Page 1 of 1
You can do this is earlier versions but not latest version
Posted: Mon Dec 27, 2004 5:49 pm
by GavinDavidson
I dont know if this is intentional or a bug but may make several old levels incompatible.
(Gravity is on Balloon is stationary)
You could press right to send the balloon to the left then press left and travel on it. But if you try that now you will fall down.
Posted: Wed Dec 29, 2004 5:47 pm
by Don Shadow
I think a new real new RND should be released: Rocks n Diamonds II
Some definitiv source changes, so that you need no regard to older versions !! It´s annoying that you always say "old levels might be broken" or something else. There should be a cut by this or next version !
We... you won´t be able to make a real stable RnD by all these regards to older versions... thats fact.
@GavinDavidson
This topic brought me to that I wrote above.
Posted: Thu Dec 30, 2004 1:48 pm
by Martijn
no, why? Holger is working on one big game in which old levels AND new levels can be solved. Don't forget that the engines are coming.
If Holger would like to do what you want, I'd suggest him to keep one Rocks 'n' Diamonds version, but with 2 rnd-engines.
But the best is: let Holger remove the bugs and keep it as it was!
Posted: Wed Jan 19, 2005 9:16 pm
by Holger
I still haven't checked that bug, but I'll do so...
Posted: Sun Jan 23, 2005 11:37 pm
by Holger
> I dont know if this is intentional or a bug but may make several old levels incompatible.
> [example image]
> (Gravity is on Balloon is stationary)
> You could press right to send the balloon to the left then press left and travel on it.
> But if you try that now you will fall down.
First, please excuse me that I have checked that bug report that late. I've tested this now:
- 2.1.1, 3.0.8: player can travel on the moving balloon despite gravity
- 3.1.0: player does not start moving fast enough => cannot travel, but falls down
- 3.2.0: player can now immediately start walking after pressing switch => can travel now again
So with the upcoming 3.2.0, the problem will be fixed (and possible uses of this trick in older levels will work again).
Thanks for reporting this misbehaviour in 3.1.0!