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Messages - Simon

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2086
Lix Main / Re: 2017 roadmap
« on: August 29, 2017, 06:43:13 AM »
Working on music. On Windows, I can get passable support for ogg, and for tracked music (it, xm, mod, haven't tried s3m but should work) out of the box, Allegro 5 supports them. Nothing to download yet.

On Linux, ogg is OK, but tracked music support is harder. I'm pushing for up-to-date packages. Will see how things develop in the next weeks!

No dependency management yet. I will make one centralized directory for music. Level-specific or pack-specific dependencies (tiles, music) that do not ship with the main download -- I'll have to see how important this is.

I've discussed Installability (FHS-friendly, read from /usr/, write to ~) with Lucki, Arch package maintainer. Haven't written any code for this recently, but Lix uses a virtual filesystem internally that can read from multiple source directories, merging them.

-- Simon

2087
General Discussion / Re: A postcard from Lixland
« on: August 29, 2017, 05:37:38 AM »
Close translation to English:

Dear Stephan, many thanks for the long discussions on physics, and for your replay coverage that has always been perfect and timely. All that has made Lix 0.8 into what it is. Simon

From IRC:

SimonN: Raymanni, I think I love eater.T.png too much, I've used it on examples and drew it on postcards
Raymanni: I noticed :D :D

-- Simon

2088
Thanks for the trust. There is no urgent work, the site runs as smoothly as ever. I'll try my best to keep it that way.

It sounds like you've found a good haven for all projects. Enjoy your time off! :laugh:

-- Simon

2089
Lix Levels / Re: Scripts for level maintainers
« on: August 28, 2017, 08:07:53 AM »
lix2gif: Export Lix animation as animated gif

Requires ImageMagick's convert to cut the source bitmap into pieces, then gifsicle to compose the animation. It's probably possible to do it all with just convert, but I haven't researched further. gifsicle does the job perfectly, the only problem would be that it's an extra dependency.

bash script (click to show/hide)



For example, the script produces the above animation from eater.T.png.

-- Simon

2090
Lix Main / Re: 2017 roadmap
« on: August 28, 2017, 05:43:53 AM »
2017-08 update.

Done:

Network: Looks good! Overtime is implemented, I'll look for minor bugs and improvements about overtime. Matt already played a session and reported no problems, this makes me happy. Large session this Sunday, September 3rd. (Handicap and neutral lixes are long-term feature ideas, but not urgent.)

NepsterLix: Perfect. lemforum, NepsterLix, and Rubix's levels are 100 % solvable in Lix 0.8.

Tilesets: Great progress. Raymanni's 3 awesome tilesets and my renovation of Oriental ship with Lix 0.8. We have idling animations!

           



Large-scale issues:

Music: Still widely open, no music at all. Still high demand.

Installability: Lix should be installable by standard Linux package management, and new Lix versions shouldn't clobber user data. Allow Linux Lix to read not only from its own directory, but also from, e.g., ~/.local/share/lix and /usr/local/games/lix. Similarly, is Windows Lix OK with reading only from its own dir, or start supporting Users/AppData?

Tilesets: Only some redesigns that won't affect physics. I'm not happy with the lighting in matt/marble: Bevel effect leaves flat edges near top and left. Maybe improve the paper-cut-out look on matt/beach and matt/winter.

ClamLix: Unmaintained, doesn't ship with Lix. Clam has been absent for over a year. Feel free to pick it up, cover it with replays, and redesign the few levels that don't solve in D Lix. Humane replays are in the replay database on github.

2091
Lix Main / Re: Lix 0.8.3 released
« on: August 27, 2017, 11:39:21 AM »
Lix 0.8.3 released.
  • Fix #176: Make a tile group with at least one non-dark tile where all non-dark tiles are covered entirely by dark tiles. This crashed the game before. This crash is now fixed.
  • Fix #191: Initial zoom on tall narrow maps (e.g., Rubix's Hamunaptra for 4 players) is fit-to-height, or zoom 1 if fit-to-height would zoom even further out. Initial zoom on small narrow maps (e.g., The Runaround) fits the entire map on the screen, obviating scrolling, allowing dark borders.
  • Merged editor's Topology and Looks dialogs into a single new Map dialog. No new functionality yet. I'm thinking about custom screen starts.
  • For a new player, the singleplayer browser highlights Any Way You Want, the first map of the lemforum pack.
  • lemforum, Forest of Fears: Wider exit platform, should look less cramped now.
-- Simon

2092
Lix Main / Re: Raymanni's Gore, Lab, Toys improvements
« on: August 26, 2017, 12:11:26 PM »
Always welcome to enhance the sets.

