
Replies: 2
Views: 2259

Re: Rocks'n'Diamonds won't play OGG files

There might also be an issue with 32-bit (x86) vs. 64-bit (AMD64) DLLs -- make sure you have the right flavor for your system...
by filbo
Sun Aug 26, 2018 12:04 pm
Forum: Bug Reports
Topic: 4.1.0.0: Game hangs while checking level list within levelset with large # of levels
Replies: 5
Views: 3726

Re: 4.1.0.0: Game hangs while checking level list within levelset with large # of levels

EMC-esque levelsets are traditionally 81 or 101 levels per levelset name, with serial levelset names like emc_rap_01 through emc_rap_12 or whatever. Putting 1000 levels in a single levelset is sure to challenge various clients (RnD being just one possible runner of EMC level data). Sure, it might be...
by filbo
Sat Aug 25, 2018 8:51 pm
Forum: Bug Reports
Topic: 4.1.0.0: Game hangs while checking level list within levelset with large # of levels
Replies: 5
Views: 3726

Re: 4.1.0.0: Game hangs while checking level list within levelset with large # of levels

Cache the per-directory(levelset) findings into a file in ~/.rocksndiamonds/... ?
by filbo
Sat Aug 25, 2018 5:44 am
Forum: New Ideas
Topic: silly robot idea
Replies: 1
Views: 2613

silly robot idea

After you die or exit the level, robots seem to head for the upper left corner; as if they're reading the player's coordinates as (0,0). I don't think this would affect any game mechanics, but would make after-game potentially more amusing: instead of heading for 0,0, could robots do a drunkard's wa...
by filbo
Wed Jul 25, 2018 8:26 pm
Forum: New Ideas
Topic: Expanded sidebar mockup
Replies: 4
Views: 4061

Re: Expanded sidebar mockup

Holger's family name is 'Schemel' with only one 'l', you might want to edit the top post... In these mockups I can't help wondering what benefit most of the words provide: Certainly the word 'KEYS' is utterly irrelevant if each key is already present as a grey shadow. 'EMERALDS', 'DYNAMITE', and 'DY...
by filbo
Sun Jun 10, 2018 11:34 pm
Forum: Level and Artwork Design
Topic: R'n'D 64 - CE, GE and REF elements
Replies: 26
Views: 56246

Re: R'n'D 64 - CE, GE and REF elements

I think that most recent animation looks awesome, and haven't looked at other bits.

Regarding the antennae: maybe they could be zapping and waving? :)
by filbo
Thu May 24, 2018 9:02 pm
Forum: Level and Artwork Design
Topic: R'n'D 64 - CE, GE and REF elements
Replies: 26
Views: 56246

Re: R'n'D 64 - CE, GE and REF elements

(Same comment applies to your original post here & the other comment. The RnD forums are full of half-broken posts, as the forum lasts a lot longer than random fly-by-night repository sites. Make your posts self-sufficient.)
by filbo
Thu May 24, 2018 8:59 pm
Forum: Level and Artwork Design
Topic: R'n'D 64 - CE, GE and REF elements
Replies: 26
Views: 56246

Re: (WARNING, heavy GIFs!) R'n'D 64 - Test of some additional animations

Those come up as broken image links here, and (the 1st) is 404 on sun9-1.userapi.com I think it's better to upload to artsoft.org (use the 'attachments' tab) -- then your post is internally complete and will last as long as the forum lasts, instead of one day being a sad broken thing with dangling l...
by filbo
Fri May 18, 2018 12:34 am
Forum: Level and Artwork Design
Topic: [GFX] Different screen
Replies: 8
Views: 6684

Re: [GFX] Different screen

Um, yeah, there it is. duh ?