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Messages - Simon

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1
Lix Levels / Re: Blitzs Multiplayer Levels
« on: Today at 03:46:14 PM »
All right! Would you like me to put these levels in the next Lix release?

We have a few authors now who have only built one level per player count. I'll make a directory "other" for them. I'll put your 4 maps into the release here:

levels/network/2p/other/sunnydayatbeach2p.txt
levels/network/3p/other/sunnydayatbeach3p.txt
levels/network/4p/other/sunnydayatbeach4p.txt
levels/network/5p/other/sunnydayatbeach5p.txt

-- Simon

2
Lix Levels / Re: Blitzs Multiplayer Levels
« on: Today at 02:30:21 PM »
A safe background color is: 0 red, 0x10 green, 0x40 or 0x50 blue. It's pretty dark, but everything will be clear.

Right, if you accept the imbalance and want to keep the routes as they are, that's okay. If you want to help the low-starting players a little against attacks from above, you can put steel below their hatches.

Thanks for making all exits clearly visible!

-- Simon

3
Lix Main / Re: Explain Traps/Flingers on Mouseover
« on: Today at 02:13:53 PM »
"Inside Your Router," I wasn't sure what the cyan rectangles where the arrows in the upper corners were. Doesn't matter, since the Lixes can't even get into those corners, but yea, I'm not sure what those cyan rectangles mean there.

Ah, right, you commented on those extensively in the video. Those are triggered flingers.

They're a weaker version of the flingers at the bottom middle. They have a red button and a yellow sign over it. In 2023, I put unreachable flingers into Inside Your Router purely for the decorative yellow sign. The red button is buried in the terrain below the yellow sign. Now, in 2024, we have the cyan rectangles, and the unreachable flingers became more confusing than necessary.

Indeed, describing the gadgets on mouseover will reduce the confusion by 80 %. Probably the clearest is to remove the decorative flingers entirely.

Interesting case of cultural moss, where levels from the past clash with newer game design choices.

-- Simon

4
Lix Main / Re: Lix 0.10.22 released
« on: Today at 09:03:06 AM »
kaywhyn's post moved to: Explain Traps/Flingers on Mouseover

Lix 0.10.23 will release tomorrow night! Tweaker opening/closing won't make the main map scroll around anymore. :lix-grin: More peace of mind!

-- Simon

5
I'll stream Lix singleplayer tomorrow, Saturday, June 1st, starting 17:00 UTC.

twitch.tv/simonnaar

I'm planning to play the Classy rank from geoo's pack. Or should we wait with that until geoo has time to watch, and instead play late lemforum/Hopeless, or early Nepsterlems?

As usual: Join the chat and help solve, unless you know the solution already. Apparently, this is more lenient than most other people's puzzle-solving streams. Most solvers don't want any backseating, but I'm happy to take ideas.

-- Simon

6
Lix Levels / Re: Blitzs Multiplayer Levels
« on: May 31, 2024, 08:46:41 PM »
Thanks!

Usually, going down is easier than going up. The players with hatches at the top are at an advantage. Are you okay with such an imbalance? It's your choice.

I recommend a darker background. The medium blue background clashes with the moons and with blue lix. I think a dark blue will go well with the moons.

In 5-player Sunny Day at the Beach, player E has to go to a hidden exit. Please make all the exits clearly visible. Also, player E has by far the easiest route: His exit is immediately near his hatch. Maybe enlarge the island in the sky with 5 players, to make everything less cramped?

I'll be happy to merge Sunny Day at the Beach if you address these concerns.

-- Simon

7
Lix Main / Re: Implement Rewind to Last Assignment Like NL?
« on: May 31, 2024, 02:02:03 AM »
kaywhyn wrote feedback in Explain Traps/Flingers on Mouseover:

Same thing with the rewind to previous skill assignment feature, though admittedly I was negligent on the feedback on testing it before it was in stable Lix. In all honesty, I do miss the way NL implemented it, though interestingly enough namida's implementation of it for Loap is the exact same as Lix's current implementation of the feature. So, I guess I could live with this, but I'm definitely used to NL's manner of the feature's implementation, only because in this way I don't have to press the hotkey to step back a frame too.

Thanks for the feedback!

Please record a solving session in NL for me. E.g., upload unlisted to Youtube. It's hard to imagine why you want to rewind to exactly 2 physics updates before you see the assignment, not to 1, or 3, or 4, or ... Skill assignments aren't that often late by exactly 1 physics update; they're late or early by a few. I'd like to see your NL usage in the general case.

You rely on a bug in NL, or, more specifically, on a leftover workaround for a fixed NL bug. There can be value here. It's always possible that accidental features end up more useful than what we design. But I'd really like to see it in action first before I implement anything different than the obvious rewind to the physics update immediately before the assignment.

To pull assignments earlier/later by 1 physics update, try the replay tweaker. You'll get your result faster than with any NL workflow.

-- Simon

8
Lix Main / Re: Explain Traps/Flingers on Mouseover
« on: May 31, 2024, 01:43:55 AM »
I show my solutions to your guys' nominated levels here as well ;)
https://youtu.be/woKK3hjwjJc

Thanks for recording these! Yes, both Inside Your Router and Rhizome are intended. geoo's Dangerous Goods is also intended.

