OK, XOR beta 4 is available
here.
[EDIT] File removed. Please use the latest beta! [/EDIT]
I have used your new zeppelin element and created a similar atom element to kill the player. I had to modify the delay (from 4 frames to 1 frame) as the original delay caused some problems in some cases. The explosion of the atoms and bombs hit by the zeppelin in some circumstances was not working any more. But now everything seems to work fine, and I think it's the first time that a new element with a delay did not break some tapes!
I have also modified slightly some things.
I use now another element to display the walls. The current version looks less similar to Emerald Mine.
Also, I have replaced the diamonds by emeralds (just because the GUI shows the number of emeralds, and not the number of diamonds.)
There are however still some diamonds (max 4 per level.) They are not like regular emeralds. You have to take all emeralds, but you don't have to take the diamonds to complete the level, but they give you a bonus of 10 points. The reason for the presence of the diamonds is that, in the original game, there are 4 map elements that I haven't implemented. When you collect a map, a quarter of the maze is displayed in a little window. This is very useful in the original game, as the visible portion of the playfield is very small (8x8), and you have to touch the border to scroll the playfield. Therefore, without the maps, it is very difficult to know where you are in the maze. Since I cannot implement the little window with the map in RnD, I cannot create those map elements. But I cannot simply ignore them, as they are often necessary to stop a moving element, for example. So, in the previous version, I have replaced them by gems and that worked fine. But I have played a level where one of those maps cannot be collected! (It's because you have to do a quarter of that level in the dark, and they don't want to help you with the map.) Therefore, it was not possible to complete that level, as one gem was missing to open the door. Now, if you can't take a map/diamond, you lose a bonus, but you can open the door.
Note that, if you play one of your tape, the final score is not identical than in the previous versions, as collecting a diamond gives you 10 points instead of 1.
I have also tried to use the "Change when Move of <player 1> at left side" condition to change the scan mode. However, that doesn't work. As I suspected, the change takes place only during the next screen scan, and the elements touching the player start to move immediately, using the old scan mode. I have also tried to anticipate the necessity to change the scan mode, as, usually, when the player has to move down to escape, that means that he has moved up just before. Therefore, I thought that inverting the left/right and top/bottom directions could be sufficient, but again that doesn't work well.
I think that it might be possible to use the method if we can force the moving elements to start moving only at the next screen scan, but that would require the addition of new elements and conditions, and they will probably break something else.
Since my current method works (almost) correctly, I'm not going to change it, at least for now. Maybe, with the next beta of RnD, if it is possible to dramatically reduce the number of CEs and conditions, I will try again. I would like to be able to implement it, as currently, there are still some problems with my method. For example, if you replace the walls in the examples I have given above with gems, my method doesn't work (as I cannot consider the gems as "solid" elements, and the player can decide to escape by the way he took to come, or by collecting a gem.)
I have also tried to grab the original graphics of the Amiga, but unfortunately, they are too small (24x24 pixels instead of 32x32) and scaling the images gives an horrible result. So, I think I will not change the graphics.
BTW, I have still a little problem with the sounds. I have created a soundsinfo.conf file to add sounds to some events, and that works fine. The original classic sounds are still used when I have not redefined them, and that's fine. But I had to copy some sounds file in the folder containing the soundsinfo.conf file, or RnD cannot use them. Since there are 3 different levelsets in XOR, I have to copy the whole directory with the sound files 3 times. And the sound scheme appear 3 times in the custom artwork menu. Not a big deal, but I wonder if it is possible to define the sound scheme only once, and reference it in the two other levelsets. I know that it's possible if I install the sounds in the RnD installation folder, but I would like to leave them in the levels folder, as it is easier to install them. Someone can help?
I will now try to play the 20 levels I haven't played yet (and that's a lot of work!) And if I can play them without problem, and if Holger can release a new official version of RnD, I will probably release the first final version of XOR. I'm still interested in your tapes if you can beat my scores...
