Holger wrote: ↑Wed Mar 28, 2018 9:08 pm
4. No snapping anims for Infotrons and Red disks, these ones just instantly disappears,
Sorry, not sure what the heck I was talking about regarding this issue -- of course there are snapping animations for both infotrons and red disks (in both the R'n'D and the Supaplex game engines). But I can see that there are no such animations visible in your test/demo set using the "new supaplex" graphics set when using the native Supaplex game engine.
Here's the solution:
Code: Select all
sp_infotron.collecting: sp.png
sp_infotron.collecting.xpos: 1
sp_infotron.collecting.ypos: 4
sp_infotron.collecting.frames: 7
sp_infotron.collecting.anim_mode: linear
... and remove the "sp_infotron.snapping" definition.
The problem was the following: You have separate definitions for "sp_infotron.collecting" (one frame only, no animation) and "sp_infotron.snapping" (seven frames, animated), which work with the R'n'D engine as expected: No animation when collecting an infotron (by moving towards it), but animated snapping of infotrons.
The Supaplex engine does not distinguish between "collecting" and "snapping", so for both actions, the "collecting" animation is played (which is not animated in your graphics definitions). Using the above definitions cause both actions to be animated.
Oh, of
curse course! I missed the animations without even implementing them there (I'm a blind dude), that's a shame. And I also didn't even change the red disk's collecting animation frame count from 15 (original frame count) to 7 (twice less frames). I should do some kind of update for this resource set.
I also wanted to mention that buggy base in New Supaplex has constant active duration so the animation and sound for buggy base were made to be linear. But in R'n'D the duration of active buggy base is random so when the animation ends you need to wait some time without even knowing (or just hold the snapping button on needed buggy base until you snap it automatically) when the buggy base will actually deactivate (because the animation ends on normal base frame and you can't see when it really ends).
About sound: in New Supaplex the zapping sound plays when buggy base are only activating, but not while those are active. So I tried to do a little trick: set the sound to be playing on "sp_buggy_base.activating" with "mode_loop: false". Sadly, that didn't work, so I tried to set that sound for "sp_buggy_base.active", and again, with "mode_loop: false". And, you guessed it, that worked, but the game was just spamming the sound rapidly, which, of course, didn't sound good, and also it makes the sound play only if you're nearby an active buggy base even in R'n'D engine. So I had to leave the sound be looping while any buggy base is active on screen.
Oh, and just one more thing: how can I do collecting, dropping and active sounds for red disk without replacing "pong.wav", "deng.wav" and "zisch.wav" files? "sp_disk_red.collecting", "sp_disk_red.dropping", "[sp_default].dropping" and "sp_disk_red.active" attributes just doesn't work for me for some reason, it still just plays standard sounds so I only had to name needed sounds as original ones to replace them. I checked the "stderr" and found nothing about that. It only has single report about unrecognized music format of "playlist.m3u" I left, maybe, for future updates (if my idea about that I listed in New Ideas would be actually implemented) and multiple reports about unknown token found in editorsetup.conf "sp_murphy_clone" (I just forgot to delete it after creating). But nothing about "sp_disk_red.collecting", "sp_disk_red.dropping", "[sp_default].dropping" or "sp_disk_red.active".
I also could mention that New Supaplex has it's own snapping sound I also tried to implement in this set but this feature is actually not that important...