The format for triggered traps changed for 0.8: First row of frames defines the idle animation, second row of frames defines the eating animation. If one row is shorter than the other, fill the shorter row with the frame-dividing color.

I've drawn gentle idling animations for your traps. Look at them as examples. (And rage if they're not up to your standards. :lix-blush:) These are already in Lix 0.8.





Everything else should work as before.

-- Simon

2093
Lix Multiplayer Dates / Re: Multiplayer Sunday, September 3rd
« on: August 26, 2017, 07:03:55 AM »
Whoa, lots of interest. Awesome!

Quote from: GigaLem
Would that be the 2nd for me? or very early on Sunday for me?

Still Sunday, 3rd for you, at 12:00 noon. Utah is -6 from UTC during daylight savings and -7 during standard time.

Quote from: Flopsy
Sadly I can't make this one, I'll be working at that time. Would love to get involved if you do it at a time I can play in the future.

Once it fits into your schedule better, propose a date and time yourself. Will be happy to play! Or ask in IRC/Discord on the fly, multiplayer works with 2 players already.

-- Simon

2094
Lix Multiplayer Dates / Multiplayer 2017-09-03
« on: August 25, 2017, 02:48:51 PM »
Hi all,

Rubix and I are planning Lix multiplayer for Sunday, September 3rd, at 18:00 UTC (= 11:00 Pacific daylight savings, 20:00 in Germany or Austria).

Who's up? :lix-grin: It's perfectly fine to play for the first time.

You need Lix 0.8. At the given time, click Network Game and connect to lixgame.com (large button in the networking menu).

-- Simon

2095
Lix Main / Re: Lix 0.8.1 released
« on: August 23, 2017, 09:46:27 PM »
Lix 0.8.1 released.

:lix-cool: Download for Windows
:lix: Download for Linux 64-bit or see the build instructions
:lix-evil: Source code
:8(): Changelog
:8:()[: Issue tracker

Proxima (Nuntar) linked Lix on the DROD forums, thanks! Dear DROD players, if you have any problems or comments, reply to the DROD forum thread, reply here, or ask in IRC: irc.quakenet.org #lix (webchat).

0.8.1 changelog:
  • The save-as browser (used by the editor to save levels) allows to create new directories.
  • Editor defaults to 30 seconds of overtime on new levels. Singleplayer levels discard their time.
  • Removed hints during levels and manual screen start.
  • Rebevelled matt/underworld/{00,01,02}.png: Better shading, these bricks don't look flattened near their left edge anymore.
  • lemforum: Sinking Ship, geoo is author. namida written in only small letters. Setting a Fundament, renamed to Cubic Interpolation. Forest of fears, removed 2 backroutes.


Re manual screen start: Nepster and Proxima still recommend optional manual screen starts. I haven't ditched the feature idea; nonetheless, I removed D code to load C++ Lix manual screen starts from level files, and to write these starts back to level files. The old C++ values ignore different aspect ratios, ignore different zooms, and have fallen out of date. We don't yet know how D Lix should specify manual screen starts -- maybe it will be more intricate than a mere screen center position? If the feature comes, every level will need dedicated attention anyway.

-- Simon

2096
Lix Levels / Re: Community set, changes for Lix 0.7.x
« on: August 23, 2017, 11:49:41 AM »
Forest of Fears had two backroutes in 0.8.0.

Spoiler (click to show/hide)

De-backrouted level here. Include this in 0.8.1?



-- Simon

2097
Lix Main / Re: Multiplayer: Gameplay modes
« on: August 22, 2017, 04:56:26 AM »
I've released Lix 0.8.0 stable. Overtime is implemented as described:

When you nuke, you order a nuke strike against all players, this starts overtime. Nuking is expensive, you forfeit control, everybody else retains control. When overtime reaches zero, exits close, and everybody explodes.

I haven't implemented neutral lixes yet. The idea is great, but it needs a lot of planning. The file format must understand neutral hatches or player-assigned hatches.

