Various Tidbits

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LotBlind
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Joined: Wed Nov 24, 2021 7:25 pm

Various Tidbits

Post by LotBlind »

Sorry this is going to be a mess. I won't ever have the time to go through the known bugs and already listed IFIs though so better this than nothing methinks... Feel free to ignore all stuff that's been talked about endlessly already.

I'm a totally new player and the build I played was 4.3.0.1 in Win 10 64-bit, playing the two provided tutorials and some of the imported levels that it came with.

1) What's the point in having a "handicap" option at all and another option that lets you cancel its effect? Seems very pointless, instead whether or not you've solved a particular level before should be highlighted in a different way. Also, I don't understand why it's even called "handicap"? I thought it would mean something like I don't get as many points from the next level if I've skipped the previous one. Very confused about this one.

2) Can we make keypad ENTER behave the same as the other one since I like to use the keypad keys to move?

3) Some kind of indicator for when you no longer can complete a level when either you've destroyed the last exit or killed a penguin or some other trivial cases like that)?

4) Badly needs a display for dynabomb count and number you can place and on their side, length as well. The designs for the dynabomb power-ups could make it more clear which one is which BTW. In case they're copied from somewhere else... well, for a new player they're still not that helpful.

5) Supaplex levels are weirdly different from the original game but one of the tutorial levels at least addresses that. Lots of small differences such as pushing a stone one tile is sometimes faster, sometimes slower. So ignore this point unless somehow this wasn't known about.

6) Default volumes are too high! I set mine down to like 20%; Also if you set music down to 0%, it doesn't mute it. It looks like it is muting SFX correctly when set to 0%.

7) Because of variable lag or whatever, it's super-difficult to time actions right at the start of the level.

8) I generally am against being able to see other people's tapes without them explicitly sharing them because I think the competition is more fun if it's about who can find the best routes as well as the execution part. Ignore if you currently can't do this (I can't wrap my head around the tape features, can't even rewind the current tape despite reading the instructions).

9) The high score tables should definitely have thousandths / frame-precise times shown so you know how far exactly the times are from each other. Someone already asked for keeping just one fastest time in it instead of all the records by the same player.

10) I'm experiencing randomly stopping on some squares for a split-second even though I'm holding the movement button down. Seems to happen around sand in Niko Böhm's tutorial. Can't immediately reproduce... but I can try harder if this is new.

11) Could use a SFX pass to make the more annoying ones less so. It's partially a level design question of course... but you'd like to be able to make virtually any kind of level that doesn't get annoying because of SFX. Like do Yam Yams really have to make their noise on every step?

12) In level 38 of Niko's tutorial, there's invisible dirt for me where you form the bridge. That made it extremely confusing. (I have other complaints about the two tutorials as well in case anyone will be interested in going back to fix them potentially, so ask about them.)

13) EDIT: Forgot this one... I'm experiencing input lag specifically in the imported Emerald Mine levels (couldn't find any hits in the search for this which surprised me). It's the same in Niko Böhm's tutorial levels, just some of them, at least level 17 "Let There Be Light". It's very noticeable for me.

14) EDIT: Also the main menu itself could use the same color-coding of levels into ones you haven't played yet, ones you haven't beaten, and ones you have beaten.
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Holger
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Re: Various Tidbits

Post by Holger »

Hello LotBlind, welcome to the forum! :)
Sorry this is going to be a mess. I won't ever have the time to go through the known bugs and already listed IFIs though so better this than nothing methinks... Feel free to ignore all stuff that's been talked about endlessly already.
No problem at all! You are not expected to read the whole forum to post something you think is interesting or maybe helpful! :-)
I'm a totally new player and the build I played was 4.3.0.1 in Win 10 64-bit, playing the two provided tutorials and some of the imported levels that it came with.
That's good to know, especially version and platform, but also what you've played/tried/done so far. I always find it tremendously helpful to hear from people that have played R'n'D for the very first time (and even more if I have the rare chance to watch them playing R'n'D for the very first time), as I myself usually do not notice all these quirks anymore that may exists after those long years. :-)
1) What's the point in having a "handicap" option at all and another option that lets you cancel its effect? Seems very pointless, instead whether or not you've solved a particular level before should be highlighted in a different way. Also, I don't understand why it's even called "handicap"? I thought it would mean something like I don't get as many points from the next level if I've skipped the previous one. Very confused about this one.
The "handicap" option (enabled by default) forces you to solve a level before being able to play the next level. Both the word and the technique were used in earlier days of video gaming. As R'n'D is a game that brings back some retro games from the Amiga era, it uses them, too. As this may be frustrating for many players, there's an option to disable it (and to make it even easier, you are just asked if you want to skip to the next level, even with handicap enabled). You can decide for yourself what you prefer.
2) Can we make keypad ENTER behave the same as the other one since I like to use the keypad keys to move?
Yes, that shoudn't be a problem.I can add that. :-)
3) Some kind of indicator for when you no longer can complete a level when either you've destroyed the last exit or killed a penguin or some other trivial cases like that)?
That would be possible, yes. The problem that I can see is that when you show this indicator for the trivial cases, players might assume that the indicator will also be displayed for the less trivial cases, thinking that a level is still possible as long as that indicator is not shown.
4) Badly needs a display for dynabomb count and number you can place and on their side, length as well. The designs for the dynabomb power-ups could make it more clear which one is which BTW. In case they're copied from somewhere else... well, for a new player they're still not that helpful.
No, they're not copied from somewhere else, but were quickly created by modifying existing graphics, and that's the problem, I would say. ;-)

I agree that these graphics are a bit confusing; maybe I can change them to something better with little effort.

Regarding the display: The main problem is that there are too many game elements in R'n'D to display their corresponding values all in one game panel. (Emerald Mine already had this problem with dynamite count not being displayed, btw.)

However, for dedicated "dynabomb style" level sets, it would easily be possible to create a custom game panel that displays all relevant dynabomb values. (To see how this works, level creators can have a look at the custom game panel of the "Emerald Mine Club" level collection.)
5) Supaplex levels are weirdly different from the original game but one of the tutorial levels at least addresses that. Lots of small differences such as pushing a stone one tile is sometimes faster, sometimes slower. So ignore this point unless somehow this wasn't known about.
I assume that you mean "Rocks'n'Diamonds" when you write "original game", not the original Supaplex game (as the Supaplex engine in R'n'D is identical to the original Supaplex game).

Rocks'n'Diamonds is a meta-game that contains several classic game engines that, although somewhat similar, have a number of more or less subtle differences. Pushing objects is just one of them, playing bomb style elements another. (The most obvious (or: notorious) difference in the latter is that for both the Emerald Mine and Supaplex game engine, you need to keep the "bomb button" pressed for some time before the bomb element is placed, always including a good chance of blowing yourself up when not being careful enough.)

So, yes, these differences exist and are probably irritating for many people that do not know the original games.

This could be addressed by some intro text popping up when playing with a different game engine for the first time, summarizing the most important differences to the game engine played before (especially how to place a bomb).

[to be continued]
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