Search found 648 matches
- 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'...
- 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...)
- 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! :)
- 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...
- 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 ...
- 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,...
- 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...
- 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...
- 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...
- 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?
- 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...
- 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 and all is well again.
Code: Select all
ClearEventQueue()
- 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...
- 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>.
- 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.
As a reminder, my play style involves a lot of switching between live, pause, and single-step modes, 100% keyboard driven.