Yes, every now and then I build a Windows executable, so some people are able to test new features and/or bugfixes they requested or need for their R'n'D work (like Jürgen Bonhagen). (A long time ago, I wanted to add some functionality to automatically build and upload "nightly builds" of R'n'D whenever new commits are pushed to the Git repo, but I still haven't done that. Oh well.)
And yes, the next version will contain some interesting new stuff, like a better accessibility of that ages-old network gaming stuff (which was sort of broken in recent versions).
I'll go check any MM level. Laser charges up, laser stops charging, music starts. Ok, I see, now music starts only after charging the laser emitter, just like in older versions (2.0.X). Good!
Yep, that's fixed now -- I think you mentioned this different behaviour compared to original Mirror Magic. Thanks!
I started scrolling levels and saw 4 players on the right of level preview. Wait, what? So, now if there's multiple players in one level, they will be shown on the right of level preview in main menu. Interesting feature.
Yes, this will be shown if you have enabled team mode (or network multi-player mode) and the current level contains more than one player. Makes it easier to detect levels which can be played by more than one person!
Network multi-player? Wow, I'm impressed! I wasn't expecting to see that. It searches for a server first, then creates new one.
Yup, nothing new in general (it already existed for ages, well, decades), but can now be enabled from the setup menu.
What *is* new, though, is a little new feature for connecting to your (local) peer for playing a bit easier: The game does a UDP broadcast in the local network to look for an already running game server, explicitly checks the local host again, if it cannot find one, or else just starts up a new one.
I wish there could be more options to choose a server or connect by IP of server or some sort of or, if create new one, somehow customize it (at least server name).
Yes, that's still missing (although that old command line option for that purpose still exists and works, but it should also be accessible from the setup menu, of course).
I'm guessing you are choosing player you'll be playing as if you connect to any server, because if you choose any other player, you won't be really playing as him on your server.
If the chosen player does not exist in the level file, the game will auto-select one of the existing players.
Auto-play next level - it automatically jumps to the next level after completing the current one, and this option is manually turned on.
Yes, that's the default setting of that behaviour, as it should have been long ago.
Oh, also, it has a little glitch with jumping to next level - the panel still shows the number of past level.
Oops, will check that!
Skip scores after game - it just skips the hall of fame. I wish we could turn on or off these options for levelsets permanently.
No problem, just leave the setup screen with "save and exit" instead of just "exit" -- or did you mean you want to have this setting differently for individual level sets?
Then I went to Touch controls and chose Virtual Buttons... Wow, so many options now! But I can't experiment with them because this dev version is for PC, and PC version doesn't support virtual buttons (I can't even imagine how could it look like if it could support).
This makes it possible to define your very own grid of virtual buttons on touch devices (differently for portrait and lanscape mode).
Then I was experimenting with my... small MM levelset. I started playing a tape and... It was lagging for some reason... or maybe it was slowed down, like, 10-20 times... I'm guessing that was made for testing some tape fixes.
No, that must be some sort of weird bug. Do you encounter such slow-down for all kind of tape files (using different game engines), or just MM tape files? I'll also check this myself...
Hmmm, 4.1.0.1 binary, but `git pull` finds nothing new... ?!
Well, I do not always immediately "git push" after a "git commit", as I sometimes change some Git history shortly after committing...
Try again, it's all pushed now to the repo.
Oh, you reminded me of an issue: I think the high scores ('hall of fame') used to show >1 score for the same user; now only 1. I think I actually triggered that in some discussion w/ Holger. But I don't think 'only 1' was the endpoint I was trying for; more like, 'the same user shall not occupy more than N [?3?] of the high score slots'. Restricting to 1 is especially silly when I am the only player on the machine, so all of my high score files are necessarily limited to just 1. (I kind of half suspect there's a setting for this, which I've forgotten / missed...)
Yes, it depends whether you have a "global" scores directory or not (by default you do not have one). This is a sub-directory "scores" in the folder "CSIDL_COMMON_DOCUMENTS" (on Windows) or the program installation directory (or, optionally, whatever you have specified as "RW_GAME_DIR" in the Makefile (there's also a comment about this in there). Else, scores will be stored in your local "scores" folder (inside your personal game data directory).
So, if you have a global scores folder, only one entry will be inserted, while local scores will allow for multiple scores entry (as you're effectively only "playing against yourself" in that case).