Theoretically possible, yes. Can't think of any good use, though.
We can emulate those Medusa Statues from Adventures of Lolo. That's something....or make smarter moving laser turrets....it is useful!
Just use the corresponding "side" selectbox for this.
I don't see no sidebox in rc7. It's either I have really bad vision, or it's just plain not there.
Just use the selectbox "deadly when <colliding with>" on config page 2.
That does not do what I want the CE to do. I want the spike to act like...a spike.
When you have it on "Deadly on touching" it can kill you from the side. Last time I checked gravity spikes can't turn 90 degrees and impale you on their own.
When I have it on "Colliding with" and I fall into a spike (Gravity is on.) It
does nothing, and I'm still alive. It's like I caught the end of the spike with my hand and clinged on to it. But the last time I checked, the player wasn't athletic.
What does this mean exactly? I don't really know DC3...
Emerald Mine?!? In my vision, it'd be a list of collectable elements (Keys, bombs, emeralds, datatrons(?), the such) that you can easily configure the score of each item. Again, convient and user friendly. Because I care.
If you design a level set that you plan to release to the public, better always use the last stable version (3.1.2 in this case), but not the pre-release version. Levels and tapes built/recorded with pre-release versions might break at any time with stable versions.
Which I have been. And not trying the latest rc. Shame on me.
Unfortunately, I did not understand this -- can anyone please explain this for me?
Sorry, I'll try again. Yano how said CE (Tire) slides off slippery elements when I have the "Can fall" option on? I want that Tire, whenever it slides off/gets pushed by the player/etc. to keep on moving in the same direction after it begins movement. But once it hits a wall, it'll stop in it's tracks and be just a standing Tire.
BTW: If your MOD or XM tune does not play right in R'n'D, this might be due to a problem with the mod/xm file itself or due to a problem with the underlying SDL_mixer library. In both cases, I'm afraid I cannot do anything about it... :-/
I ran these mods through Winamp and they played perfectly. If they didn't, I probably wouldn't try them in the first place.
