Page 1 of 1
Elements move together
Posted: Wed Jul 21, 2004 3:50 pm
by Grunt002
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!
Posted: Wed Jul 21, 2004 6:46 pm
by richard
Perfect idea ! I could imagine it would be possible somehow...
Also I could imagine, that there could be specific forms of elements. Like a box 3x3 with a 1x1 hole in it...
Posted: Wed Jul 21, 2004 6:59 pm
by Alan
>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

Posted: Wed Jul 21, 2004 7:26 pm
by Grunt002
Alan wrote: And yes, it will be in the new game
What new game?
Posted: Wed Jul 21, 2004 8:21 pm
by richard
New game ? Probably that´s a secret, isn´t it ?
And 44 CEs ?! Only for a 2x2 cube ? Wow... I think I can imagine a way to make it... well, also moving it a bit. X-)
Posted: Wed Jul 21, 2004 8:41 pm
by Yoshi348
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.
Posted: Fri Jul 23, 2004 10:38 am
by Zomis
Alan 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.
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 it

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

Posted: Fri Jul 23, 2004 8:51 pm
by Alan
Honestly didn't thought it'd need 44 CEs to make such a cube
Actually it's 2x3 , but you dont see 2 CEs.
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...

I made so many errors, it's amazing it got finished
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...
What new game?
I'm always working on something R&D related.....
Posted: Fri Jul 23, 2004 9:05 pm
by Zomis
Alan wrote:I'll mail you level if you like...
Yes, thanks. I'd love to see it.
I guess you have my e-mail already

Posted: Fri Jul 23, 2004 9:27 pm
by richard
Well Alan, can you mail it me too ? That sounds really good you are telling !

Posted: Fri Jul 23, 2004 10:43 pm
by Alan
This is an automatically generated Delivery Status Notification.
Delivery to the following recipients failed.
zomis2k@hotmail.com
oops.... what goes on here?
Posted: Sat Jul 24, 2004 8:14 am
by Zomis
Alan wrote:This is an automatically generated Delivery Status Notification.
Delivery to the following recipients failed.
zomis2k@hotmail.com
oops.... what goes on here?
Dunno...try again. Or try sending to
zomis@minken.org
Don't you get any other error message than that?
Posted: Tue Jul 27, 2004 1:25 am
by Grunt002
Can you PM me the level and upload the level on -Yousendit.com?
Posted: Wed Jul 28, 2004 8:12 am
by Holger
> 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.