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Auto Snap for R&D.
Posted: Fri Mar 03, 2006 5:31 pm
by CEEL
Hi!,
Snap option in R&D engine to function as E-mine when holding it down.
Posted: Sat Mar 04, 2006 1:42 am
by Holger
Hmm... In which way is it different to the EMC engine now?
Maybe I misunderstand you...
Posted: Sat Mar 04, 2006 6:10 pm
by CEEL
I should explain better but since you have it in EM thought it was obvious.
I guess you have been programming this so long that your version of the game is law now.
Put a vertical row with some emeralds in sand
Then snap them from the side and base of the row.
Hold both the snap and the direction key right pressed while collecting.
Test it in both engines.
With R&D you must release then press the direction key to collect every of them.
When I play with someone they often 'complain' just about this.
So an option to auto collect/snap or what to call it.
SES (S)and, (E)merald
SES
SES
PES (P)layer
SSS
Posted: Sun Mar 05, 2006 8:11 am
by Rockford4ever
I think he means that if you hold the snap key right (in the 'image' he made), in the rnd engine you snap one emerald. But if you do that in the EM engine, you keep snapping all of them when they fall. =O It really IS hard to explain!
Posted: Sun Mar 05, 2006 12:33 pm
by Holger
Ah, now I understand! :-)
Oops! You are right! This is different to both Boulder Dash and Emerald Mine (and even Supaplex)! I thought that at least one of these games did it the same way it is solved in R'n'D now, but apparently I was wrong!
> I should explain better but since you have it in EM thought it was obvious.
Unfortunately not, because I am not the author of the new, native, 99% accurate Emerald Mine (Club) engine in R'n'D 3.2.0-6! It is based on code by David Tritscher, probably based on a disassembly of the original Emerald Mine or Emerald Mine Club engine. Therefore, even I do not know each and every detail of this engine! ;-)
> I guess you have been programming this so long
Indeed this part of the R'n'D code is from 1995 or so... :-o
> that your version of the game is law now.
It definitely isn't -- if you give me a good reason to change this, I will do so! And you did. Therefore, I've just added a checkbox to the player settings named "[x] continuous snapping", which is enabled by default (for all new levels, and also for native Emerald Mine levels) and which is disabled for all old levels (to keep existing levels from breaking).
So, new levels will now behave like the classics, while you can still configure your levels to use the old R'n'D behaviour.