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Posted: Wed May 06, 2009 9:36 pm
by BadDog73
I think it would be confusing if the nut had variable effects.

Posted: Wed May 06, 2009 9:41 pm
by cirix
With very small letters and in parenthesis: (all effects are confusing...) :)

Posted: Thu May 07, 2009 8:38 am
by CWS
Hi! Hi! Hi! ;)

Posted: Thu May 14, 2009 1:00 pm
by cirix
CWS wrote:Slime converts the nut to diamonds? Unusual I think. Maybe you should give us a choice in cave properties
How did you do that? It doesn't happen for me. If you can reproduce it, send me the replay!

Posted: Thu May 14, 2009 7:31 pm
by CWS
I have to admit that I do not know anymore! After trying it again it didn't happen again. Hmmm. Maybe just a random error? Nevertheless I think you should give us a third convertion option in the slime properties for things like the nut. So Diamonds and Boulders behave like expected but adding a third element which can be converted...

Posted: Sun May 24, 2009 5:06 pm
by CWS
I do not know if this is right, but when I use the voodoo-doll-option "Any way hurt, player explodes", the player explodes in both cases (e.g. when touched by a firefly). No matter if the option is on or off.

Posted: Sun May 24, 2009 7:42 pm
by cirix
CWS wrote:I do not know if this is right, but when I use the voodoo-doll-option "Any way hurt, player explodes", the player explodes in both cases (e.g. when touched by a firefly). No matter if the option is on or off.
be more explicit, please! you quote "both" and then you give one example only...

Posted: Sun May 24, 2009 10:21 pm
by CWS
If a firefly or butterfly touches the voodoo-doll with the "Any way hurt, player explodes" option off, the player still explodes. But the option implys that it should not explode, doesn't it? With the option on, the player explodes, too - and it should explode ONLY when this option is switched on!? Shouldn't there be a difference? Or do I have misunterstood something?

By the way: This does not happen if a stone hits the voodoo-doll. If a stone hits the voodoo-doll and the option "Dies if hit by a stone" is also on, the voodoo-doll dies but the player does not explode if the option "Any way hurt, player explodes" is turned off. This is the right behavior I think.

Posted: Sun May 24, 2009 10:23 pm
by cirix
CWS wrote:If a firefly or butterfly touches the voodoo-doll with the "Any way hurt, player explodes" option off, the player still explodes. But the option implys that it should not explode, doesn't it? With the option on, the player explodes, too - and it should explode ONLY when this option is switched on!? Shouldn't there be a difference? Or do I have misunterstood something?

By the way: This does not happen if a stone hits the voodoo-doll. If a stone hits the voodoo-doll and the option "Dies if hit by a stone" is also on, the voodoo-doll dies but the player does not explode if the option "Any way hurt, player explodes" is turned off. This is the right behavior I think.
that's how the whole thing is supposed to work!

Posted: Sun May 24, 2009 11:32 pm
by CWS
But in the explaination for the "Any way hurt, player explodes" option it's mentioned that "the player will explode if the voodoo is hurt in any possible way, ie. touched by a firefly, hit by a stone or an explosion". So this implies if the option is OFF then the player does not explode if the voodoo-doll is touched by a firefly or butterfly...

Posted: Mon May 25, 2009 10:19 am
by cirix
CWS wrote:But in the explaination for the "Any way hurt, player explodes" option it's mentioned that "the player will explode if the voodoo is hurt in any possible way, ie. touched by a firefly, hit by a stone or an explosion". So this implies if the option is OFF then the player does not explode if the voodoo-doll is touched by a firefly or butterfly...
Ok, i will explain it in the help and the settings! It is simple btw: with this setting OFF, it is a normal, C64 voodoo. With this setting ON, it behaves like Dustin has requested :)
(I saved the german translation, thanks!)

Posted: Mon May 25, 2009 12:30 pm
by CWS
OK, then it behaves not the way you described in the help text. Good to know! I thought it was a bug... ;)

Posted: Fri Jun 12, 2009 6:25 pm
by RTADash
Cirix, if you have time, could you please update that graphics file I sent you (bd2) a while ago to the newest dimensions? I tried saving it in GIMP with an alpha channel, and that worked, but now the caves are only displaying in the default colors within the file itself for some reason. I'm excellent with image editing, and not nearly good enough to get these graphics files to work. :wink: :cry:
Good work on the new version, though!

Posted: Sun Jun 14, 2009 8:04 pm
by cirix
RTADash wrote:Cirix, if you have time, could you please update that graphics file I sent you (bd2) a while ago to the newest dimensions
I cannot really find that file, sorry... Send me the image again, and I will check it!
If you load a c64 gfx png, and it displays in the game with those colors that in the file, then those colors are not full-brightness ones. You see, you need #FF0000 for red, #FE0000 is not ok - for example. That may be the problem. Not very user friendly, though :)

Posted: Sun Jun 14, 2009 10:20 pm
by RTADash
http://www.megaupload.com/?d=2QQETSDQ
I did an eyedropper test, and it had all F's and 0's in the right places. Maybe the bit-depth is wrong or something. :?

ADDED
Well, I managed to fix it in gimp by posterizing the color down to 2 levels...don't ask how that worked. :wink: It shouldn't have made a difference, since I already checked to make sure the colors were right...