>Thanks very much, Zomis!
No problems
>I will try your solution as soon as possible, but I cannot do that now.
>You know, there are some obligations in the life, and I can't play R'n'D
>all the time!
Yeah, I know the feeling :/
>BTW, as you like challenges, I have still a couple things I try to improve.
> For example, in XOR, everything is normally static, except when the
>user does something that frees a rock, a zeppelin or a bomb. At this
>point,
the user cannot move any more until all moving objects are
> either stopped or exploded. Currently, I can't duplicate that behavior in
> R'n'D. The trick I use is to set the speed of the moving objects to "very
>fast" so that the user has less chances to move, but in some
>circumstances (for example when a bomb has a long way to do before
>exploding and freeing another bomb that falls on the player) that's still
>not sufficient. And due to the fast speed, it is also difficult to see what
>happens exactly in complex situations. I don't think it is possible to
>change that, but as you are a R'n'D guru, you might have an idea.
There is actually a speed which is faster than "very fast" (1 step per 2 frames), named "even faster" (1 step per 1 frame). But that wouldn't solve it, it would still be possible to move if the distance was long enough.
There is however another way, using a CE and two change page conditions:
1. (No change) when delay 8 frames, CE Action: Set player speed = Normal
2. Change to CE1 when Move of <Zeppelin>, CE Action: Set player speed = Frozen
Then you can add additional CE change pages, that looks exactly like the second change page but with other CEs (or you could put all the active CEs into a group element and put when move of <Group Element> instead... but maybe you aren't familiar with Group Elements).
See this level:
http://www.zomis.net/rnd/info.php?f=692
>Also, there are always two players on the gameplay of XOR. The human
> player can switch the current "hero" at any time by pressing the joystick
> button. It is possible to change the setups of R'n'D to play in
>multiplayer mode and use the F5 and F6 keys to select the other "hero",
>but since the game is not playable in single player mode, I would like to
>enable the multiplayer mode automatically. Is it possible? And is it
>possible to define a key or joystick button to toggle the heroes
>automatically? Again, I don't think so. No big deal anyway. I can add
>an envelope in the first level to explain that.
Well, no. That's not possible exactly. However, this solution might impress you and be exactly what you need:
http://www.zomis.net/rnd/info.php?f=94
>Well, I have had a look at your level 14, and I must say that I'm very
>impressed, but I must also confess that I don't understand exactly how it
> works. (I haven't understood the "Page" thing yet.)
Change Pages are to make it possible for a CE to have more than one changes. It's like if and then cases. Page 1 could be "IF touched by player THEN explode", and Page 2 "IF delay 10 frames then change to CE 2" or something like that
![Smile :)](./images/smilies/icon_smile.gif)
It gets simple when you've worked with it for a while (The first thing I did when I discovered CEs was to just test all things possible! I'm amazed RnD didn't crash at the time...
![Rolling Eyes :roll:](./images/smilies/icon_rolleyes.gif)
)
>I have modified your level easily to do a two-ways teleport, and that
>works fine too. Great job!
Nice
>
BUT I have still a problem with your method. It doesn't work with
> player 2. (...)
Fixed. See level 15 in the updated package. Added an additional 4 CEs.
http://www.zomis.net/rnd/info.php?f=327
>BTW, in your example, tile "4" has a delay of 4 frames. 3 is sufficient.
>But anyway I have modified all delays to add 10 frames, as, with a short
> delay and a two-ways teleport, an odd problem occurs when the player
>activates the teleport from a side and is teleported to the same side of
>the other teleport. Since the user has not enough time to release the
>button, the destination teleport gets activated again, and the player
>jumps to the other teleport, where the problem occurs again until the
>user releases the button (without knowing where he will finally be
>teleported.) With a delay of 10 frames or so, things are OK.
Oops, I accidently set that delay of 4 frames wrong, I meant to set it to 3. I also had a little problem with that, that it went to fast. Didn't bother to fix it though (I had to leave something for you to fix, right?)
Happy playing
![Smile :)](./images/smilies/icon_smile.gif)