monsterman wrote:- Add 4 more players
4 players is quite enough for Rocks'n'Diamonds. It's not even possible to fit all the eight players just by using the keyboard. But even if some of the players have joysticks or something similar, would the game handle many players within one screen (17 x 17)?
monsterman wrote:- Move mole from RND section to DC2
Sorry, no. This "RnD" mole has one difference apart from the DC2 mole, when killed -- it will explode 9 red emeralds.
monsterman wrote:- If in testing, the level number is changed to text saying "TESTING"
I'm not sure, I think people would want to know which level number are they editing; and, I don't think the all the letters would fit in the slot. Plus, I already threw out a similar idea -- "During gameplay, mark the screen at the top-left with the text "Playtest mode" -- just for newbies, and for me as well, just for a reminder."
monsterman wrote:- Add contents for dark yam-yam
Probably not a good idea, Dark Yam-Yams have been known to devour usually anything in it's path. Adding a feature to this creature might result in game balancing issues.
monsterman wrote:- Move the non-visible growing walls to DC2
RnD growing walls grow slower than DC2 counterparts.
monsterman wrote:- Move tubes to DC2
Once again, incorrect. The tubes actually originated from Boulderdash DX before the game died -- so it lived on as part of the groups of elements. If your actually thinking about the tubes in DC3, I actually tried suggested that to Holger a long time ago but denied.
monsterman wrote:- Some more envelopes for those people who can't get enough
This might have been suggested somewhere else. I'm not sure...
monsterman wrote:- Move steel DC2 exit from EM to DC2
Nice correction you point out there.
monsterman wrote:- Add more borders at DC2 so you don't have some borders with unrealistic blank spots, and add border ends
You mean additional steel wall decors? It's already implemented in the latest version of RnD -- version 220.127.116.11.
monsterman wrote:- Add more kinds of visible growing walls
Can't you just make use the usage of Custom Elements to do that?
monsterman wrote:- Add CE movement type checkbox with the saying "use diagonal movement"
This topic is about improving how the level editor works, with more functions or having time-saving tools. This idea is already suggested a long time ago, but since Holger is busy with his son -- development has stopped a bit.
monsterman wrote:- Change 'DISMISS' button to 'OK' button for less confusion
monsterman wrote:- Make level # red for reminder of read-only level in editor
Not half-bad, I kinda suggest that the text would flash also. XD
monsterman wrote:- Fix bug with not being able to undo resizing
*after checking* I think the undo is useful on adding elements in the playfield. You can actually restore the lost work by resizing the level size to normal. Saving or exiting the editor is another story. Maybe Holger can look this up...
monsterman wrote:- Add custom element property to change/cause event if doing something to the border (NOT the ones in the DC2 area) so you could trigger things at the official edge of the level
Again, the topic is supposed to be about improving the level editor but this idea is very interesting. That means why some of the CEs I worked on didn't work at the side of the border. o_O
monsterman wrote:- Add more room on the custom element name (because if you reach end, there's still a gap between the text and the panel area
I'm not sure what do you mean, you mean more character space in the name CE box?
monsterman wrote:- change wrap buttons to one button and use editor 1.2.0's arrows for door request asking for which way
- Add level formats for no change in EMC engine but keeping engine's doing
- Seal RND and BD style amoeba together in one kind
- Show animations within editor that are looping
- Add button "duplicate item" for 2 items that behave exactly the same but have different properties, but not in custom or group elements
- Add "duplicate level" to prevent having to exit the levelset or hard work
- Add more borders at DC2 so you don't have some borders with unrealistic blank spots, and add border ends
- Make steel space visible in editor
- Add options of which kind of letters you will use (for newbies)
- Add on to exit button with a door request asking to save changes with the YES, NO, and DISMISS buttons to prevent people from getting frustrated by accidentally clicking it
- Add option if open time doors remain open until press of wheel, then close or not (I meant as in the same thing as in closed one, but reverse operation)
- Move normal steel exits to the RND section
- Same to normal exits
The rest -- I actually don't what are these suggestions mean. Steel space? What kind of space? XP However monsterman, I'm quite liking to being very helpful to improve how the level editor would run. x3