First pre-release of Rocks'n'Diamonds 4.4.0.0 available!

R'n'D is always evolving. Check here to see if a new version is out.

Moderators: Flumminator, Zomis

Timo3681
Posts: 45
Joined: Sat Apr 22, 2006 6:59 pm

Re: First pre-release of Rocks'n'Diamonds 4.4.0.0 available!

Post by Timo3681 »

Image

If i click on set random colors, Amoeby color is only green, Sand, Stell, Wall have different colors.

Slime is only blue orblue with purple.

C64 Colors: Sand and Slime have same color and Wall and Amoeba have same colors.
User avatar
TheOnyxGuy
Posts: 641
Joined: Wed Oct 30, 2013 5:32 am
Location: Russia
Contact:

Re: First pre-release of Rocks'n'Diamonds 4.4.0.0 available!

Post by TheOnyxGuy »

This feature is not developed yet, these options will possibly be done in the actual release. There's a possibility these options may go away completely. Not sure...

But if it will, I hope the RGB coloring feature will also get applied to MM/DF laser some time soon though.
Previously known as Eizzoux (boooo)
User avatar
Holger
Site Admin
Posts: 4278
Joined: Fri Jun 18, 2004 4:13 pm
Location: Germany
Contact:

Re: First pre-release of Rocks'n'Diamonds 4.4.0.0 available!

Post by Holger »

If i click on set random colors, Amoeby color is only green, Sand, Stell, Wall have different colors.
Slime is only blue orblue with purple.
C64 Colors: Sand and Slime have same color and Wall and Amoeba have same colors.
Yes, that's how the random color selection algorithm works when using the "Set random colors" button, to make sure that you get a reasonable combination of colors (and not all colors being black or something similar, which would make the level unplayable).

If you prefer other colors, just enter them as you like. (Future versions may add a color picker, maybe.)

That is, if you prefer your Amoeba being anything other than "greenish", you have to enter it manually.
This feature is not developed yet, these options will possibly be done in the actual release. There's a possibility these options may go away completely. Not sure...
This feature is complete and finished the way it works now. and will not change for the final release version. (With the exception of a warning being displayed now if no custom colors can be selected.)
But if it will, I hope the RGB coloring feature will also get applied to MM/DF laser some time soon though.
This is on my TODO list... :)
Timo3681
Posts: 45
Joined: Sat Apr 22, 2006 6:59 pm

Re: First pre-release of Rocks'n'Diamonds 4.4.0.0 available!

Post by Timo3681 »

I love this feature with color, can you make it for all other Engines? Example Rocks´n`Diamonds, Supaplex etc., not only for Boulder Dash.

Have a suggestion for a new Engine:

https://amiga.abime.net/games/view/rockford#screenshots

^ Can you make Rockford Engine with all 5 subjects?
User avatar
Holger
Site Admin
Posts: 4278
Joined: Fri Jun 18, 2004 4:13 pm
Location: Germany
Contact:

Re: First pre-release of Rocks'n'Diamonds 4.4.0.0 available!

Post by Holger »

I love this feature with color, can you make it for all other Engines? Example Rocks´n`Diamonds, Supaplex etc., not only for Boulder Dash.
Currently only the BD engine supports it, but it shouldn't be too hard to add it to all other engines, too. After all, it's more of a graphics set feature and has not that much to do with game engines. However, the level must be able to store level specific colors. For newly created R'n'D levels (using any game engine), this would be easy to add. For all other (already existing) levels (like native EM or SP levels, and already existing R'n'D levels), the problem is that there is no information available for level specific colors. So it would only be possible to use random colors each time a new game is started.

It's definitely an interesting topic. But it should better be discussed in a separate topic in the "New ideas" sub-forum, as this is not a feature for the next major release version.
Have a suggestion for a new Engine:
The new BD engine will be the last native game engine to be added to R'n'D.

For everything else, use custom elements. If there is anything that cannot be done with them, please let me know, and I might add some functionality (if it is generic enough to be useful for other purposes, too).
Timo3681
Posts: 45
Joined: Sat Apr 22, 2006 6:59 pm

Re: First pre-release of Rocks'n'Diamonds 4.4.0.0 available!

Post by Timo3681 »

Holger wrote: Mon May 27, 2024 2:31 pm That is, if you prefer your Amoeba being anything other than "greenish", you have to enter it manually.
Is it possible to make all possible colors for amoeba automatically? Is only greenish a bug?
User avatar
Holger
Site Admin
Posts: 4278
Joined: Fri Jun 18, 2004 4:13 pm
Location: Germany
Contact:

Re: First pre-release of Rocks'n'Diamonds 4.4.0.0 available!

