Elements move together
Moderators: Flumminator, Zomis
Elements move together
I think this idea has been mentioned, like a CE falls mean while the CE
under it has the same speed is falling, not like CE falls after the CE under
it falls.
Tell me if you donm't understand what I mean,
but I NEED IT!
under it has the same speed is falling, not like CE falls after the CE under
it falls.
Tell me if you donm't understand what I mean,
but I NEED IT!
YOU LIKE MY SIGNATURE DON'T YOU?
>but I NEED IT!
We all do.... but I don't think it will happen.
It's one of the reasons Boulderdash doesn't work 100%. In BD you can have a line of fireflys with out any spaces in between, and they all move in formation. In R&D they spilt up and wander off..
But it can be done with CEs. I have made a 2x2 CE that bounces and rotates around corners perfectly.... unfortunately it takes 44 CEs and a hell of a lot of graphics!
Also you need special wall marker CEs, to make it change direction... but these can be disguised easily.
And yes, it will be in the new game
We all do.... but I don't think it will happen.
It's one of the reasons Boulderdash doesn't work 100%. In BD you can have a line of fireflys with out any spaces in between, and they all move in formation. In R&D they spilt up and wander off..
But it can be done with CEs. I have made a 2x2 CE that bounces and rotates around corners perfectly.... unfortunately it takes 44 CEs and a hell of a lot of graphics!

And yes, it will be in the new game

Right now that's needed for Emerald Mine... the bombs clearly are supposed to fall smoothly. Big stack of bomb levels tend to break, and that includes one of the original levels (in the 2 player section)! I'm thinking that since 99% compatable engines are a ways off, bugs that break the original level sets should be fixed now.
I've started making such a cube...never got it to work perfectly though, but I really would like to see your construction of it (when I have time...), I bet you can upload it meanwhile I find the time to check itAlan wrote:But it can be done with CEs. I have made a 2x2 CE that bounces and rotates around corners perfectly.... unfortunately it takes 44 CEs and a hell of a lot of graphics!Also you need special wall marker CEs, to make it change direction... but these can be disguised easily.

Honestly didn't thought it'd need 44 CEs to make such a cube...then think what a 3x3 cube would need...or even worse, a 3x3x3 Rubik's Cube

Actually it's 2x3 , but you dont see 2 CEs.Honestly didn't thought it'd need 44 CEs to make such a cube
44 CEs because the big CE moves smoothly in four directions, and has 16 frames of animation for each direction.
It was horrible to do, and I don't advise it..... You have to shift the large 64x64 graphic a single pixel in each animation frame..., then chop it up into 6 CEs...


Still, it has full collision detection and can move around corners. Also you can have it "slide" out of a wall, and dissapear in the same way.
I'll mail you level if you like...
I'm always working on something R&D related.....What new game?
oops.... what goes on here?This is an automatically generated Delivery Status Notification.
Delivery to the following recipients failed.
zomis2k@hotmail.com
Dunno...try again. Or try sending to zomis@minken.orgAlan wrote:oops.... what goes on here?This is an automatically generated Delivery Status Notification.
Delivery to the following recipients failed.
zomis2k@hotmail.com
Don't you get any other error message than that?
> Right now that's needed for Emerald Mine... the bombs clearly are supposed to fall smoothly.
Not sure if I understand you right here, but "smoothly" cannot mean that a whole (vertical) row of stacked bombs can fall at the same time -- they always fall one after the other, starting with the one at the bottom of the row.
> Big stack of bomb levels tend to break, and that includes one of the original levels (in the 2
> player section)!
Yes, I know. The main problem is not the order (or type) of *falling*, but the kind of *exploding* of the fallen bombs, I think. And you're right that the current behaviour breaks that level.
> I'm thinking that since 99% compatable engines are a ways off, bugs that break the original
> level sets should be fixed now.
Yes, right. But even very small differences can (and in most cases do) break levels, so the original R'n'D engine will (and can) never be 100% compatible to BD, EM and SP at the same time. That's why adding the original engines to R'n'D (which are then used by the original levels instead of the R'n'D engine) can solve this problem, and it's more or less the only "perfect" way I see for solving that problem.
Not sure if I understand you right here, but "smoothly" cannot mean that a whole (vertical) row of stacked bombs can fall at the same time -- they always fall one after the other, starting with the one at the bottom of the row.
> Big stack of bomb levels tend to break, and that includes one of the original levels (in the 2
> player section)!
Yes, I know. The main problem is not the order (or type) of *falling*, but the kind of *exploding* of the fallen bombs, I think. And you're right that the current behaviour breaks that level.
> I'm thinking that since 99% compatable engines are a ways off, bugs that break the original
> level sets should be fixed now.
Yes, right. But even very small differences can (and in most cases do) break levels, so the original R'n'D engine will (and can) never be 100% compatible to BD, EM and SP at the same time. That's why adding the original engines to R'n'D (which are then used by the original levels instead of the R'n'D engine) can solve this problem, and it's more or less the only "perfect" way I see for solving that problem.