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  Topic: The Cave Scanning Order (CSO) university
LogicDeLuxe

Replies: 22
Views: 7604

PostForum: Tools, Fanstuff   Posted: Sun Nov 29, 2020 6:42 pm   Subject: The Cave Scanning Order (CSO) university
1. the engine supports the "MW stops amoeba" feature (which the BD2 engine doesn't but many fanmade engines do!);

It is worth a note that this feature is not present in any of the origina ...
  Topic: Cave scanning order effects or "Safely touch fireflies!
LogicDeLuxe

Replies: 71
Views: 29064

PostForum: Tools, Fanstuff   Posted: Sun Nov 29, 2020 5:54 pm   Subject: Cave scanning order effects or "Safely touch fireflies!
Version 2: However, as I learned from Logic in the CSO university thread, the original BD2 engine and also the PLCK engines activate the checkmark immediately when the voodoo is killed.BD2 has no vood ...
  Topic: annoying log out on new posts
LogicDeLuxe

Replies: 1
Views: 2060

PostForum: This forum   Posted: Sun Nov 29, 2020 1:45 pm   Subject: annoying log out on new posts
This is annoying: Whenever I click on that link which brings me to the first unread post in a topic, I'm suddenly not logged in. I can go back with the browser navigation, and then I'm logged in again ...
  Topic: Cave scanning order effects or "Safely touch fireflies!
LogicDeLuxe

Replies: 71
Views: 29064

PostForum: Tools, Fanstuff   Posted: Sun Nov 29, 2020 1:37 pm   Subject: Cave scanning order effects or "Safely touch fireflies!
Cave 29
Cave 29 ("Time Fuse") starts at 3:24.
This is indeed an example where the implementation matters. It works that way in Gdash, but not in PLCK, Rockford would explode in the same fr ...
  Topic: The Cave Scanning Order (CSO) university
LogicDeLuxe

Replies: 22
Views: 7604

PostForum: Tools, Fanstuff   Posted: Sun Nov 29, 2020 11:50 am   Subject: The Cave Scanning Order (CSO) university
Open borders are a topic on its own, especially since there are several different implementations, and none of them is perfect. There is no official way, since the original game didn't have this featu ...
  Topic: The Cave Scanning Order (CSO) university
LogicDeLuxe

Replies: 22
Views: 7604

PostForum: Tools, Fanstuff   Posted: Fri Nov 13, 2020 1:03 pm   Subject: The Cave Scanning Order (CSO) university
I've checked it, and my suspicions are true. And so are your observations for Gdash. There are relevant differences in Gdash compared to the Atari/C64 engines.

First, let's analyze the voodoo behav ...
  Topic: The Cave Scanning Order (CSO) university
LogicDeLuxe

Replies: 22
Views: 7604

PostForum: Tools, Fanstuff   Posted: Sun Nov 08, 2020 2:46 pm   Subject: The Cave Scanning Order (CSO) university
So is the magic wall also not completely passive?Magicwall is passive. Most animations are done within the raster interrupt, ie. completely separated from the scanning. BD1 and BD2 caves have even fla ...
  Topic: The Cave Scanning Order (CSO) university
LogicDeLuxe

Replies: 22
Views: 7604

PostForum: Tools, Fanstuff   Posted: Sat Nov 07, 2020 12:44 am   Subject: The Cave Scanning Order (CSO) university
First of all, remember that there are some passive elements which
can't do anything on their own. These elements, which are dirt, empty space,
wall, magic wall, titanium wall, voodoo and outbox, a ...
  Topic: The Cave Scanning Order (CSO) university
LogicDeLuxe

Replies: 22
Views: 7604

PostForum: Tools, Fanstuff   Posted: Wed Nov 04, 2020 5:44 pm   Subject: The Cave Scanning Order (CSO) university
Instead of "virtual map" I'd rather would call in "intermediate map state". And "resulting map" is fine, but I wouldn't call it "visible map", as on Atari and C ...
  Topic: The Cave Scanning Order (CSO) university
LogicDeLuxe

Replies: 22
Views: 7604

PostForum: Tools, Fanstuff   Posted: Wed Nov 04, 2020 1:20 pm   Subject: The Cave Scanning Order (CSO) university
1. The way amoebas that are trapped from the beginning are dealt with. As
far as I know, the original BD2 engine was not programmed to design such
caves at all, while most modern engines define su ...
  Topic: The Cave Scanning Order (CSO) university
LogicDeLuxe

Replies: 22
Views: 7604

PostForum: Tools, Fanstuff   Posted: Fri Oct 30, 2020 5:14 am   Subject: The Cave Scanning Order (CSO) university
In the past, I made several caves which require some understanding of the scanning order. Most of them, I wouldn't consider fair nowadays, since some of them depend on luck to a degree or require an i ...
  Topic: Random seeds in classic BD games
LogicDeLuxe

Replies: 32
Views: 13901

PostForum: Tools, Fanstuff   Posted: Fri Jul 10, 2020 10:39 am   Subject: Random seeds in classic BD games
Sometimes, you don't want any of those properties. That's why Crazy Dream 10 got an optional alternative random number generator, which is used in some caves. Speed should be very similar. If you want ...
  Topic: Rolling fly formations explained
LogicDeLuxe

Replies: 4
Views: 4197

PostForum: Tools, Fanstuff   Posted: Tue Jun 02, 2020 11:08 am   Subject: Rolling fly formations explained
As an alternative, it is possible to first create a Rolling-F4 via the stairs-method, and add the required number of FFs to the formation by letting the formation collide with a series of spinning FFs ...
  Topic: Rolling fly formations explained
LogicDeLuxe

Replies: 4
Views: 4197

PostForum: Tools, Fanstuff   Posted: Mon Jun 01, 2020 10:47 am   Subject: Rolling fly formations explained
Very interesting analysis.

Your table states 2 phase loops as moving 2, while those are moving only 1 per short loop.

Nice discovery, that you can turn those into flying formations. I don't thin ...
  Topic: Playing the original game
LogicDeLuxe

Replies: 4
Views: 5306

PostForum: Games: 8-bit   Posted: Sat Apr 18, 2020 11:12 pm   Subject: Re: Playing the original game
That's a good point indeed, since there have been highscore compo's for BD1 (the C64 version), which makes no sense to me as well if you know this trick.That's why we used an altered version which doe ...
 
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