R'n'D 2019.01.07 build review
Posted: Sun Jan 20, 2019 7:29 am
Yeah, it came out two weeks ago, but whatever...
Checked that "new" dev version from January 7th, checked if some things are fixed or if some things are added.
First I checked Setup menu > Game & Menu. The only new option is Ask on Game Over - If every player dies, the message "Game Over! Play it again?" and Y/N options pops out on panel. Nothing else new in Setup menu. Then I visited editor. Turned on the "Automatically count gems needed", put every type of gem: four Emeralds, BD Diamond, EM Diamond, Pearl, Crystal, Infotron - they all count. Even walls with gems and nut are counting. Then I checked if editor icon of Steel Char Space is fixed... Fortunately, no, it's still without blue tone. I remembered an idea of adding an option of ending the level by filling all sokoban fields in any non-sokoban level. I checked properties of sokoban objects and... yeah, two more options. One is for all three SB elements (empty and full SB field and SB object) - "Exit level if all tasks solved", and second only for empty SB field and SB object - "All fields need to be filled"/"All objects need to be placed". I put two players in a new level, and tried digging with first player around second, and I see that bug is really fixed (in older versions it would use wrong border nearby second player) I also found a little... bug... I don't know... when you have empty space in editor palette, try changing an emerald to wall with emerald by holding Shift and LMB on one element, then start moving cursor around on it, it will be changing. I'm guessing that happens because empty space is only element in R'n'D/MM which can exist as normal full tile AND as a quarter of tile, so game kind of counts your empty space tile as a quarter one, so when you move your cursor around in boundaries of one big tile, you're moving between four mini-tiles. What's even more interesting, on any engine, except MM, any mini block (MM/DF Steel walls, MM/DF Wooden walls, Amoeba wall, Ice wall) will fill in the entire tile manually in drawing on a single click. I checked if anything is changed in MM engine, but I guess, it was left unchanged since Holger is more focussed on R'n'D than MM. All bugs I found are all the same, still cutting corners of tiles, still invincibility with fuse, still too many teleportations cuts the beam eventually and etc.
Also I checked if first_level/last_level/level_number buttons are lightening up on click. And yes, they do. Well, I didn't find anything else, so I guess there's nothing else new, but maybe I missed something, I don't know.
Checked that "new" dev version from January 7th, checked if some things are fixed or if some things are added.
First I checked Setup menu > Game & Menu. The only new option is Ask on Game Over - If every player dies, the message "Game Over! Play it again?" and Y/N options pops out on panel. Nothing else new in Setup menu. Then I visited editor. Turned on the "Automatically count gems needed", put every type of gem: four Emeralds, BD Diamond, EM Diamond, Pearl, Crystal, Infotron - they all count. Even walls with gems and nut are counting. Then I checked if editor icon of Steel Char Space is fixed... Fortunately, no, it's still without blue tone. I remembered an idea of adding an option of ending the level by filling all sokoban fields in any non-sokoban level. I checked properties of sokoban objects and... yeah, two more options. One is for all three SB elements (empty and full SB field and SB object) - "Exit level if all tasks solved", and second only for empty SB field and SB object - "All fields need to be filled"/"All objects need to be placed". I put two players in a new level, and tried digging with first player around second, and I see that bug is really fixed (in older versions it would use wrong border nearby second player) I also found a little... bug... I don't know... when you have empty space in editor palette, try changing an emerald to wall with emerald by holding Shift and LMB on one element, then start moving cursor around on it, it will be changing. I'm guessing that happens because empty space is only element in R'n'D/MM which can exist as normal full tile AND as a quarter of tile, so game kind of counts your empty space tile as a quarter one, so when you move your cursor around in boundaries of one big tile, you're moving between four mini-tiles. What's even more interesting, on any engine, except MM, any mini block (MM/DF Steel walls, MM/DF Wooden walls, Amoeba wall, Ice wall) will fill in the entire tile manually in drawing on a single click. I checked if anything is changed in MM engine, but I guess, it was left unchanged since Holger is more focussed on R'n'D than MM. All bugs I found are all the same, still cutting corners of tiles, still invincibility with fuse, still too many teleportations cuts the beam eventually and etc.
Also I checked if first_level/last_level/level_number buttons are lightening up on click. And yes, they do. Well, I didn't find anything else, so I guess there's nothing else new, but maybe I missed something, I don't know.