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Posted: Sun Jan 25, 2009 7:10 am
by RTADash
Another suggestion: Having the diamond counter in test mode work normally (counting up from 0 and showing how many are needed separately). This is handy for knowing how many diamonds you've collected without having to count each and every one after you open the exit. That would make it much easier to set/adjust the diamond requirement.

Posted: Sun Jan 25, 2009 7:51 am
by cirix
Sendy wrote:Is there a certain mode one can enable, such that the objects you are placing will ONLY appear on a certain level?
I will add some setting. But I think it has to be made very bold, so the user will always see and remember all times that it is enabled. (Suggestions?)
="RTADash"]Having the diamond counter in test mode work normally (counting up from 0 and showing how many are needed separately).
I will add it to the bottom status (test) bar. The counter is already there internally :)

Edit: I uploaded a version (with the same version number) which does the diamond counting and the level numbers. Also has a lot more German text translated, thanks to CWS.
Other things will be dealt with later.

CWS: I don't know what's wrong with the menus. As they seem to be correctly translated on my machine, and also there are many pieces of text which get correctly translated, my best guess is a GTK error, too. Wait a few weeks, then upgrade it again. Maybe things like this get corrected in a short time.

Posted: Mon Jan 26, 2009 9:03 am
by CWS
Maybe you already noticed but since there are flying diamonds available, some games suddenly have flying diamonds instead of regular diamonds (like my CWS Boulder Dash 2 or Sendy Dash).

Posted: Mon Jan 26, 2009 10:54 am
by cirix
Oops that was one big mistake. I uploaded the corrected one! Everybody should upgrade it!!!

Posted: Mon Jan 26, 2009 3:23 pm
by CWS
Maybe there are other problems with false elements in the games, too? Or did you check when fixing the problem with the flying diamonds?

Posted: Tue Jan 27, 2009 7:55 pm
by CWS
With the latest version when loading the "cirix-engine_tests.bd" from the repository I get the error message "** (gdash:692): WARNING **: Line 745: invalid effect name 'DRAGONFLYEXPLOSIONeffect'".

Posted: Wed Jan 28, 2009 5:17 am
by RTADash
Just a few nitpicky sound issues: When collecting diamonds nonstop in a such a manner where they'd be falling at the same time, the falling noises completly cut out and I can only hear the collection sound.
Also, when amoeba and magicwall are active at the same time, you should hear the amoeba fully, while the magicwall makes a kind of "gritty" sound. Load RTAD1 into an emulator and play through cave 19 to see what I mean.
Just thought I'd point these out. :)

Posted: Wed Jan 28, 2009 10:34 am
by cirix
RTADash wrote:When collecting diamonds nonstop in a such a manner where they'd be falling at the same time, the falling noises completly cut out and I can only hear the collection sound.
Well, I cannot discover any rule how it decides when to play the collecting sound, and when the falling sound. Maybe it is randomly decided?!

Poll on five levels

Posted: Wed Jan 28, 2009 11:03 am
by cirix
Hi

Do you think that...
- Independent level settings for slime permeabilities make any sense? (If yes, example, please :))
- I also think that caves should be designed in a way that hatching time (at least the "frames" version!!!) should not have different settings for each level.

bye

Re: Poll on five levels

Posted: Wed Jan 28, 2009 12:08 pm
by CWS
cirix wrote:Hi

Do you think that...
- Independent level settings for slime permeabilities make any sense? (If yes, example, please :))
- I also think that caves should be designed in a way that hatching time (at least the "frames" version!!!) should not have different settings for each level.

bye
independent level settings for slime permeabilities? Hmmm. Why not? Sounds interesting. In 1st level slime let boulder through very fast, in 5th level very slow. Certainly a funny thing...

Hatching delay is certainly a thing that should not be changed in any matter. It's perfect as it is. At least I think so. And for compatibility reasons it also better to leave it as it is.

Re: Poll on five levels

Posted: Wed Jan 28, 2009 5:14 pm
by Sendy
CWS wrote: independent level settings for slime permeabilities? Hmmm. Why not? Sounds interesting. In 1st level slime let boulder through very fast, in 5th level very slow. Certainly a funny thing...
Or:

Level 1 - Slow permeability, lets through a gentle trickle of boulders and diamonds, generous time limit to reflect the long time it takes, player has plenty of time to fish out the diamonds easily.

Level 5 - Rapid permeability, boulders and rocks come through in a torrent, short time limit to reflect this, player has to be very careful not to be hit in the dense rain from above.

Seems plausable :)

Posted: Wed Jan 28, 2009 7:55 pm
by RTADash
cirix wrote:Well, I cannot discover any rule how it decides when to play the collecting sound, and when the falling sound. Maybe it is randomly decided?!
I'm not demanding that you change these things. I'm just bringing up some fine details now that everything else is rock-solid. :)
Anyway here are a few winvice examples for those situations if you do want to hammer them out:
Amoeba + MagicWall
Diamonds falling (Note that on the C64, the falling sound doesn't play while diamonds are constantly being collected, but in GDash it doesn't play for me unless you stop collecting altogether. Note2 - this is based on collecting a huge pile of diamonds, it's generally not a noticeable issue otherwise.)
cirix wrote:- Independent level settings for slime permeabilities make any sense? (If yes, example, please)
I don't see why not; IIRC that's already an option. If you have a feature - rest assured that someone will find use for it :wink:
cirix wrote:- I also think that caves should be designed in a way that hatching time (at least the "frames" version!!!) should not have different settings for each level.
Agreed completely!

Posted: Wed Jan 28, 2009 9:08 pm
by cirix
RTADash wrote:I'm not demanding that you change these things. I'm just bringing up some fine details now that everything else is rock-solid. :)
But I will :) I just have to find out the rule. I alredy recorded the amoeba+magic together sound to include it.

Posted: Sun Feb 01, 2009 2:08 pm
by Sendy
cirix wrote:
RTADash wrote:I'm not demanding that you change these things. I'm just bringing up some fine details now that everything else is rock-solid. :)
But I will :) I just have to find out the rule. I alredy recorded the amoeba+magic together sound to include it.
Cool, that sound is my favorite :)

For some reason it reminds me of Monty Mole

Posted: Mon Mar 02, 2009 8:57 pm
by Dustin
Hi,
I've got another little problem. I've made a cave with random voodoos in diamonds, with the idea to let the voodoos collect as many diamonds as possible in short time (sorry, necessary spoiler...) The problem is that I cannot control Rockford in this cave. Rockford does not react in about 90% of the cases and either stands still though I want it to move or moves on into one direction though I want him to stop. This problem must be caused by the voodoos, I don't have it in any other caves and this was the first cave with voodoos I designed in Gdash.