Linux EMC engine dynamite key bug

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user
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Joined: Wed Feb 15, 2006 10:48 pm

Linux EMC engine dynamite key bug

Post by user »

placing dynamite is impossible in both linux binary versions (x11/sdl), when engine is set to EMC.

btw... why explossion is not faster then hero continously placing dynamite while moving 'diagonaly', only when he goes down-right?
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Holger
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Post by Holger »

> placing dynamite is impossible in both linux binary versions (x11/sdl),
> when engine is set to EMC.

Oh well. It's not impossible, but just like in the original Emerald Mine engine: You have to press the drop key for at least one second (and then hurry to run away!). I know this is confusing, as the dynamite works differently in the R'n'D engine. I should better introduce two different kinds of dynamite, with different properties for the way it is dropped.

> btw... why explossion is not faster then hero continously placing
> dynamite while moving 'diagonaly', only when he goes down-right?

Interesting observation! This must have someting to do with the playfield scan direction... The R'n'D engine is full of weirdnesses like this, I'm afraid... :-/
user
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Post by user »

ooops ... i never play EM, it's really confusing.:) separate dynamite types seems to me as sensible idea.
maybe weirdnesses, i can only guess complexity of interdependences.

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CEEL
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Post by CEEL »

Is it really necessary to have 2 different kind of dynamite.
Can't you just have 2 different keys checking the same dynamite
but doing different fuse tasks as standard (in R&D engine).

keypressed=shift do slowfuse
keypressed=alt do fastfuse (added)

You just need to add another key as I suggested in some earlier post.
Then all can use 2 fuses for the same dynamite.

CEEL
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Holger
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Post by Holger »

> Is it really necessary to have 2 different kind of dynamite.

After thinking about this, I really think so.

Theoretically, a checkbox "[x] use EM style drop delay" would be perfectly enough to make this work and to have both ways possible.

But the difference is really big, so everybody who plays R'n'D or EM levels (maybe even not with the original artwork) most probably immediately wants to know which kind of dynamite is used in the current level -- the R'n'D style one that you can comfortably place somewhere and then take your time to go away. Or the aggressive EM style one, which sometimes blows up the player himself if he wasn't careful enough with the timing when he dropped it. So I think it's needed to have different artworks for both types of dynamite, to easily identify them.

> Can't you just have 2 different keys checking the same dynamite
> but doing different fuse tasks as standard (in R&D engine).
>
> keypressed=shift do slowfuse
> keypressed=alt do fastfuse (added)

This would make most EM levels with dynamite a lot easier, as nobody would care to use the delayed and very fast exploding EM style then, but always use the less aggressive R'n'D style dynamite dropping. I would like to keep the real, EM style dynamite, to also keep the way it was handled in EM levels, as it differs a lot from dynamite in R'n'D levels.

> You just need to add another key as I suggested in some earlier post.
> Then all can use 2 fuses for the same dynamite.

Another disadvantage would be that the game couldn't be played anymore with a joystick...
CEEL
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Post by CEEL »

Talking about R&D engine here.
This 2 fuse problem could be solved by adding a check for if this is allowed.
Old levels where the author might be opposed? for using this would default to
disabling any fuse but standard if not checked.

I would allow it in all my levels.
This is also somewhat a question of what type of level u play.
Is it a Puzzle or Action level.

Joystick players would have to go with the standard fuse, less joy only.

Don't know who opposes this really, to me it's just another fun factor, a 'private' game.
The tape would finally expose any slimy cheaters if they try to sneak into your
finest highscore lists:).

I must say that the original EM dynamite time was really too tight,
You would blow up yourself sooner or later.
Maybe we could add another tick in the E-Mine fuse to let us avoid this. (joke..).

CEEL
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