Author |
Message |
Topic: Tools for making standalone games? |
LogicDeLuxe
Replies: 1
Views: 116
|
Forum: Tools, Fanstuff Posted: Mon Mar 13, 2023 11:44 am Subject: Tools for making standalone games? |
Most people don't even notice the slow explosions. What makes you need fast explosions that badly?
For the best PLCK experience standalone game, I suggest using the Deluxe Packer 1.55: http://www.g ... |
Topic: Don Pedro BD5-11 |
LogicDeLuxe
Replies: 62
Views: 177288
|
Forum: Games: 8-bit Posted: Sun Sep 11, 2022 9:03 pm Subject: Don Pedro BD5-11 |
By using two inboxes, one of them surrounded by diamonds and the other surrounded by exits, the cave can then be solved with any combination of two inputs, not "only" by pressing right two t ... |
Topic: Dustin's Boulder Dash |
LogicDeLuxe
Replies: 106
Views: 162369
|
Forum: News Posted: Fri Mar 11, 2022 10:23 am Subject: Dustin's Boulder Dash |
Logic DeLuxe's bugfix already fixes the strictly unsolvable caves A/5, I/4 and I/5. However, there are still a few solvable but insane higher-level caves which I also want to fix.The patch was updated ... |
Topic: Feeling a little lost in BD games, seeking advice |
LogicDeLuxe
Replies: 13
Views: 11666
|
Forum: Games: 8-bit Posted: Wed Dec 15, 2021 1:03 pm Subject: Feeling a little lost in BD games, seeking advice |
I strongly recommend "Crazy Dream 7", the author of Logicdeluxe.It is probably the most feature rich Boulder Dash on the C64, but you likely would prefer playing it on GDash. The C64 version ... |
Topic: Slime and (im)permeability explained |
LogicDeLuxe
Replies: 6
Views: 7227
|
Forum: Tools, Fanstuff Posted: Mon Oct 11, 2021 2:26 pm Subject: Slime and (im)permeability explained |
Note, however, that there is an issue with starting values that do not belong to the 949 cycle and can change the behaviour of the first ~30 slimes in the first frame (and only there).
You should cla ... |
Topic: The Cave Scanning Order (CSO) university |
LogicDeLuxe
Replies: 22
Views: 31532
|
Forum: Tools, Fanstuff Posted: Sun Nov 29, 2020 6:42 pm Subject: The Cave Scanning Order (CSO) university |
1. the engine supports the "MW stops amoeba" feature (which the BD2 engine doesn't but many fanmade engines do!);
It is worth a note that this feature is not present in any of the origina ... |
Topic: Cave scanning order effects or "Safely touch fireflies! |
LogicDeLuxe
Replies: 72
Views: 81615
|
Forum: Tools, Fanstuff Posted: Sun Nov 29, 2020 5:54 pm Subject: Cave scanning order effects or "Safely touch fireflies! |
Version 2: However, as I learned from Logic in the CSO university thread, the original BD2 engine and also the PLCK engines activate the checkmark immediately when the voodoo is killed.BD2 has no vood ... |
Topic: annoying log out on new posts |
LogicDeLuxe
Replies: 1
Views: 7871
|
Forum: This forum Posted: Sun Nov 29, 2020 1:45 pm Subject: annoying log out on new posts |
This is annoying: Whenever I click on that link which brings me to the first unread post in a topic, I'm suddenly not logged in. I can go back with the browser navigation, and then I'm logged in again ... |
Topic: Cave scanning order effects or "Safely touch fireflies! |
LogicDeLuxe
Replies: 72
Views: 81615
|
Forum: Tools, Fanstuff Posted: Sun Nov 29, 2020 1:37 pm Subject: Cave scanning order effects or "Safely touch fireflies! |
Cave 29
Cave 29 ("Time Fuse") starts at 3:24.
This is indeed an example where the implementation matters. It works that way in Gdash, but not in PLCK, Rockford would explode in the same fr ... |
Topic: The Cave Scanning Order (CSO) university |
LogicDeLuxe
Replies: 22
Views: 31532
|
Forum: Tools, Fanstuff Posted: Sun Nov 29, 2020 11:50 am Subject: The Cave Scanning Order (CSO) university |
Open borders are a topic on its own, especially since there are several different implementations, and none of them is perfect. There is no official way, since the original game didn't have this featu ... |
Topic: The Cave Scanning Order (CSO) university |
LogicDeLuxe
Replies: 22
Views: 31532
|
Forum: Tools, Fanstuff Posted: Fri Nov 13, 2020 1:03 pm Subject: The Cave Scanning Order (CSO) university |
I've checked it, and my suspicions are true. And so are your observations for Gdash. There are relevant differences in Gdash compared to the Atari/C64 engines.
First, let's analyze the voodoo behav ... |
Topic: The Cave Scanning Order (CSO) university |
LogicDeLuxe
Replies: 22
Views: 31532
|
Forum: Tools, Fanstuff Posted: Sun Nov 08, 2020 2:46 pm Subject: The Cave Scanning Order (CSO) university |
So is the magic wall also not completely passive?Magicwall is passive. Most animations are done within the raster interrupt, ie. completely separated from the scanning. BD1 and BD2 caves have even fla ... |
Topic: The Cave Scanning Order (CSO) university |
LogicDeLuxe
Replies: 22
Views: 31532
|
Forum: Tools, Fanstuff Posted: Sat Nov 07, 2020 12:44 am Subject: The Cave Scanning Order (CSO) university |
First of all, remember that there are some passive elements which
can't do anything on their own. These elements, which are dirt, empty space,
wall, magic wall, titanium wall, voodoo and outbox, a ... |
Topic: The Cave Scanning Order (CSO) university |
LogicDeLuxe
Replies: 22
Views: 31532
|
Forum: Tools, Fanstuff Posted: Wed Nov 04, 2020 5:44 pm Subject: The Cave Scanning Order (CSO) university |
Instead of "virtual map" I'd rather would call in "intermediate map state". And "resulting map" is fine, but I wouldn't call it "visible map", as on Atari and C ... |
Topic: The Cave Scanning Order (CSO) university |
LogicDeLuxe
Replies: 22
Views: 31532
|
Forum: Tools, Fanstuff Posted: Wed Nov 04, 2020 1:20 pm Subject: The Cave Scanning Order (CSO) university |
1. The way amoebas that are trapped from the beginning are dealt with. As
far as I know, the original BD2 engine was not programmed to design such
caves at all, while most modern engines define su ... |
|