Handicap: I have a first draft in my mind. Your handicap is a number > 0 and ≤ 1, equivalently > 0 % and ≤ 100 %, configurable before each game in the networking lobby. Your number of initial lix, and the available number of uses per skill, are multiplied at the start of the game with your handicap. Fractions will always be rounded up. Smaller numbers make the game harder for you. The standard setting is 100 % for everybody.

I like restricting the strong player far more than giving bonuses to the weak player. A strong player with 50 lix can beat a novice with 500, but a strong player with 5 lix must play enourmously well to beat a novice with 50 on a map with batters.

Starting positions in the map should be sorted by handicap. Only among palyers with equal handicap, starting positions are shuffled. This allows unbalanced maps.

See also:
github issue #391: Handicaps in Multiplayer.
2022 LF thread: Handicaps in Multiplayer

-- Simon

2098
Lix Main / Lix 0.8.8 released
« on: August 21, 2017, 11:53:34 PM »
Download the newest Lix 0.8.x:

:lix-cool: Download for Windows
:lix: Download for Linux 64-bit
:lix-evil: Source code
:8(): Changelog
:8:()[: Issue tracker

Replace 0.6 entirely: Lix 0.8 changes many tilesets and levels. Don't copy into your 0.6 installation. Instead, extract 0.8 into a new directory. If you'd like to preserve settings and level progress, copy data/user/ from your 0.6 or 0.7 installation into 0.8. You can delete 0.6 and 0.7.



Lix 0.8.0 released.

Features:
  • Stable 0.7.22 physics. I would like to keep these physics at least for several months: 5/9 digger with antiRazor, tumbler splats based on pixels fallen and initializes pixels fallen according to fling speed, and all other physics changes from the 0.7.0 first post.
  • New tilesets over 0.6: Raymanni's Gore, Lab, Toys, and my renovation of Matt's Oriental set. I removed my 11-year-old programmer art tilesets.
  • A ton of bugs closed from 0.6, see the changelog for all the fixes during the 0.7.x experimental releases.
  • Tooltips during game explain directional select, priority invert, and double-click on nuke. Can disable tooltips in the options menu.
  • Removed the unused editor button to add decoration. To fill the void, the button to add terrain is twice as large. Not perfect, but good for now.
Thanks to geoo, Nepster, Proxima for revising levels, proving solvability, and dissecting physics. Thanks to Raymanni for the awesome tilesets -- I should have included them last year already. Thanks to möbius for some neat levels in these sets:



It Takes Time to Build by möbius in Raymanni's Gore tileset



Theresa Falls up the Stairs by möbius and Nepster in Raymanni's Toys tileset

-- Simon

2099
Lix Main / Re: Physics: Digger-digger cancelling, steel sensitivity
« on: August 21, 2017, 08:40:31 PM »
I will keep antiRazor. Even if it has no effect in any level, antiRazor discourages building a level that relies on razor-edging diggers. I'd like to discourage such levels for precision and discoverability.

The continuous razor-edging feels too wrong to me for the 5/9 digger. Even vertically, the Lix digger has always stopped early during his 18x4 clear on hitting steel, clearing fewer than 4 rows. All other skills place their full chunk, the digger never has.

I wouldn't have minded the razor-edging as much for 3/9 and even less for 1/9 because of relaxed precision. I'm not even 100 % sold on it for 5/9. Given how rarely it even applies, if anybody wanted to port Lix and not copy the antiRazorEdging, it would be a perfectly fine mechanics change with me. Levels should carry over fine. To change from razorEdging to antiRazorEdging seems harder.

-- Simon

2100
Lix Main / Re: Physics: Digger-digger cancelling, steel sensitivity
« on: August 20, 2017, 11:50:37 AM »
I see the good argument to allowing razor-edging by comparing all skills, observing how all others razor-edge, even though all others would stop after that cycle.

I deem the precision of allowed razor-edging worse than the rules complexity and code complexity of antiRazorEgde.

But I agree that there is complexity, and I was reluctant at first to test-implement it. It took over an hour to get it right. The code didn't support anything like it before.

I'm rubbing mainly against this:
Quote from: geoo
If someone exploits that in their intended solution, we might just consider it bad design and discourage it.

We can disallow razor-edging with a game rule. Why socially discourage when we could use a hard game rule instead?

Nepster didn't have a strong opinion on the matter, but leaning towards allowing razor-edging, agreeing with geoo's comparison to other skills. I believe Proxima likes antiRazorEdge and plans to post here.

-- Simon

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