Post by Holger »

Is it possible to make all possible colors for amoeba automatically?
Yes, this is possible, by changing the algorithm used for selecting the amoeba color.

But I think I won't change it. I think it is a very good idea to use a certain color scheme for a certain game element, to make it easily recognizable even when using "random" colors.
Is only greenish a bug?
No, it is definitely by intention.
User avatar
Holger
Site Admin
Posts: 4278
Joined: Fri Jun 18, 2004 4:13 pm
Location: Germany
Contact:

Re: First pre-release of Rocks'n'Diamonds 4.4.0.0 available!

Post by Holger »

After releasing the new 4.4.0.0-test-2 pre-release version, here's a summary of which bugs and issues reported in this thread have been fixed and which are still open to be worked on.

As far as I can tell, the following issued reported here have been fixed:

- "s" key for "slow playing speed" colliding with WASD keys fixed by giving playing keys precedence over speed keys
- walking into a pot when using smooth element movement fixed
- quick-loading (and saving) tapes with F2 (and F1) now implemented
- default game cycle delay in BD engine changed (to 160) to fit normal playing speed as in all other game engines
- setup options with texts that were too long for the screen width have been corrected
- explodable and diggable steel walls showing as the "!" character have been fixed
- boxes correctly animated when moving up or left when using smooth element movement
- player walking transparently over teleporter when using smooth element movement
- expandable walls should be correctly animated when using smooth element movement
- descriptions for wall-with-key elements corrected
- added setup option for "fast game start" in the editor
- level color settings now only displayed if colors really can be changed for BD engine levels
- player 1 in levels using the BD engine now replaced with "inbox with player" element

And these ones are still open:

- Boulderdash levelset in Classic Original Games still using the R'n'D engine (still not sure if I will change this)
- loose sand and sand balls coloration in default R'n'D graphics not yet changed to match "sand 2"
- player being able to move faster than scrolling speed in certain BD levels not handled yet
- BD nuts, BD walls-with-diamonds, and trapped diamonds not yet counting for "automatically count gems needed"
- no option to turn off the white flash that occurs when you get the last required gem (not sure if really needed)
- descriptions for diamond keys and trapped diamonds still have to be corrected
- rocks passing through slime and falling into lava still do not look correct (into lava even worse than before)
- levels "Tutorial" by Marek Roth, level 001, and "Crazy Dream 1" diagonal player movement not checked yet

(Just created these two lists, and I'm a bit surprised about how many things I did not fix so far! Will have to check this list before releasing the next pre-release version!)

If you find any further issues that were reported for 4.4.0.0-test-1 and that are not in the above list, please let me know here! For all new issues regarding 4.4.0.0-test-2, please use the new announcement thread. :-)
ncrecc
Posts: 287
Joined: Thu Jul 12, 2018 12:59 am

Re: First pre-release of Rocks'n'Diamonds 4.4.0.0 available!

Post by ncrecc »

Holger wrote: Sat Jun 22, 2024 12:36 pm - levels "Tutorial" by Marek Roth, level 001, and "Crazy Dream 1" diagonal player movement not checked yet
it's not just diagonal movement that's bugged; level 1 of Tutorial has diamonds turn into an unknown element when falling (represented with the ? text tile), and level 2 has boulders set to turn into an unknown element when landing.
User avatar
Holger
Site Admin
Posts: 4278
Joined: Fri Jun 18, 2004 4:13 pm
Location: Germany
Contact:

Re: First pre-release of Rocks'n'Diamonds 4.4.0.0 available!

Post by Holger »

ncrecc wrote: Sat Jun 22, 2024 12:42 pm
Holger wrote: Sat Jun 22, 2024 12:36 pm - levels "Tutorial" by Marek Roth, level 001, and "Crazy Dream 1" diagonal player movement not checked yet
it's not just diagonal movement that's bugged; level 1 of Tutorial has diamonds turn into an unknown element when falling (represented with the ? text tile), and level 2 has boulders set to turn into an unknown element when landing.
Thanks for these details! Will check what's going on there (and assume that these levels work fine in GDash).
User avatar
Holger
Site Admin
Posts: 4278
Joined: Fri Jun 18, 2004 4:13 pm
Location: Germany
Contact:

Re: First pre-release of Rocks'n'Diamonds 4.4.0.0 available!

Post by Holger »

it's not just diagonal movement that's bugged; level 1 of Tutorial has diamonds turn into an unknown element when falling (represented with the ? text tile), and level 2 has boulders set to turn into an unknown element when landing.
Both problems are solved in the next version! :)
Post Reply