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Messages - Simon

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3001
Forum Games / Re: Zendo, play by forum
« on: December 16, 2015, 09:32:30 PM »
Bug report for namida's koan tool:
There is untrimmed whitespace at end of line, before linebreak. This allows the browser to wrap in the middle of the extra whitespace, because it becomes nonbreaking spaces. Looks like empty line inserted after each meaningful row.
Expected: Trimmed lines, without spaces that don't help to align anything.

(also, y u no break at 80 chars? Wrapping at 80 happens to fit my custom CSS, but there is no compelling reason for wrapping at 80 other than habitual wrapping of everything before 80, the width of a console.)

CHARMELEON
CHARMYLEONGO
CHARMELETTTT
CHARRRRTRUCK

-- Simon

3002
NeoLemmix Main / Re: Add cloners to initial count of lems
« on: December 16, 2015, 09:18:39 PM »
current system can be improved, but isn't terrible.

No, it is terrible. I have compared it to making all exits invisible during play, showing them only during preview.

Agree with most other things.

The player should always be able to easily score Cloners near the exit, even if the game has ended.
Yes, forcing level creators to allow saving cloned lemmings near the exit would be a solution, but I hesitate to put such a restriction on all level designers.

Hmm, I haven't been clear. What I meant: If possible at all by the level design, the game should allow going back from results screen to play, and applying the missing cloners. No burden put on level designers.

Maybe the level must not terminate until all cloner skills have been applied, or the level has already been won without them. Then the time limit shouldn't terminate the level either,
Sorry, but this doesn't make sense. What should the last lemming do when arriving at the exit? Walking by, standing around, or...? If you ignore time limits until all cloners are used, then players may cheat the time limit by deliberately not assigning cloners and it doesn't help to save the last cloned lemming anyway.

The last lemming should exit normally. The idea here is that LemGame doesn't terminate. In other words, the results screen isn't yet shown. Reason: There is still something to be done, revert and assign cloners, if that is enough to win.

Likewise, in the above setting, when time runs out, LemGame shouldn't terminate, to allow reversion.

The idea hinges on the current problem that (leaving results screen by any means kills your replay). Fixing that is more important than special-casing the termination of LemGame.

I want to meet Nepster in real life someday. :-]
Quote
Yes, we should organize a meeting someday, probably in Göttingen to include IchoTolot. So let me first check a few things tomorrow. I'll write a PM.

Sure, sure. Icho wants to get a laptop some time in the new year, that will make for good meetings. I can host one person in my little apartment;

-- Simon

3003
Forum Games / Re: Zendo, play by forum
« on: December 16, 2015, 08:26:23 PM »
FIGHTPOKEMONFIGHT
CHARMANDER
CHARMELEONGO
CHARIZARD
CANTLEARNAFIFTHMOVE

HOLIDAYFORCLAM
LOTSOFINFORMATION
SLEEPZZZZZZZZZZZ

-- Simon

3004
NeoLemmix Main / Re: Add cloners to initial count of lems
« on: December 16, 2015, 02:06:03 AM »
Quote from: Nepster
1) If we display "required - saved / out + hatch" how do we count cloner skills? My intuition says: "required - saved / out + hatch + cloners".

1) Same gut reaction, add cloners. But I haven't thought deeply about it. The main idea is to count how many you may still lose, so adding cloners seems correct. I believe they should also be counted with the "number of lemmings:" on the preview.

Downside: If it shows 3 lems out, and you find only 2 on the map, how fast do you realize that he missing lem out comes from the skill? Is this situation likely to run into, after saving most of the horde?

Quote from: Nepster
2) [...] cloner skills left. Should these be automatically added to the saved count?

2) Gut reaction: No, don't add, but fix the underlying UI problem that makes 2) a problem in the first place.

The UI problem is that you cannot edit the current solution after the level has ended automatically. If you start the level afresh, all your replay data is gone. The only workaround is to save it to a file immediately before clicking anything out of habit, restart level, reload replay from file. Since the issue 2) seems to come up every once in a while, this workaround is impractical.

