[Kde-games-devel] kgoldrunner ported to KScoreDialog

Dmitry Suzdalev dimsuz at gmail.com
Thu Aug 9 17:41:19 CEST 2007


On Thursday 09 August 2007 17:28, Ian Wadham wrote:
> Errmm, you should have started a new thread ... ;-) but anyway, no,
> it's not a bug.  If you step down onto an enemy you die, even if he
> is in a hole.  In mouse mode, this happens if you have the pointer
> just a little below the horizontal line ... so keep it high ... :-)
Ah. Ok! thanks for the tip!

> Yes, 1.5 sec, so you can see how you died, before starting again.
> This will probably be removed when we have finished tuning Luciano's
> fade-out/fade-in animation.  That sequence is based on how it was in
> the original game (on Apple II anyway).
That would be very nice as I find it unnatural to wait for 1.5 sec after I 
hit "Q" when I'm stuck :) Of course, that's something I can live with, but 
still it feels "not right" sometimes :)

> It's on my gameplay improvements list.
Great! :)

> For now, you can save the 
> game when you are down to one life or (what I do) you can click
> "Start at any level" when you have one life left and the dialog puts
> you back to 5 lives in the same game and level.
Thanks for the tip once again :)

> Well thanks, Dmitry.  I'm happy to be of service.  My children and I
> enjoyed it so much on our Apple II that I decided one day to recreate
> it and here I am, with the help of Marco Krueger, the original author,
> and all the KDE Games team of this year and earlier years ... :-) :-) :-)
And you did it very well! Thanks.

Dmitry.


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