artsoft wrote:
Very good to know! So light boulders could either be directly created in the R'n'D or GDash level editor by changing the normal boulder's push probability (as shown by igormakovsky), or (to be able to have both types of boulders in the same level) it could easily be added as a separate game element, with just the push probability changed accordingly.
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?
artsoft wrote:
Agetian, do you know if the "heavy boulder" from the Krissz engine behaves the same as the "mega stone" from GDash? Is it also just the different push probability? If so, it would already be there! If not, it would be interesting if there are other differences which would have to be emulated to get a Krissz style "heavy boulder".
Pretty sure it's the same as the mega boulder, a boulder you can't push at all because its delay probability is 100, but I can check the BoulderCaves source when I'm back from vacation on Monday
Apparently that's indeed the show stopper for running it on my Mac at the moment. Installing "Tkinter" using "brew" was easy ("brew install python-tk"), but when starting it (using the file "launcher.py"), it complains about not being able to find the required sound libraries. Is it possible to start it without sound? Or do you know how to install what's required for having sound in Python (may it be choppy or not)?
Do you know if you can get pip installed on a Mac? (It's a package manager for Python). If it's possible to do that, you can easily install miniaudio and synthplayer packages using pip, which should satisfy the requirement for the audio. If that's not possible, let me know and we can think some more
Cannot agree more here! That's why all things R'n'D are open and freely available, so everybody can take the code and everything else and do a fork or whatever (as it has been done with the GDash code more than once, for example). (OK, what's still missing for R'n'D to be fully open with *really* everything is releasing the PHP code for the high score server and provide something like a nightly dump of the score database and tapes directory, which is indeed planned for the future.)
Totally! This also ensures survivability for GDash imo as I believe the original is no longer in development:)
Sounds interesting -- so apparently this is not the usual "wrap around" feature, but the cave is handled as if it would have no borders, seamlessly scrolling around and around if you move up, down, left or right? Any YouTube videos available of such caves running with the Krissz engine?
Yes, indeed, the cave looks and scrolls seamlessly in all directions, but the cave scanning order is unaffected, so it still scans the cave normally, which causes some interesting side effects on the unseen borders - something that a lot of caves utilizing this feature exploit in various creative ways
Speaking of which, I have a lot of research data still stashed in my backups, including detailed info on how infinite scrolling works and other features of the engine. I stored it exactly in the hopes that I would eventually meet someone interested who would be able to use that practically. If you're interested, I can PM you the details. This will be better than guesstimating these features via videos imo

Let me know if it's alright to PM you.
Thanks!

And yes, I also think that the GDash engine is currently the best BD engine available, especially as it has a huge library of caves available ready to play with it, which is great to test if everything works as it should inside R'n'D (being able to easily compare everything to original GDash side by side)!
Indeed!

Now I can have the perfect engines for BD , Supaplex, and Emerald Mines all in one place
- Agetian