Depending on what happens with this UI problem, I'd suggest different solutions for 2). The player should always be able to easily score Cloners near the exit, even if the game has ended.



After thinking some more: My combined idea of 1) add cloners, 2) don't score cloners, is idiotic. We'd end up with a level void of lemmings, but displaying lems left equal to cloner skill count left. This idea implies they should be scored automatically. Or not be counted with the out count. Whargh.

Maybe the level must not terminate until all cloner skills have been applied, or the level has already been won without them. Then the time limit shouldn't terminate the level either, for there exist people like me who mash the time-skipping key until the level terminates after the crowd has arrived.

Hnn yeah, why is this all in one thread, instead of one for the panel issue? I lack mod rights to separate the posts appropriately...

I want to meet Nepster in real life someday. :-]

Quote from: möbius
One thing I dislike about Lixes interface is that the lettering is smaller and there is more of it; means more difficult to read; particularly in tense situations, not often a case in single play, but sometimes.

Print is too small: This is an interplay of small print and low-contrast choice of colors. I'm hesitant to use full white to not distract from the skill counts. On the other hand, I hate low contrast print. It's concerning.

I'd suggest you wait for the D port in a few months, once that has reasonably testable singleplayer. That will support arbitrary windowed resolutions without looking uglily scaled. Let's see whether the text will be still hard to read there.

-- Simon

3005
Forum Games / Re: Zendo, play by forum
« on: December 15, 2015, 01:58:18 AM »
OMU
UTO
RR
HC
UOIEA
AC

3006
Forum Games / Re: Zendo, play by forum
« on: December 15, 2015, 01:50:51 AM »
A
XA
XXA
XXXA
E
XE
XXE

3007
Forum Games / Re: Zendo, play by forum
« on: December 15, 2015, 01:43:17 AM »
<SimonN> oh my, I hosted only 3 rounds, and used the same rule for 2 of them
<Proxima> :D
<SimonN> and the other round was the very first round with the easiest rule imaginable


ACE
ACH
XAXXIEX
XXAXXEX

3008
Forum Games / Re: Zendo, play by forum
« on: December 15, 2015, 12:48:50 AM »
CHA
CH
C
CA
ACHRLES
ACEHRLS

-- Simon

3009
NeoLemmix Main / Re: Display in game: save requirement, out+hatch, etc.
« on: December 15, 2015, 12:07:38 AM »
Quote from: Nepster
required - saved / out + hatch

I'm good with that. With or without the separate hatch count as a third value, it's good.

ccx is correct with good captions needed. Lix displays icons, NL2 will display icons, but NL1 needs short captions. Ideas, sorted by what I like best at the left:

out + hatch = LEMS, LEM, LIVE
required - saved = NEED, SAVE, SAV, REQ, REQU

-- Simon

3010
Forum Games / Re: Zendo, play by forum
« on: December 14, 2015, 11:54:01 PM »
CHAR
GAB
CABREL
ABEGILR
ACEHLRS

-- Simon

3011
Forum Games / Re: Zendo, play by forum
« on: December 14, 2015, 08:52:09 PM »
You are enlightened!

auto buddha = (string koan) => koan.all!(c => c >= koan[0]);

And welcome to hosting the next round.

-- Simon

3012
Forum Games / Re: Zendo, play by forum
« on: December 14, 2015, 08:46:10 PM »
White koans:
A    CDEFG          EGG           ESTUFF   FNOUGH  JJ
AN   CEFG           EN            ETHINGS  FSTUFF  O
ANA  CEGG           ENEUGH        EX       G       OX
ANE  COUNTER        ENO           EXE      GG      OXO
AX   COUNTERENOUGH  ENOU          EXO      GGG     S
AXA  D              ENOUG         EXOM     H       ST
AXE  DD             ENOUGH        EXOUGH   HH      STU
C    E              ENOUGHSTUFF   F        HI      STUV
CC   EE             ENOUGHTHINGS  FF       HIJ     T
CCC  EEE            EO            FFF      HIJK


