original supaplex border
Moderators: Flumminator, Zomis
original supaplex border
Hello,
How about this:
The supaplex levels (with only supaplex elements in it) get automatically a supaplex border. And NOT a border of supaplex steel walls ('hardware'), but like in the original game.
This is also needed to finish some levels. If the supaplex engine is built in, you can't finish some levels, either. because some levels have a hole in the border. If you go through that hole, you come in on the other side (like pacman games).
How about this:
The supaplex levels (with only supaplex elements in it) get automatically a supaplex border. And NOT a border of supaplex steel walls ('hardware'), but like in the original game.
This is also needed to finish some levels. If the supaplex engine is built in, you can't finish some levels, either. because some levels have a hole in the border. If you go through that hole, you come in on the other side (like pacman games).
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Re: original supaplex border
Sounds like the dream of wrap-around in RND finally comes true,Martijn wrote:This is also needed to finish some levels. If the supaplex engine is built in, you can't finish some levels, either. because some levels have a hole in the border. If you go through that hole, you come in on the other side (like pacman games).


> Sounds like the dream of wrap-around in RND finally comes true,
Well, only in the Supaplex engine, not in the general R'n'D engine. (You will only be able to use native Supaplex elements in the upcoming new Supaplex engine; it will be a separate engine that can be selected in the editor, but it won't be able to manage non-Supaplex elements.)
Well, only in the Supaplex engine, not in the general R'n'D engine. (You will only be able to use native Supaplex elements in the upcoming new Supaplex engine; it will be a separate engine that can be selected in the editor, but it won't be able to manage non-Supaplex elements.)
But do levels with only supaplex elements in it you make in RnD always get such a border then? Or only the levels which are read by the level loader?
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> But do levels with only supaplex elements in it you make in RnD always get such a border then?
> Or only the levels which are read by the level loader?
All levels that are either native Supaplex levels (native SP level files not created by R'n'D) or that are told to use the native Supaplex engine in the R'n'D level editor.
> Or only the levels which are read by the level loader?
All levels that are either native Supaplex levels (native SP level files not created by R'n'D) or that are told to use the native Supaplex engine in the R'n'D level editor.
> Oh, I was just thinking of the wrap-around thing he mentioned, the cascade-electron thing,
> and the Murphy clones you have to protect. Just the kinds of playthings that are hard or
> impossible with CEs...
The wrap-around thing would indeed need special programming, but the other two should be possible using CEs (more or less). For example, to create Murphy clones, just define CEs and kill the player (by teleporting him next to a robot, for the most simple case) when something nasty touches or smashes them.
> Well, these things are possible with original Supaplex engine, aren't they? Then they will be
> possible with the new, Supaplex-compatible RnD engine, right? Right.
More or less, but always remember: To be precise, there will be no "Supaplex-compatible RnD engine", but "only" an additional, very compatible SP engine to choose as an alternative to the normal R'n'D engine. So, for example, CEs won't work in the SP engine, but only native SP elements. This engine will mainly be designed to play all these original SP levels which need maximum compatibility to be solvable.
> and the Murphy clones you have to protect. Just the kinds of playthings that are hard or
> impossible with CEs...
The wrap-around thing would indeed need special programming, but the other two should be possible using CEs (more or less). For example, to create Murphy clones, just define CEs and kill the player (by teleporting him next to a robot, for the most simple case) when something nasty touches or smashes them.
> Well, these things are possible with original Supaplex engine, aren't they? Then they will be
> possible with the new, Supaplex-compatible RnD engine, right? Right.
More or less, but always remember: To be precise, there will be no "Supaplex-compatible RnD engine", but "only" an additional, very compatible SP engine to choose as an alternative to the normal R'n'D engine. So, for example, CEs won't work in the SP engine, but only native SP elements. This engine will mainly be designed to play all these original SP levels which need maximum compatibility to be solvable.
And that's what I like! I like CE's very much, but not always when they are together with the poor Murphy in a level! Murphy does not always like unfamiliar elements!Holger wrote:More or less, but always remember: To be precise, there will be no "Supaplex-compatible RnD engine", but "only" an additional, very compatible SP engine to choose as an alternative to the normal R'n'D engine. So, for example, CEs won't work in the SP engine, but only native SP elements. This engine will mainly be designed to play all these original SP levels which need maximum compatibility to be solvable.
Rockford is another story
Visit my Boulder Dash website at:
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Watch my avatar! That orange little thing is Murphy, the Supaplex star!
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Watch my avatar! That orange little thing is Murphy, the Supaplex star!