I still don't like it very much, though.
Gdash
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scrolling
That's not what he was talking about.LogicDeLuxe wrote:That's not true. If you would take a look at the scroll routine, you would realize that it is designed in a way (Atari version as well as the C64 port) which would allow scrolling instantly anywhere in the cave with each TV frame.
Anyway, I think scrolling should be fast enough to be able to follow the player. When the player is out of the window, and you can't see what you do - it is much more annoying. The difference between this and the original - the original waited only when you swapped sides; GDash accomplishes this by always waiting when the active player is out of the screen.
I will think about it.
cirix
- LogicDeLuxe
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Re: scrolling
I didn't notice. It is fair design, though. Makes much sense when using teleporters.cirix wrote:GDash accomplishes this by always waiting when the active player is out of the screen.
I will think about it.
new version
sunday, time for a new release: 20081012
please uninstall older version first.
- brc color import
- any2gdash bugfix
- small changes
- slime permeability saving (that ws alredy fixed)
- music theme at the title
- sound folder, music folder
- sound tab in cave properties
- bladder disassembled: crazy dream 2, cave n works now
- atari palettes, c64 palettes
- scale4x (somebody uses that? scale2x is better for a 1280x800 laptop as the blurring of the lcd is nice)
- some imported caves fixed
- nitro pack explosion effect
- editor does not want to create all thumbnails at once
- unknown tag crash bugfix
- long awaited language selection in preferences (hope also works for windows and unix, as it was a bit different, but i have tested both)
- atari scheduling
- big font in sdash cover animation
- crazy dream 2 cave n, biters eat vertical walls correctly
- new flag: vertical/horizontal expanding walls can be preset to have switched directions
- some new sounds
- sound can be switched on/off for many elements (but you should rather consider preferences/classic sounds if you like only that)
bye
please uninstall older version first.
- brc color import
- any2gdash bugfix
- small changes
- slime permeability saving (that ws alredy fixed)
- music theme at the title
- sound folder, music folder
- sound tab in cave properties
- bladder disassembled: crazy dream 2, cave n works now
- atari palettes, c64 palettes
- scale4x (somebody uses that? scale2x is better for a 1280x800 laptop as the blurring of the lcd is nice)
- some imported caves fixed
- nitro pack explosion effect
- editor does not want to create all thumbnails at once
- unknown tag crash bugfix
- long awaited language selection in preferences (hope also works for windows and unix, as it was a bit different, but i have tested both)
- atari scheduling
- big font in sdash cover animation
- crazy dream 2 cave n, biters eat vertical walls correctly
- new flag: vertical/horizontal expanding walls can be preset to have switched directions
- some new sounds
- sound can be switched on/off for many elements (but you should rather consider preferences/classic sounds if you like only that)
bye
cirix
- LogicDeLuxe
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- Contact:
Yeah! Great new version!
Previous cave button works for me on my Unix installation.
Language can be set to e.g. deutsch but it's still in english after a restart. Hmmm. Have to test further.
The thing with the C64 and Atari palettes is just wonderful!
If my eyes are not deceiving me the PAL emulation has been improved!? Wow! It absolutely looks fabulous now!
Previous cave button works for me on my Unix installation.
Language can be set to e.g. deutsch but it's still in english after a restart. Hmmm. Have to test further.
The thing with the C64 and Atari palettes is just wonderful!
If my eyes are not deceiving me the PAL emulation has been improved!? Wow! It absolutely looks fabulous now!
- LogicDeLuxe
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Did you do the make install part? Just an idea.CWS wrote:Language can be set to e.g. deutsch but it's still in english after a restart. Hmmm. Have to test further.
Buttons not working... Were they disabled? (Grayed out)
I haven't written it, but I also tried to enhance "support" setting objects which are not visible on some levels. You can also select some objects and right-click on them in the object list. Then select "this level only" or "hide on this level" and the like. The little icons show if an object is visible on all levels or on some levels only. They are red if some objects are not visible on the current level. For me, this helps a lot overviewing the objects of a level.
cirix
- LogicDeLuxe
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I found some problems at least sort of:
Falling walls and expanding walls can not be hammered. Maybe that's intended, maybe not.
I can not hear a sound when collecting the diamond key - I remember that there was one? Shouldn't there be the sound of a falling diamond?
After trying around a lot I found out that it would be more intuitive if the element box stays open when clicking with the right mouse button on an element and closes with the left mouse button. The work flow would be much better.
After thinking a lot about this: it would be better to move the menu options "Convert to map", "Map" and "Remove objects" from Tools to Edit (with a separator above and below these three options). It would better fit there.
Call me crazy but I found it very clear and straightforward that the cave colors were also shown in cave properties/cave data in an older version. Now that there were so many discussions about cave colors that came to my mind. Maybe that could be revived?
Maybe you could correct these little things as fast as last time?
Falling walls and expanding walls can not be hammered. Maybe that's intended, maybe not.
I can not hear a sound when collecting the diamond key - I remember that there was one? Shouldn't there be the sound of a falling diamond?
After trying around a lot I found out that it would be more intuitive if the element box stays open when clicking with the right mouse button on an element and closes with the left mouse button. The work flow would be much better.
After thinking a lot about this: it would be better to move the menu options "Convert to map", "Map" and "Remove objects" from Tools to Edit (with a separator above and below these three options). It would better fit there.
Call me crazy but I found it very clear and straightforward that the cave colors were also shown in cave properties/cave data in an older version. Now that there were so many discussions about cave colors that came to my mind. Maybe that could be revived?
Maybe you could correct these little things as fast as last time?
Last edited by CWS on Mon Oct 13, 2008 3:14 pm, edited 1 time in total.
Re: new version
I'm using scale4x in window mode of gdash. It's nice for high resolution desktops. Testing caves in window mode with scale4x is very convenient. But unfortunately PAL emulation does not look good on scale4x as it's too fine to see any effect.cirix wrote:- scale4x (somebody uses that? scale2x is better for a 1280x800 laptop as the blurring of the lcd is nice)