Search found 648 matches

by filbo
Mon Nov 05, 2018 5:44 am
Forum: New Ideas
Topic: Ideas from trying out 4.1.1.0, slow motion button, vsysnc, descriptions, etc...
Replies: 10
Views: 6611

Re: Ideas from trying out 4.1.1.0, slow motion button, vsysnc, descriptions, etc...

Not sure if this is what you're talking about, but try ctrl-3 or alt-3 for slow mode. ctrl- or alt- any digit should select one of a bunch of speeds, up to ctrl-9 which is 'as fast as the hardware will manage'...
by filbo
Wed Oct 31, 2018 10:39 pm
Forum: Bug Reports
Topic: Network multiplayer issues
Replies: 4
Views: 2856

Re: Network multiplayer issues

(a little bit confusing that you have Characters 1 & B; Players 1, A & B...)
by filbo
Wed Oct 31, 2018 10:35 pm
Forum: Bug Reports
Topic: Network multiplayer issues
Replies: 4
Views: 2856

Re: Network multiplayer issues

Good QA report! :)
by filbo
Tue Oct 23, 2018 12:55 am
Forum: Help
Topic: One-button Joystick
Replies: 2
Views: 8391

Re: One-button Joystick

> a db9-to-usb convertor This should not be a simple matter of plug-shape conversion, but an actual protocol conversion from DB9-wired-joystick to some sort of USB HID joystick protocol. I am 99.8% certain that a USB HID joystick protocol would have support for multiple buttons. The converter should...
by filbo
Fri Oct 19, 2018 11:22 am
Forum: Bug Reports
Topic: amoeba not turning to diamonds?
Replies: 2
Views: 2169

Re: amoeba not turning to diamonds?

Well, I think the entire levelset is an ancient 'conversion' from who-knows-where, *to* the actual EMC engine on the Amiga, and then possibly re-converted into RnD-format levels. Or, anyway, some such history. I'm sure it was at one point a playable level. It's been corrupted. I thought I looked at ...
by filbo
Thu Oct 18, 2018 9:57 pm
Forum: Bug Reports
Topic: amoeba not turning to diamonds?
Replies: 2
Views: 2169

amoeba not turning to diamonds?

'EMC Emerald Dash 1' has several such levels; level 23 ('/usr/share/games/rocksndiamonds/levels/Emerald Mine Club/emc_emerald_dash_01/23s' on my system) is a fine example. It has amoeba in an enclosed area. Level editor shows that it 'contains' diamond. But when it grows to fill all available space,...
by filbo
Mon Oct 15, 2018 10:41 pm
Forum: New Ideas
Topic: Add non-existing players to levels
Replies: 4
Views: 5108

Re: Add non-existing players to levels

Hmmm, that might be fun for a LAN party or something. I would caution that probably a large fraction of levels will not be completable with multiple players. e.g. there's likely to be only one of each color door key, unless intentionally setup for 2 players. Timings, sequences in which you have to g...
by filbo
Mon Oct 15, 2018 10:13 pm
Forum: New Ideas
Topic: An option to play back all audio in mono rather than stereo
Replies: 1
Views: 3227

Re: An option to play back all audio in mono rather than stereo

This seems like something you should solve at the system or even hardware level. System: tell your system-wide audio mixer to meld together both channels and deliver to the right ear. Hardware: set up external device to do the same, between machine & headphones. (I assume headphones because if s...
by filbo
Mon Oct 15, 2018 10:09 pm
Forum: New Ideas
Topic: Prompt to restart upon player dying
Replies: 4
Views: 5525

Re: Prompt to restart upon player dying

Way back in the day of Apple ][ games... ctrl-R was 'restart [game or level or whatever]' in almost all games. Also ctrl-S was 'toggle sound'. ctrl-R is congruent to modern browsers' 'reload page', so should be familiar to most users... Since I am playing to Solve Puzzles, not to demonstrate my none...
by filbo
Tue Oct 09, 2018 7:37 am
Forum: Level and Artwork Design
Topic: The level solution buttons
Replies: 2
Views: 4340

Re: The level solution buttons

Setup setting (off by default) to expose those?
by filbo
Sun Sep 30, 2018 6:58 pm
Forum: Bug Reports
Topic: ESC at 'door'
Replies: 1
Views: 2004

ESC at 'door'

Main menu, I click on or hit <enter> on 'Level creator'. The 'door' appears with the warning 'This level is read only!' [Dismiss]. No matter what I hit, it proceeds on into the editor. I often do this by mistake, and I reflexively hit ESC to get back to the main menu, and it ignores me and continues...
by filbo
Mon Sep 10, 2018 11:35 am
Forum: Bug Reports
Topic: Keyboard bug in 4.1.0.1
Replies: 7
Views: 3671

Re: Keyboard bug in 4.1.0.1

Ah, thanks! I commented out those 4 instances of

Code: Select all

ClearEventQueue()
and all is well again.
by filbo
Mon Sep 10, 2018 8:16 am
Forum: Bug Reports
Topic: Keyboard bug in 4.1.0.1
Replies: 7
Views: 3671

Re: Keyboard bug in 4.1.0.1

Yes, I use quick menu doors. I think it's a mistake to discard input during those 'doors' in any case. You have a short or long delay, then the game starts without any opportunity for the player to make their first move -- unless they use typeahead, which you are now discarding. You've stolen initia...
by filbo
Mon Sep 10, 2018 7:32 am
Forum: Bug Reports
Topic: Keyboard bug in 4.1.0.1
Replies: 7
Views: 3671

Re: Keyboard bug in 4.1.0.1

Another instance, probably the same cause: I am accustomed to quitting a game in progress by hitting <ESC><Enter> in quick succession. Now the <Enter> is eaten; I keep ending up doing <ESC><Enter>(pause, realize nothing happening)<Enter>.
by filbo
Sun Sep 09, 2018 2:25 pm
Forum: Bug Reports
Topic: Keyboard bug in 4.1.0.1
Replies: 7
Views: 3671

Re: Keyboard bug in 4.1.0.1

There seems to be a similar issue during play, but I haven't fully characterized it yet. It feels like it's probably caused by the same change (whatever that is).

As a reminder, my play style involves a lot of switching between live, pause, and single-step modes, 100% keyboard driven.