Holger wrote: ↑Mon Feb 19, 2024 11:02 amPlease have a look at the new R'n'D version 4.3.8.2 which I released yesterday. It more or less just adds that restart button, to be used as a game panel button, extra panel button and/or touch button, as follows:
Oh neat, all three variants as well! Just tested that out in RF and... yeah, at least panel_restart and touch_restart both work as they should! Tested both on Windows and Android. And considering that RnD now has restart button of it's own, then I assume it should indeed work.

- On Windows
- rf_restart.png (361.12 KiB) Viewed 15528 times

- On Android
- Screenshot_2024-02-25-16-02-56-995_org.artsoft.rocksndiamonds.jpg (558.62 KiB) Viewed 15528 times
Also, regarding the Android, there have been some improvements which I assume were introduced in some of the latest updates.
First, I don't remember how much time ago I tested game's adaptive rotation when you turn your phone around. It seems to be handling that much better than I remembered back then.
Second, remember my
report on global animations fading out specifically on Android and specifically together with the touch buttons? Well, that issue doesn't seem to happen anymore, touch buttons fade in, then fade out, and global animations actually stay. Although there is still one little problem. For some reason specifically the touch stop button doesn't fade in, but instead just pops into view without any effect. Here, I tried to catch a screenshot of it on my phone.

- Look at the stop button, look at the stop button
- Screenshot_2024-02-25-16-04-45-208_org.artsoft.rocksndiamonds.jpg (534.17 KiB) Viewed 15528 times
By the way, could there potentially be a way for us to test touch buttons on the PC versions? Like, a debug menu where we could potentially just test some things we normally can't without transfering the levelset to another platform. Or a debug setup page where we could turn these on PC? Or perhaps even a start up flag for a desktop shortcut like:
"...\rocksndiamonds\rocksndiamonds.exe" -debug
Anyways, third, is ".alpha" also appicable to touch buttons? If so, do I apply it to the texture definition or the object itself? Like, is it "gfx.game.button.touch_pause.alpha" or "game.button.touch_pause.alpha"? Like, I know these are buttons, but they have that sort of "global anim" nature, so I assume they have such alpha and fade behavior support. And speaking of, since you added the fading effect, can you potentially make touch buttons a bit more customizable by adding a ".fade_delay:" to them? Like, by default it's around 50 frames/1000 ms for them, but we could potentially make them fade in and out with different speed.
Fourth, about the fading, this is indeed a nice feature! It also allows me to basically get rid of the "rf_fade.png" in Reflektor because I can now just make it use a black background from any other file, unmask and apply fading effect to it. But that also makes me wonder about something I haven't yet tested out - combining both masked and unmasked with alpha AND fading together. Just in case if there is any misbehavior, which I will try to test some time later.
Finally, last, one thing I don't exactly remember happening before. Since Reflektor doesn't use any screen fading effects, it's transitions are instant. And such instant transitions do have some little weird behaviors happening. To be more specific, earlier when going to editor, the transition from main menu to editor was pretty much seamless, but nowadays for some reason once you click the editor button in main menu, the "door_1" of editor appears for a split frame and then on next frame gets obscured by the global animations (the RF doors). I assume this is a result of
this fix.
And I think in general the game doesn't fully disable screen fading when ".fade_mode: none", considering that the FADING global anims can still appear just for a short frame before vanishing again. I assume what happens here is the game just shortens the fading screen to one frame which is what leads to such weird flickering on transitions. Is it possible to make game actually completely skip FADING phase if the fade mode is disabled?