Trying to develop XOR for RnD
Posted: Sun Oct 21, 2007 8:58 pm
Hi! This is my first post in this forum.
I would like to express my gratitude to the authors of this wonderful piece of software! I'm a BD fan since the first CBM64 version, and I'm very glad to see that this good game concept is still alive, and well! Thanks to everybody involved in this project, and to the designers of levels and artwork!
Now onto my question. I've learned how to use the editor and particularly the CEs and that gave me the idea to try to clone the old good Amiga game XOR (aka "Prospector in the Mazes of XOR".) I have almost finished it, but I'm stuck with a particular problem. In XOR, there are, among other things, falling rocks (almost like in BD) but there are also Zeppelins that are "falling" horizontally, from right to left. They have precedence over the rocks. Let's explain the problem with an example.









(Where
is the Zeppelin)
When the player moves up to take the diamond and then back, in XOR, the zeppelin moves first and is immediately stopped by the wall. The rock cannot fall, and the player can escape. But in R'n'D, the rock moves first, and kills the player.
I've read here that this behavior can probably be changed with "Set engine scan mode = reverse". But I don't know where I have to configure this setting. I guess it's in a config file, but which one? Where should I put it, and what is the correct syntax of the file? I've searched the documentation and this forum, but I can't find the answers. Is it a doc file I've missed?
I have also a similar problem with the teleports. Normally, the player should appear at the right side of the teleport, unless that cell is already occupied by something else. In that case, it should appear on top of the teleport, and if that doesn't work neither, to the left and finally beneath it. Can I control that precisely? How?
The already mentioned thread gives some good tricks, but is it another, more flexible method?
Thanks for any pointer. And sorry for my approximative english!
I would like to express my gratitude to the authors of this wonderful piece of software! I'm a BD fan since the first CBM64 version, and I'm very glad to see that this good game concept is still alive, and well! Thanks to everybody involved in this project, and to the designers of levels and artwork!
Now onto my question. I've learned how to use the editor and particularly the CEs and that gave me the idea to try to clone the old good Amiga game XOR (aka "Prospector in the Mazes of XOR".) I have almost finished it, but I'm stuck with a particular problem. In XOR, there are, among other things, falling rocks (almost like in BD) but there are also Zeppelins that are "falling" horizontally, from right to left. They have precedence over the rocks. Let's explain the problem with an example.









(Where

When the player moves up to take the diamond and then back, in XOR, the zeppelin moves first and is immediately stopped by the wall. The rock cannot fall, and the player can escape. But in R'n'D, the rock moves first, and kills the player.
I've read here that this behavior can probably be changed with "Set engine scan mode = reverse". But I don't know where I have to configure this setting. I guess it's in a config file, but which one? Where should I put it, and what is the correct syntax of the file? I've searched the documentation and this forum, but I can't find the answers. Is it a doc file I've missed?
I have also a similar problem with the teleports. Normally, the player should appear at the right side of the teleport, unless that cell is already occupied by something else. In that case, it should appear on top of the teleport, and if that doesn't work neither, to the left and finally beneath it. Can I control that precisely? How?
The already mentioned thread gives some good tricks, but is it another, more flexible method?
Thanks for any pointer. And sorry for my approximative english!