Rocks'n'Diamonds with GDash game engine

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artsoft
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Re: Rocks'n'Diamonds with GDash game engine

Post by artsoft »

In the editor it would be cool if the actual position is shown somehow. Maybe a blinking tile or a border around the tile when moving the cursor/mouse (GDash uses this method).
So far, I did not think that this might be needed (as you can see where the mouse pointer points to), but it might indeed improve usability in the level editor (and might feel better for those used to the GDash level editor).
And somehow it is unusual that there is no select tool (as far as I can tell it's similar to the pick up tool in RnD) as default selection tool. The way it it now it's very likely that objects are drawn by accident when clicking somewhere. I know that pressing CTRL + Pickup tool represents more or less the same. The selection tool should be the standard tool by default in my opinion like in GDash to prevent any actions by accident...
There is no selection tool in the R'n'D level editor for BD levels, as R'n'D always converts native BD levels to "flat" caves, that is, there are no "BD level objects" anymore like in the GDash editor (where you can select and move whole objects made from several game elements like the two lines of walls in the first level of the classic first BD level set). That's why a selection tool does not make sense in R'n'D. As you have mentioned, there's still the "pick drawing element" tool available, to select single game elements from the playfield, which you can either activate by pressing the corresponding tool button, by pressing the "," (comma) key, or by holding the Ctrl button while clicking with the mouse pointer at the game element to be selected on the playfield. (However, using this "pick drawing element" tool as the default tool in the level editor seems to not make much sense, as it switches over to the normal drawing mode after used once anyway.)
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CWS
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Re: Rocks'n'Diamonds with GDash game engine

Post by CWS »

But at the moment the default tool is the drawing tool - and that could cause unwanted placement of elements. That was my initial idea that this should not happen but just clicking on the playfield without selecting a tool.
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Re: Rocks'n'Diamonds with GDash game engine

Post by artsoft »

A new patch release version 4.4.0.4 is available, which mainly adds support for the second game panel for the BD game engine, but also fixes a few bugs related to playing BD games with multiple lives:
  • added support for game panel values for native BD game engine
  • added support for toggling extra game panel items by left Shift key
  • added setup option for key shortcut to toggle extra game panel items
  • added support for reading two extra colors from BDCFF file
  • fixed clearing off-screen areas in window mode after resizing window
  • fixed not setting BD multiple lives if first level has level story
  • fixed crash bug (accessing undefined cave with non-BD game engine)
  • fixed compiler warnings with GCC 11, GCC 13 and Clang 18
The new version is available from the download page!

If you want to play with the GDash-style second game panel (which can either be toggled as usual by pressing the left Shift key (or any other key configured for this purpose), or which can be shown permanently together with the normal game panel by enabling this mode from the setup menu), please also update the GDash level package for R'n'D, which has been improved accordingly.

I hope you like it! :)
Last edited by artsoft on Tue Feb 25, 2025 1:06 pm, edited 2 times in total.
ncrecc
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Re: Rocks'n'Diamonds with GDash game engine

Post by ncrecc »

artsoft wrote: Sun Feb 16, 2025 9:51 pm If you want to play with the GDash-style second game panel (which can either be toggled as usual by pressing the left Shift key (or any other key configured for this purpose), or which can be shown permanently together with the normal game panel by enabling this mode from the setup menu), please also update the GDash level package for R'n'D, which has been improved as follows:

I hope you like it! :)
quite late, but it seems you've forgotten to list the improvements here
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igormakovsky
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Re: Rocks'n'Diamonds with GDash game engine

Post by igormakovsky »

Hello!

Is it ok, that collecting clocks leaves dirt behind? That stops rockford for 1 frame and makes it impossible to run through without being hit by the boulder.

https://igormakovsky.com/asmysl/bd-clock.mp4

Just interested. Is that how it really has to work?
— I.
artsoft
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Re: Rocks'n'Diamonds with GDash game engine

Post by artsoft »

ncrecc wrote: Mon Feb 24, 2025 3:27 pm quite late, but it seems you've forgotten to list the improvements here
Oops, indeed! :oops: However, the only improvement is support for the second game panel, so I just fixed the wording a bit! Thanks!
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Re: Rocks'n'Diamonds with GDash game engine

Post by artsoft »

igormakovsky wrote: Tue Feb 25, 2025 12:41 pm Is it ok, that collecting clocks leaves dirt behind?
Yes, at least that's how it works in GDash.
That stops rockford for 1 frame and makes it impossible to run through without being hit by the boulder.

https://igormakovsky.com/asmysl/bd-clock.mp4

Just interested. Is that how it really has to work?
Again, it works exactly like in GDash (as it's the same engine, that was not changed here), so apparently it has to be that way... :?
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LogicDeLuxe
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Re: Rocks'n'Diamonds with GDash game engine

Post by LogicDeLuxe »

Clocks were designed that way by Prof. Knibble for the First Boulder series. I guess, you're not supposed to collect them while running away. Maybe you even need that piece of dirt in certain situations.
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