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Posted: Sat Apr 19, 2008 1:22 pm
by CWS
Feature request: copy and paste for caves in Index (also to be able to copy caves from one game to another).
new GDash
Posted: Mon May 05, 2008 8:04 pm
by cirix
hi
new version, big changes internally, small visible outside.
- 2 seconds hatching delay
- caveset editor multiple selection, cave copy, cut, paste, also between games
- highscores
- cave editor multiple object selection (use ctrl+click), copy, cut, paste and move multiple objects, copy&paste between caves
- tweaking of c64 cave delay emulation - i don't really know if it is closer now.
- some bugs corrected
- dunno
bye
Posted: Wed May 07, 2008 11:55 am
by CWS
The latest version is really a great improvement!

The default colors look strange for me at the moment. Can they be selected anywhere before compiling?
Two things: Please add the icons for cave properties and object properties again to the toolbar (maybe just after the Index icon with a separater before and after these two icons). The other options are not necessary but these two are used very often and so it would be helpful to have them in the toolbar.
Highscores are solved just great! As they are not saved for converted games I would recommend to use the same destination and filename as the game itself but with an special highscore extension. Maybe e.g. boulderdash1.hsc or such.
new version
Posted: Sat May 17, 2008 11:03 pm
by cirix
Hi
I uploaded a new version, 20080517.
Changes are:
- some small bugs corrected
- small&big cave importing errors corrected
- shifting cave map in editor
- autosave highscores in gdash config dir, also for bdcff; the game remembers all highscores without explicitly saving the caveset
- simple error reporting system: you can read error messages in the help menu. (more to come)
- replace fill automatically chooses element to replace
- undo operation - better guessing when the state has to be saved
- redo
- some error checking for cave importing
- better cave delay calculation for bd1 and bd2 caves
- preliminary maze support; more to come
- popup menus in editor (game overview, cave, and object list), right-click with mouse
- windows version png loading corrected
- add theme button in settings window
bye
Posted: Sun May 18, 2008 8:05 am
by CWS
The new version is really great! The todo list was really heavily decimated!
Saveing highscores is maybe the biggest accomplishment. But why showing the highscore table every time solving a cave? This is very very irritating. Can you only show the highscore table when the game is over? Please fix this soon!
Timing seems to be most exact now!

It's fun playing when speed is correct!

But it would be good to add the feature "wait for scrolling" - I think it would be the best to make this optional. Maybe in preferences? Otherwise it's almost impossible to win e.g. Crazy Dream 6/Peace.
I'm still not able to select more than one object in cave editor by holding the shift key (or other combination).
selecting multiple objects
Posted: Sun May 18, 2008 2:19 pm
by cirix
you have to press ctrl, like in any file manager! this is also for the cave view, the cave object list and the game editor.
bye
Re: selecting multiple objects
Posted: Sun May 18, 2008 4:37 pm
by CWS
cirix wrote:you have to press ctrl, like in any file manager! this is also for the cave view, the cave object list and the game editor.
bye
Oh, thank you! I never thought of this! In MacOS X such things are done with the shift or command key...
By the way: having back the object- and cave-properties icons in the toolbar is just great!

Maybe you can also include icons for "Set random colors" and "Colors" to the toolbar? Maybe also "Setup random elements". At the moment I think no more things must be added to the toolbar.
One question: Where is the highscore-file saved and what name and extension does it have? I can not find it!
The new replace fill works much better then in the previous version! Wow!

highscores
Posted: Sun May 18, 2008 9:19 pm
by cirix
hi
the highscore files' directory depends on the operating system. it is the user's configuration directory on any system; on windows, it is documents and settings/username/application data/gdash, i think. on unix, it is /home/username/.config/gdash. on mac, something like that

also, the gdash.ini file is also stored there.
i think i will allow using shift, as well as ctrl, for multiple selection, as it is not used for anything else. why not
bye
Re: highscores
Posted: Sun May 18, 2008 9:34 pm
by CWS
cirix wrote:hi
the highscore files' directory depends on the operating system. it is the user's configuration directory on any system; on windows, it is documents and settings/username/application data/gdash, i think. on unix, it is /home/username/.config/gdash. on mac, something like that

also, the gdash.ini file is also stored there.
i think i will allow using shift, as well as ctrl, for multiple selection, as it is not used for anything else. why not
bye
Thank you! On MacOS X CNTRL is used for second mouse button (if no mouse with a second button is connected). So SHIFT would be better...
Posted: Mon May 19, 2008 8:14 pm
by CWS
I noticed that the cursor keys could not be used anymore when choosing "play game" to select cave and level. This was soooo convenient before!
Moreover I would prefer pressing "t" to test.
PS: Great that the highscores bug has been fixed!

Posted: Wed May 21, 2008 7:44 am
by LogicDeLuxe
The error messages could be improved. I see errors like "Invalid line coordinates 36,3 36,23 in BD1 at position 151". It sure would be very helpful if the name of the cave could be stated instead of "BD1".
Posted: Sun May 25, 2008 5:23 pm
by LogicDeLuxe
For mazes, it would be really nice to have the path element optional. That way, you could have random diamonds and fireflies inside a steelwall maze, for example.
Also, eventhough it's not on my BDCFF proposal, I'm thinking of making path and wall thickness independently set for x and y.
Btw., if you're looking for info in maze generation, look at this:
http://www.astrolog.org/labyrnth/daedalus.htm
Besides "perfect", "braid" and "unicursal", we also might consider having what is called "crack" and "cavern" in Daedalus, which seems quite useful in map designs.
Posted: Mon May 26, 2008 8:30 am
by LogicDeLuxe
Saving as HTML seems broken. It always just says "Caves: 0" instead of any maps.
Posted: Tue May 27, 2008 10:56 pm
by CWS
Have a look at Rocky's clone for MacOS X - chasing stones seem to work there already!

new version
Posted: Fri Jun 06, 2008 9:57 pm
by cirix
hi,
once again, new version is uploaded, 20080605.
changes include:
- enhanced random elements setup tool, which can show all 5 levels
- "save as" bugfix
- shift key for multiple selection of objects
- do not show cave highscore
after each cave completion
- wait for scrolling on exiting one side of the cave
- fixed html gallery saving
- improved ghosts movements, like original (by disassembly)
- chasing boulders work, exactly as original
- optional elements in objects, for example in maze. (can be seen in elements window)
- crazy dream import and elements
- cow, pneumatic, teleporter, pot&gravitation switch, doors, keys, alternative guards, pumpkins, water, skeleton
- gravity direction can be changed for stones and diamonds
- better and more precise timers (amoeba, magic wall, ...) handling
- error messages improved for cave importing
- bdcff loading enhanced
hope everything works as expected...
bye