Search found 81 matches
- Thu Jan 10, 2008 10:16 am
- Forum: Programmer's Corner
- Topic: Current state of text based levelformats
- Replies: 200
- Views: 406111
- Wed Jan 09, 2008 9:00 pm
- Forum: Programmer's Corner
- Topic: Current state of text based levelformats
- Replies: 200
- Views: 406111
the trouble is there is slight variations between the versions, so if you want to put it in your BDCFF thing, you'll probably need to differentiate between versions (at least kingsoft, v5, v6). That's where the Engine attribut cames in handy, which we just discussed here. Furthermore, some Type/Pro...
- Mon Jan 07, 2008 12:23 pm
- Forum: Programmer's Corner
- Topic: Current state of text based levelformats
- Replies: 200
- Views: 406111
- Mon Jan 07, 2008 6:39 am
- Forum: Programmer's Corner
- Topic: Current state of text based levelformats
- Replies: 200
- Views: 406111
And indeed, for overlapping elements, the naming should include the subset, like EM_WALL, EM_DIAMOND .... Only problem is the compatibility to existing BDCFF files. Those are all BD1, BD2 or PLCK and they don't use names like BD_DIAMOND. For the 1stB and CrLi extensions, naming them with BD_ would ...
- Sat Jan 05, 2008 11:21 am
- Forum: Programmer's Corner
- Topic: Current state of text based levelformats
- Replies: 200
- Views: 406111
So maybe we should have a separate subset of element-names in BDCFF that aren't meant to be placed in a map, but serve another purpose. The explosion thing could find a spot in this subset. For the documentations, it perfectly makes sense to have two tables here. For the format itself and the engin...
- Fri Jan 04, 2008 7:28 pm
- Forum: Programmer's Corner
- Topic: Current state of text based levelformats
- Replies: 200
- Views: 406111
- Fri Jan 04, 2008 7:14 pm
- Forum: Programmer's Corner
- Topic: Current state of text based levelformats
- Replies: 200
- Views: 406111
On the one hand the format should be able to hold all kinds of levels, resulting in a long list of object names, on the other hand, a developer creating an engine should not have to create 10 different kind of rocks just because a levelformat defines them all. An engine supporting all maps of any e...
- Fri Jan 04, 2008 1:32 pm
- Forum: Programmer's Corner
- Topic: Current state of text based levelformats
- Replies: 200
- Views: 406111
:-) Mutant stones? Bladders? Sounds scary! I have never heard of them until today. (I though they where new additions to your Crazy Dream 9) Actually, the only new addition to Crazy Dream 9 are those random generated mazes. Mutant Stones and Bladders date back to Prof. Knibbles 1stB engine. Btw. al...
- Fri Jan 04, 2008 9:08 am
- Forum: Programmer's Corner
- Topic: Current state of text based levelformats
- Replies: 200
- Views: 406111
I wasn't even aware that Bombs and Acid existed in some C64 Boulderdash engines! Take a look at my demo game for newbies: http://www.gratissaugen.de/erbsen/tutor.zip Most aspects of C64 BD should be covered there. Btw. all elements in my BDCFF extension for Crazy Dream PC proposal exist in some C64...
- Thu Jan 03, 2008 6:57 pm
- Forum: Programmer's Corner
- Topic: Current state of text based levelformats
- Replies: 200
- Views: 406111
Hmm, this process seems to scream for a wiki page, so that anyone could edit the BDCFF proposal Agreed. An official BDCFF place is badly in order. Any addition has to be made in a way that compatibility is maintained, of course. Also a highscore table for each cave (dependant on the engine) Good po...
- Thu Jan 03, 2008 1:23 pm
- Forum: Programmer's Corner
- Topic: Current state of text based levelformats
- Replies: 200
- Views: 406111
- Thu Dec 20, 2007 1:47 pm
- Forum: Programmer's Corner
- Topic: Current state of text based levelformats
- Replies: 200
- Views: 406111
Not for DX Boulderdash, but for RnD, it's quite a bit of work. Hm, so I see... the pascal conversion is not the problem.. it's the integration in RnD... As I didn't even took a look into the RnD code, I really can't tell wether the conversion or the integration would be more work. Though keep in mi...
- Wed Dec 19, 2007 9:50 pm
- Forum: Programmer's Corner
- Topic: bd conversion
- Replies: 10
- Views: 25048
I plan to do Crazy Dream PC (the name still might be changed) in C or C++ using SDL. It will be ispired by Boulder Remake and it will have support at least for the C64 engines BD1 with Slime and Growing Wall extensions, BD2 with Rockford's extensions, PLCK with Lord Diego's extensions, 1stB, CrLi an...
- Wed Dec 19, 2007 9:32 pm
- Forum: Programmer's Corner
- Topic: Current state of text based levelformats
- Replies: 200
- Views: 406111
- Wed Dec 19, 2007 10:39 am
- Forum: Programmer's Corner
- Topic: bd conversion
- Replies: 10
- Views: 25048