Search found 571 matches
- Fri Mar 29, 2019 4:54 am
- Forum: Level and Artwork Design
- Topic: What if Deflektor had some elements from Mindbender
- Replies: 99
- Views: 857723
Re: What if Deflektor had some elements from Mindbender
However, what you can do is using "[mm_default].exploding" to redefine explosions for all MM and DF style elements. Well, yeah, that cound work, but since cells are exploding more often than bombs, I, maybe, should leave it for now. On other side, I could replace kettles with cell sprite ...
- Thu Mar 28, 2019 6:47 am
- Forum: Level and Artwork Design
- Topic: What if Deflektor had some elements from Mindbender
- Replies: 99
- Views: 857723
- Wed Mar 27, 2019 8:58 am
- Forum: Level and Artwork Design
- Topic: What if Deflektor had some elements from Mindbender
- Replies: 99
- Views: 857723
Re: What if Deflektor had some elements from Mindbender
Well, looks like for now I can't do explosion animation for an individual MM/DF element since only kettles has their unique animation.
(This animation in gif is recreated with CEs)
(This animation in gif is recreated with CEs)
- Tue Mar 26, 2019 8:58 pm
- Forum: Level and Artwork Design
- Topic: What if Deflektor had some elements from Mindbender
- Replies: 99
- Views: 857723
Re: What if Deflektor had some elements from Mindbender
Okay, now I feel like I've gone a little bit too far...
- Thu Mar 21, 2019 4:52 am
- Forum: New Ideas
- Topic: More customizations for global anims
- Replies: 7
- Views: 7378
Re: More customizations for global anims
Alrighty, works as intended, but there's few errors happening: If you do a very short click on the anim with '.part_1.anim_event: click' and '.part_2.anim_event: unclick:any', the anim will only count the clicking and then sticks on the pressed frame and only fixes after clicking again. It's kind of...
- Tue Mar 19, 2019 9:39 am
- Forum: Bug Reports
- Topic: Sokoban solving sequence bug
- Replies: 2
- Views: 3126
Re: Sokoban solving sequence bug
To be honest, I can't find this condition too. At least, I can't understand how it happened with player 1. I found out that happens if any of other three players pushes the last element when team mode is turned ON.
Alright, here. You can also load the solution tape... well, if you want to
Alright, here. You can also load the solution tape... well, if you want to
- Tue Mar 19, 2019 8:32 am
- Forum: Help
- Topic: Some XK buttons don't work for event actions + interesting anim behavior
- Replies: 5
- Views: 10999
Re: Some XK buttons don't work for event actions + interesting anim behavior
I have created a new executable at the usual "development" location. Creating zoom in/out buttons works fine now (just created a test set by myself, but your existing definitions should just work fine now). To create a button that works as expected, create two animation parts instead, one...
- Thu Mar 14, 2019 3:56 pm
- Forum: Bug Reports
- Topic: Global anim doesn't render properly in doors
- Replies: 1
- Views: 2784
Global anim doesn't render properly in doors
I wanted to do custom editor button with global anims being rendered inside the boundaries of 'door_2', but I've got an annoying problem: I coundn't find that anim and thought it just wasn't rendering at all since it draws in the zeroth position of main 'door_2', not the exclusive 'door_2.EDITOR': v...
- Thu Mar 14, 2019 7:10 am
- Forum: Help
- Topic: Some XK buttons don't work for event actions + interesting anim behavior
- Replies: 5
- Views: 10999
Some XK buttons don't work for event actions + interesting anim behavior
Maybe I just don't get it, but I tried to make zoom out button in editor by setting 'anim_event_action: XK_minus', but that just doesn't work for some reason. global.anim_10.part_1.EDITOR.anim_event: click global.anim_10.part_1.EDITOR.anim_event_action: XK_minus global.anim_10.part_1.EDITOR.class: w...
- Thu Mar 14, 2019 6:27 am
- Forum: New Ideas
- Topic: More customizations for global anims
- Replies: 7
- Views: 7378
More customizations for global anims
Just kinda got few other ideas for customizing the global anims: More "classes" of global anim: option to make global anims render not only in boundaries of playfield and the entire window/border, but also in boundaries of each door ('door_1' and 'door_2'); Aligning anims to left/right or ...
- Wed Mar 13, 2019 9:44 am
- Forum: Bug Reports
- Topic: Odd behavior when clicking objects in MM (not sure if buggy or intended)
- Replies: 3
- Views: 4321
Re: Odd behavior when clicking objects in MM (not sure if buggy or intended)
1. Mirrors can always be rotated, even if they rotate by themselves. Holding left click on an automatically rotating mirror will cause it to stay in place, and holding right click will cause it to rotate at twice the speed. https://i.frogbox.es/lkn You probably haven't checked the Elements info sin...
- Mon Mar 11, 2019 4:28 am
- Forum: Bug Reports
- Topic: Sokoban solving sequence bug
- Replies: 2
- Views: 3126
Sokoban solving sequence bug
For some reason when you're pushing last bulb when "Exit if all tasks solved" is on, that bulb gets unmasked and covers the sokoban field with black square... Honeycam 2019-03-11 12-19-20.gif I guess it's because of the fact that the solving sokoban task was only supposed to be played in s...
- Mon Mar 11, 2019 3:51 am
- Forum: Help
- Topic: (Solved) Level 37 and diamonds
- Replies: 4
- Views: 9755
Re: (Solved) Level 37 and diamonds
Yeah, just like Holger said, each one leaves 9 gems, the middle of each is diamond, so it's 8+3=11, but since you're killing bugs with deadly shield, it's 11-1=10. There's three bugs, so 10x3=30, and you need just that amount of gems to collect, so you had to free the bug and move it away from stron...
- Sat Mar 09, 2019 9:16 am
- Forum: Level and Artwork Design
- Topic: Questionable Android Viewport test
- Replies: 7
- Views: 14741
Android Viewport - Editor
Alright, here's a little bit better editor. The only things are only left to do are the unzoom and redo buttons and properties spacing to make everything fit in boundaries of the screen. For now these unzoom and redo buttons are just unclickable pictures with no functionality what-so-ever. ed1.png e...
- Thu Mar 07, 2019 4:52 pm
- Forum: Bug Reports
- Topic: Music of multi global anims gets muted in transitions
- Replies: 1
- Views: 2368
Music of multi global anims gets muted in transitions
Ok, so, if you ever tried my "Playlist mode" , you probably understand what do I mean. If not, let me explain. After Holger added brand new "Global animations" for separate screens and several groups of them, he also added the function to lock actual music to them (not .wav sound...