Recent Posts

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21
Managed to get this far with it today, pinching myself as this time yesterday I wasn't even sure this was possible:



The icons are also slightly resized so that they appear the same size relative to the object when zooming in; this seems better. The next step is to add individual icons for each skill, and center the icons rather than draw them left-to-right. That's after snooker, sleep and cleaning my car.
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NeoLemmix Styles / Re: Orig/OhNo-style styles
« Last post by Pieuw on May 03, 2024, 03:36:12 PM »
@92Dexter11 The preview screenshot looks gorgeous :lem-shocked:
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Better position, plus the square stays the same size when you zoom in. At first I thought I'd need to fix that, but actually it makes sense to keep it the same size so it's still readable at any zoom factor:

Zoomed out:



Zoomed in:



Next step, better images and proper positioning!
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Getting somewhere! The little square is a test placeholder, obviously drawn in completely the wrong place, but each anchors to its object when moved around!

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Better, perhaps?

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This will do in the meantime. In a lightbulb moment I realised that the Editor already has a way of writing text above objects, i.e. the object's index when there is (> 1)!

So, harnessed this to write the skill flags. We can make it optional if people think it would be too distracting:

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NeoLemmix Main / Re: Don't exit on losing all lemmings (feature development)
« Last post by Simon on May 03, 2024, 05:11:00 AM »
As far as I can tell, yes. We first check for Success, then check for a Talisman, wherever it's relevant. So, if we're checking for a Talisman then we have to have reached a Success result.

That doesn't answer my worry.

Reason: You're not exiting the monster, you're continuing into tests that care for (not success), but not for (not talisman) and overwrite the result that depended on your test for success:

Code: [Select]
... things that depend on success but don't exit early ...
if (Game.StateIsUnplayable or Game.IsOutOfTime)
    and not Game.GameResultRec.gSuccess then
        fReplays[i].ReplayResult := CR_FAIL;

This is a problem when the supplier of that result struct GameResultRec allows to have (gSuccess false at the same time as g.GotTalisman true). When I wrote "imply", I meant this supplier's side of concerns, not the consuming code that you showed. Your code seems to assume that the supplier always has gSuccess whenever he has g.GotTalisman. I ask you if that assumption is justified.

Your unassuming line would be:

Code: [Select]
and not (Game.GameResultRec.gSuccess or Game.GameResultRec.gGotTalisman) then
I'll have time for code review tonight, Friday 3rd, 17:00 UTC, or anytime on the weekend.

-- Simon
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NeoLemmix Main / Re: Don't exit on losing all lemmings (feature development)
« Last post by WillLem on May 03, 2024, 12:41:22 AM »
does gGotTalisman always imply gSuccess?

As far as I can tell, yes. We first check for Success, then check for a Talisman, wherever it's relevant. So, if we're checking for a Talisman then we have to have reached a Success result.
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Whilst working on the Rivals feature, it's become clear that we need a way to visually represent pre-assignment of skills and other properties to (at least) Hatches, Pre-placed Lemmings, and (if Rivals are implemented) Exits.

I wonder if this has ever been suggested or discussed before, because it seems like a no-brainer. However, the Editor can sometimes be quite difficult to work with, particularly when it comes to adding something completely new. I can see why it may have been intentionally avoided in favour of simply using the checkboxes in the Piece selection tab to see what's what.

Anyway, Pickup skills have a placeholder image inserted, and this image can be updated on the fly. I've examined this in some detail so far, but can't quite figure out how it's done. As far as I can tell, all the object data is updated when (and only when) a new style is loaded into the Editor. The checkboxes don't seem to have any bearing on the placeholder image in-code, even though they clearly do in-use. I'm probably missing something very simple, but it's not for lack of trying.

If anyone knows C# and wants to help me have a look at this, I'd be very grateful (and, likely, so would many Editor users in the future!). Failing that, this can be something I revisit every now and again and hopefully, eventually, find a solution for.
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SuperLemmix Bugs & Suggestions / Re: [SUG] New Lemming type - Rivals!
« Last post by WillLem on May 03, 2024, 12:12:28 AM »
TL;DR in skyblue bold type.

Markers can be automatically added to Exits in the Editor, and can also be swapped whenever the Normal/Rival status of the Exit is changed. This works very nicely, but ultimately still feels somewhat redundant and unfinished because the Marker pieces need to be non-editable, and the Player will also need to auto-draw them anyway.

I've tried grouping the Exit & Marker as a single piece with no luck. The closest I can get is to automatically select the Marker when the Exit is selected (and vice versa) - nifty, but ultimately doesn't stop the pieces being added manually anyway. It also doesn't work when selecting multiple pieces at once - this would require further tinkering, and it's already fairly messy as it is.

Then, I looked at the possibility of harnessing the way Pickup skill placeholder images are added - it would be great if we could add similar images to Hatches, pre-placed Lems and Exits depending on the object's properties, but this is no easy task. I'm not even sure I 100% understand the way that the Pickup placeholders are added. They seem to be drawn in as the style data is loaded... but then, how can this be if they are later swapped when the skill properties are swapped? (A close look at the skill flag setting methods yields nothing of use)

So, maybe what's needed is a totally new method. The only problem there being that I'm not even 100% sure what it is I'd be trying to do. Draw a helper over the Hatch/Lemming/Exit to show the pre-assigned skill/property - sure. But then what if that object is moved? We still need a way to anchor the graphics to the object, which so far has proven to be very elusive. There is no clear existing logic that can be followed or harnessed for use here, so it's difficult to know where to even start.

I don't want this to inhibit the Rivals feature, so it might be that we'll ultimately have to settle for the checkbox being the only visual feedback in the Editor for Rival Exits (this is currently the case for pre-assigned Hatches and Lemmings, and we've managed so far with that limitation), and the Markers will be automatically added to the level during map rendering in the Player.

Hopefully, I'll figure out how to draw Hatch/Lemming/Exit helpers in the Editor some other time - it will of course come in handy for more than just Rivals, and should really be a standard Editor feature anyway. If anyone has any suggestions as to how this might be done, please feel free to shout. The Editor is written in C#.
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