Search found 41 matches
- Wed Oct 09, 2024 8:37 pm
- Forum: Games: Remakes
- Topic: Rocks'n'Diamonds with GDash game engine
- Replies: 82
- Views: 25078
Re: Rocks'n'Diamonds with GDash game engine
Personally I'm in favor of leaving this implementation authentic to GDash, it's probably best not to interfere with the cave scanning order, even if in minor details like that. I agree with you, and I will keep it that way in the R'n'D implementation of the GDash engine. I'm currently working on th...
- Tue Oct 08, 2024 6:24 pm
- Forum: Games: Remakes
- Topic: Rocks'n'Diamonds with GDash game engine
- Replies: 82
- Views: 25078
Re: Rocks'n'Diamonds with GDash game engine
Is it ok, that rockford has to die when exiting room that makes him touch enemies that border the exit door? Good question! According to the cave scan algorithm, it probably has to work that way -- Rockford enters the exit tile and wins the game, but is then (next tile to the right is handled) kill...
- Thu Sep 26, 2024 1:23 pm
- Forum: Games: Remakes
- Topic: Does newly created amoeba kill firefly in same scan?
- Replies: 2
- Views: 1358
Re: Does newly created amoeba kill firefly in same scan?
Still thinking about this, and how to correctly implement this in the upcoming new R'n'D with GDash engine.
@LogicDeLuxe: Maybe you know what should be the correct engine behavior? I would be happy to follow your advice here.
@LogicDeLuxe: Maybe you know what should be the correct engine behavior? I would be happy to follow your advice here.
- Thu Sep 05, 2024 12:03 am
- Forum: Games: Remakes
- Topic: Does newly created amoeba kill firefly in same scan?
- Replies: 2
- Views: 1358
Does newly created amoeba kill firefly in same scan?
(Not sure what's the best place for this question, so I put it here.) This is a question regarding behavior of the original game engine on the C64 or Atari (to implement it correctly in a BD remake engine) which is a bit hard to test due to randomness, but I'm sure a few people here might know how i...
- Tue Aug 27, 2024 9:50 am
- Forum: Games: Remakes
- Topic: Rocks'n'Diamonds with GDash game engine
- Replies: 82
- Views: 25078
Re: Rocks'n'Diamonds with GDash game engine
The biggest difference on classic scheduling is between BD1 and BD2. In BD1, there is just a delay loop wasting a predetermined number of cycles, depending on the level, thus it is very dependent on what's going on in the cave. This is also the reason, intermissions are significantly faster, since ...
- Tue Aug 27, 2024 9:47 am
- Forum: Games: Remakes
- Topic: Rocks'n'Diamonds with GDash game engine
- Replies: 82
- Views: 25078
Re: Rocks'n'Diamonds with GDash game engine
Been playing BD3 with space tileset, while toggle smooth moving on. Noticed that snapping, which replaces the tiles with "space" looks pretty confusing when something is drawn in it: Space (empty) sprite being moving towards the direction of snapping. That's not a bug, that's just how RnD...
- Tue Aug 27, 2024 9:42 am
- Forum: Games: Remakes
- Topic: Rocks'n'Diamonds with GDash game engine
- Replies: 82
- Views: 25078
Re: Rocks'n'Diamonds with GDash game engine
The classic BD1/2 caves were made for Krissz Engine in the past (both the old one and the new one), they play very well in that engine but they're definitely not frame by frame compatible with the original BD1/2 behavior on C64 or Atari :) Indeed, most of these caves of the classic BD games still p...
- Tue Aug 20, 2024 2:03 pm
- Forum: Games: Remakes
- Topic: Rocks'n'Diamonds with GDash game engine
- Replies: 82
- Views: 25078
Re: Rocks'n'Diamonds with GDash game engine
Alright, I sent you all the info that I have, please let me know if it reached you. It did! Just wrote a quick answer to confirm this. It's indeed a lot of information that's highly valuable when trying to emulate existing game engine behavior (even though the focus is currently on the GDash engine...
- Sat Aug 17, 2024 4:46 pm
- Forum: Games: Remakes
- Topic: Rocks'n'Diamonds with GDash game engine
- Replies: 82
- Views: 25078
Re: Rocks'n'Diamonds with GDash game engine
I'll confirm in a couple days if the heavy boulder is the same as mega functionally, too. Cool, thanks! :) Yep, the bad sound issue can be fixed by downgrading miniaudio. Sadly, I don't remember which version worked, I want to say 2.5 or 2.3 but I'm not sure :( Currently, I use these library versio...
- Sat Aug 17, 2024 2:01 pm
- Forum: Games: Remakes
- Topic: Rocks'n'Diamonds with GDash game engine
- Replies: 82
- Views: 25078
Re: Rocks'n'Diamonds with GDash game engine
Yep, Krissz Engine caves that have light boulders typically have standard and/or heavy boulders as well, so it's best to add it as a separate element :) Is it possible to tweak the graphic as well to make it distinct? Yes, I would then just use the "light boulder" graphics from BoulderCav...
- Sat Aug 17, 2024 1:48 pm
- Forum: Games: Remakes
- Topic: Rocks'n'Diamonds with GDash game engine
- Replies: 82
- Views: 25078
Re: Rocks'n'Diamonds with GDash game engine
I can hardly name a right color through RRGGBB format in editor. Can you, please, add some color palette, like in Photoshop, where you can choose the right color with a cursor? Yes, I know, this is currently less than inconvenient. :-( Maybe I will add a color picker one day (maybe with support for...
- Fri Aug 16, 2024 6:53 pm
- Forum: Games: Remakes
- Topic: Rocks'n'Diamonds with GDash game engine
- Replies: 82
- Views: 25078
Re: Rocks'n'Diamonds with GDash game engine
When playing some fast paced caves with lots of amoeba I'm observing a slight, yet visible lack of fps, when amoeba grows too big. It is clearly visible at the moment amoeba turns to rocks and engine starts run perfectly smooth again. Cycle delay has to be: 0 Just like a reference or an example: .....
- Fri Aug 16, 2024 6:47 pm
- Forum: Games: Remakes
- Topic: Rocks'n'Diamonds with GDash game engine
- Replies: 82
- Views: 25078
Re: Rocks'n'Diamonds with GDash game engine
Can you please add support for light boulders? ... Light boulders are actually very easy to add and only require minimal testing. They are merely standard boulders with the delay factor of 0 (so, the boulder is moved immediately without any delay, which makes it possible to move it right across gap...
- Fri Aug 16, 2024 5:45 pm
- Forum: Games: 8-bit
- Topic: Caves and levels in original BD games
- Replies: 7
- Views: 7009
Re: Caves and levels in original BD games
My story of getting familiar with GDash began this summer with Rocks'N'Diamonds implementation of that engine, because I'm too dumb to figure out how to run GDash on Mac by myself. Before that, it was my first absolute lovable game on ancient 48K ZX Spectrum 30 years old. I messed up that time with...
- Fri Aug 09, 2024 6:09 pm
- Forum: Games: Remakes
- Topic: Rocks'n'Diamonds with GDash game engine
- Replies: 82
- Views: 25078
Re: Rocks'n'Diamonds with GDash game engine
This is the second in the row question, that I can't test myself in original gdash, so excuse me if that isn't a bug and it's just how it meant to be played. This is the cave 14 in Arno Dash 16. It's a fun room where much depends on randomness of falling objects through slime. I've died plenty of t...