Have EMC Plant tiles be properly diggable by enemies or boulders in the R'n'D engine
Posted: Thu May 14, 2026 7:46 am
Heya folks,
So, I'm working on more of the Random Generation Mine levelset that I've been working on, and I've been trying to make use of elements that are available in the Rocks'n'Diamonds engine that isn't custom elements when it comes to using existing elements to randomize, because I don't wanna lean on creating entirely new elements because I feel the existing elements haven't necessarily been used as often these days.
One of the recurring elements I keep seeing and using for the 15x15 tile size Emerald Mine Club levelset I've been working on and off all the time is the Plant tile, which has two unique distinctions that make it different from an unremovable Land Mine, which is that enemies can dig through them safely, and boulders and similar objects like that would remove them under the weight of those objects.
I was so disappointed when I thought of some ideas for the level generation scenarios and tried using the Plant tile, as it didn't work like it was supposed to from the Emerald Mine engine but in the Rocks'n'Diamonds engine. it's just a reskin of the Land Mine element that can't be removable, as I can't find the differences between the two after some testing.
Would it be possible to just have a toggle to enable the proper effects like in the Emerald Mine engine? If you have to, you can have a Rocks'n'Diamonds kind of spin, like you did with most of the Emerald Mine Club elements (for example, out of the blue, I did not realize that Magic Balls when spawning elements in the Rock'sn'Diamonds engine, when it tries to spawn an element that's occupied by the player, just kills them instead, which can make some interesting scenarios that's different from doing it in the Emerald Mine engine).
So, I'm working on more of the Random Generation Mine levelset that I've been working on, and I've been trying to make use of elements that are available in the Rocks'n'Diamonds engine that isn't custom elements when it comes to using existing elements to randomize, because I don't wanna lean on creating entirely new elements because I feel the existing elements haven't necessarily been used as often these days.
One of the recurring elements I keep seeing and using for the 15x15 tile size Emerald Mine Club levelset I've been working on and off all the time is the Plant tile, which has two unique distinctions that make it different from an unremovable Land Mine, which is that enemies can dig through them safely, and boulders and similar objects like that would remove them under the weight of those objects.
I was so disappointed when I thought of some ideas for the level generation scenarios and tried using the Plant tile, as it didn't work like it was supposed to from the Emerald Mine engine but in the Rocks'n'Diamonds engine. it's just a reskin of the Land Mine element that can't be removable, as I can't find the differences between the two after some testing.
Would it be possible to just have a toggle to enable the proper effects like in the Emerald Mine engine? If you have to, you can have a Rocks'n'Diamonds kind of spin, like you did with most of the Emerald Mine Club elements (for example, out of the blue, I did not realize that Magic Balls when spawning elements in the Rock'sn'Diamonds engine, when it tries to spawn an element that's occupied by the player, just kills them instead, which can make some interesting scenarios that's different from doing it in the Emerald Mine engine).