Black koans:
COUNTERA        EXAMPLE         HNOUGH       OXE
COUNTEREXAMPLE  EXAMPLECOUNTER  ON           OXOM
DA              EXAMPLEEXAMPLE  ONE          OXOUGH
DAT             FE              ONEUGH       STUF
DATA            FNOUGHEXAMPLE   ONOUGH       STUFF
EA              HA              OTHER        STUFFEXAMPLE
ENA             HE              OTHERSTUFF   TH
ENOUGHA         HEN             OTHERTHINGS  THINGS
EXA             HENOUGH         OXA          TS
EXAM            HGUONE          OXE

3013
Forum Games / Re: Zendo, play by forum
« on: December 14, 2015, 08:04:14 PM »
White koans:
A    CDEFG          EGG           ESTUFF   FSTUFF  S
AN   CEFG           EN            ETHINGS  G       ST
ANA  CEGG           ENEUGH        EX       GG      STU
ANE  COUNTER        ENO           EXO      GGG     STUV
AX   COUNTERENOUGH  ENOU          EXOM     H       T
AXA  D              ENOUG         EXOUGH   HH
AXE  DD             ENOUGH        F        JJ
C    E              ENOUGHSTUFF   FF       O
CC   EE             ENOUGHTHINGS  FFF      OX
CCC  EEE            EO            FNOUGH   OXO


Black koans:
COUNTERA        EXAMPLE         ONE          OXOUGH
COUNTEREXAMPLE  EXAMPLECOUNTER  ONEUGH       STUF
DA              EXAMPLEEXAMPLE  ONOUGH       STUFF
DAT             FNOUGHEXAMPLE   OTHER        STUFFEXAMPLE
DATA            HA              OTHERSTUFF   TH
EA              HE              OTHERTHINGS  THINGS
ENA             HEN             OXA          TS
ENOUGHA         HENOUGH         OXE
EXA             HGUONE          OXE
EXAM            HNOUGH          OXOM

3014
Forum Games / Re: Zendo, play by forum
« on: December 14, 2015, 07:50:46 PM »
Checked the entire table, and everything is marked correctly. :lix-evil:

White koans:
A    CEFG           ENO           EXO     GGG
AN   COUNTER        ENOU          EXOM    H
ANA  COUNTERENOUGH  ENOUG         EXOUGH  HH
ANE  D              ENOUGH        F       JJ
AX   DD             ENOUGHSTUFF   FF      O
AXA  E              ENOUGHTHINGS  FFF     OX
AXE  EE             EO            FNOUGH  OXO
C    EEE            ESTUFF        FSTUFF  S
CC   EN             ETHINGS       G       ST
CCC  ENEUGH         EX            GG      T


Black koans:
COUNTERA        EXAM            HNOUGH       OXE
COUNTEREXAMPLE  EXAMPLE         ONE          OXOM
DA              EXAMPLECOUNTER  ONEUGH       OXOUGH
DAT             EXAMPLEEXAMPLE  ONOUGH       STUFF
DATA            FNOUGHEXAMPLE   OTHER        STUFFEXAMPLE
EA              HA              OTHERSTUFF   TH
ENA             HE              OTHERTHINGS  THINGS
ENOUGHA         HENOUGH         OXA          TS
EXA             HGUONE          OXE

3015
NeoLemmix Main / Re: Display in game: save requirement, out+hatch, etc.
« on: December 14, 2015, 01:12:46 PM »
The last proposal by me (what you quoted) had:
out/inital, in/required.

This doesn't help when lems die early, and you have to keep track of how many have died already. Better:
(out + hatch)/initial, in/required.

This lacks the ability to count the n-th lem from hatch, but tracks number of died lems. If that doesn't satisfy still, here's food for brainstorming.

The useful stats, from most important to least important, are:
  • allowed kills left, this is equal to out + hatch + in - required,
  • out + hatch = initial - died - exited, and this is equal to initial at start of play,
  • required, which can be replaced by saved - required, I don't care much,
  • died, this is OK when initial and required are shown, redundant if out + hatch is shown,
  • initial, which remains constant, and can be left out if out + hatch is shown,
  • hatch,
  • saved,
  • out, which is useless at start of level, and doesn't let you deduce what you want necessarily.
-- Simon

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