BD exit

Got a cool idea that should be in R'n'D? Let's hear it!

Moderators: Flumminator, Zomis

Post Reply
User avatar
RAP
Posts: 317
Joined: Sat Jun 19, 2004 6:44 pm

BD exit

Post by RAP »

A BD-steel exit would be nice in most for BD reference because that has to be
insructiable and kind of hidden (if you know I mean) :)

Heres a example that has a steel "BD exit",
http://www.wave.co.nz/%7Emmm/holgi/bl/game.html
Daniel H.
Posts: 535
Joined: Sun Apr 02, 2006 7:13 pm
Location: USA

Post by Daniel H. »

That idea was mentioned for compatibility with Diamond Caves II here:
m&m wrote:e) steel exit

i also suggest adding objects: steel exit and steel exit (open). and something else to exit (normal): i'd like them to have the same graphics as in DC2 or DC3.
Daniel H. wrote:In general, I would really like it if we had an indestructible exit! I don't like the destructible ones all the time.
Tomi wrote:In the meantime, until an indestructible exit will be added, it should be possible in 3.2.0 to make a walkable indestructible CE that finishes the level when you enter it.
(View topic)
The H. World levelset can be downloaded from http://www.bd-fans.com/RnD.html -- search The H. World on that page.
User avatar
RAP
Posts: 317
Joined: Sat Jun 19, 2004 6:44 pm

Post by RAP »

Oh, that explains that. :oops:

But.. the diffenence between a BD-exit and DC2/DC3 element of that,
the BD-exit used to be hidden among the steel walls while the DC2/DC3
element exposes the graphical sides. 8)
asiekierka
Posts: 143
Joined: Fri Aug 19, 2005 6:18 am
Location: Poland
Contact:

...

Post by asiekierka »

Use graphics. Graphics for your exit CE.
GraphicsPack project: 90%
IconXT project: 100% (version final is ready)
User avatar
Sascha
Posts: 348
Joined: Fri May 12, 2006 6:17 pm
Location: Germany
Contact:

Post by Sascha »

I think there should be
an invisible exit,
that becomes visible
with the light switch.
Image
Daniel H.
Posts: 535
Joined: Sun Apr 02, 2006 7:13 pm
Location: USA

Post by Daniel H. »

I think you'll have to make that using CEs.
The H. World levelset can be downloaded from http://www.bd-fans.com/RnD.html -- search The H. World on that page.
User avatar
Sascha
Posts: 348
Joined: Fri May 12, 2006 6:17 pm
Location: Germany
Contact:

Post by Sascha »

But with 3.2.0 only, well?
Image
Daniel H.
Posts: 535
Joined: Sun Apr 02, 2006 7:13 pm
Location: USA

Post by Daniel H. »

Well, if you had an indestructible CE that you put next to the exit, you could do it in 3.1:
  • Since exits are destructible, that CE would place a blank space (or CE, or invisible wall that you will never see) over the exit whenever there is a power outage.

    When the lights come back on, the first CE could place an open exit next to it (or a closed exit).
The H. World levelset can be downloaded from http://www.bd-fans.com/RnD.html -- search The H. World on that page.
User avatar
Sascha
Posts: 348
Joined: Fri May 12, 2006 6:17 pm
Location: Germany
Contact:

Post by Sascha »

hm, but then the exit is not
invisible.
Yes, that would be a way to make it invisible.
But I thought, an exit special for the
invisible stuff, like the special exit for supaplex.

You could hide the exit in a yam yam too.
Image
User avatar
Holger
Site Admin
Posts: 4073
Joined: Fri Jun 18, 2004 4:13 pm
Location: Germany
Contact:

Post by Holger »

> A BD-steel exit would be nice in most for BD reference because that has
> to be insructiable and kind of hidden (if you know I mean)

Hidden means here: Looking like steel wall until all needed gems are collected -- this can easily be done by using a little "graphicsinfo.conf" that gives the closed exit the look of the normal (steel) wall. (Or normal wall, if the element is in fact destructible.)

Besides that: This special (steel) exit will probably be introduced when R'n'D gets its new, fully BD compatible engine!
Post Reply