Quote from: kaywhyn
Quote from: Simon
Fix #427: Reveal trigger areas during play: When you activate the splat ruler, you also see trigger areas of gadgets (goals, traps, flingers, water, ...) as cyan hollow rectangles.
names of the objects/traps to appear when you mouse over them while the splat ruler is activated, similar to how it is when you mouse over objects and traps in NL while CPM is activated.

Have you seen a particular trap/flinger/exit/... where it was unclear what would happen?

Hatches, during mouseover, already print the spawn interval to the status bar. This text appears in the same spot where we print information about the hovered lix. And it doesn't depend on whether the splat ruler is active.

Yes, it's sensible to add mouseover text for all gadgets, again regardless of the splat ruler. Text in the status bar is unobtrusive.
  • Hatch: Spawn interval 37.
  • Triggered trap: Open. Will take 8 physics updates.
  • Triggered trap: Busy for 5 more physics updates.
  • Permanent flinger: Forward speed 8, upward speed 10.
  • Triggered flinger: Forward speed 4, upward speed 12.
  • Triggered flinger: Busy for 3 more physics updates.
  • Exit, fire, and water need only the type, no extra info.
"names of the objects/traps": I assume that you mean the type of trap here, not the filename of the tile. The type should be enough. The filename would be overly specific.

Quote
rewind to previous skill assignment feature, though admittedly I was negligent on the feedback on testing it before it was in stable Lix. In all honesty, I do miss the way NL implemented it

I've answered in: Implement Rewind to Last Assignment

-- Simon

9
General Discussion / Re: geoo visits Simon, May 2024
« on: May 24, 2024, 10:11:12 PM »


Dish of the day, serves 4 people:
  • 600 g noodles
  • 1 celery (= Stangensellerie, not Celeriac = Knollensellerie)
  • 2 onions
  • 700 g minced pork (probably works with minced beef, too)
  • 600 g crème fraîche
  • 500 g spinach, deep-frozen creamed spinach
  • 400 g lentils (drained net weight is 260 g)
It's a variant of one of my classic pasta sauces; the classic sauce is minced meat with cream and spinach. The upgrade here is the celery. It's knackig! It's curly!

Start by preparing the classic sauce. Fry onions with the minced meat. When both are well-done, extinguish them with the cream. Add spinach. Add lentils. Let this cook for as long as it likes. Stir occasionally. Rule of thumb with every pasta sauce: The sauce shall wait for the pasta, not the other way around.

Cut the celery into small curly pieces. Insert them into the sauce when you like: Either early, which makes them blend in well, or later, which keeps them knackig, but they'll run the entire show themselves. The bush (= the leaves of the celery) tastes well, cut it and put it in, too. Toss away only the wooden parts near the bottom.





After dinner, we played 2-color Igel Ärgern, see image: back of box. Then we played 6-color Igel Ärgern with:
  • Both players run 3 colors each. You win as soon as one of your colors wins, i.e., as soon as you have 3 out of 4 same-colored hedgehogs in the goal.
  • We added the doping rule: First hedgehog to reach the goal gets disqualified for blatant doping. Its color can still win if all 3 remaining hedgehogs reach the goal.
At first, with 24 hedgehogs in the running, this seemed to take ages, but it produced a close endgame with hard decisions.



Then we played Sneak heads-up, but we added geoo's beer-and-pretzels rule of Kontra. When you challenge a sneak, you may announce Kontra to make all revealed cards score 2 points instead of 1 point. Against a Kontra, the sneaker may reveal as usual, or he may fold to lose his cards unrevealed.

-- Simon

10
General Discussion / Re: geoo visits Simon, May 2024
« on: May 24, 2024, 03:18:48 PM »


The secret feature is neutral lix.

geoo has built Cage, a 2-player map inspired by Cage by Tom K. from Clones (clonesgame.com).

The 6 concrete cages (marked X) at the top contain one neutral lix each. Only neutral lix score points here. With 0 overtime, it's a race to save one of the neutral lix before your opponent saves one. Both players can easily reach all the floors of Cage. There are neither blockers, runners, nor batters.

Here's a gif of an ending where the frog eats lix left and right, but it's the neutral's lucky day and she sneaks by the busy frog. geoo has exactly one worker ready to mine for the win.

Animated .gif (click to show/hide)

Here's a gif of an ending where I have one chance to save a stray lix from the bottom. geoo is controlling the upper floors, and if I fail this, he'll win.

Animated .gif (click to show/hide)

-- Simon

11
NeoLemmix Main / Re: Crane's ideas about porting NL to Unix-likes
« on: May 22, 2024, 04:20:59 AM »
Sounds great. I'll happily try the Lazarus build. Crane, let me know when you have something to test.

The GR32 port wouldn't be urgent for me. Everything here runs on x86_64.

-- Simon

12
Your showcase animations are always excellent. Thanks for taking the time to make them!

-- Simon

13
NeoLemmix Main / Re: NeoLemmix V12.13.0-RC Released
« on: May 21, 2024, 09:34:44 PM »
I can't run V12.13.0 RC both on my pc and laptop.
This is the error message I got:

Idea: There are at least two new images in the RC1:

./gfx/panel/nolems_message.png
./gfx/panel-hr/nolems_message.png


Do these exist in your NL tree? Or did you take the executable from the download and nothing else?

Even if you installed the entire RC1: Maybe NL calls into outdated graphic libraries on your system. I don't know if it's possible with PNG to run into new compression formats, but, as a wild guess: Open the images in a graphic-editing program of your choice, then re-save them as PNG. Does that make NL happy?

(It would spoil the wild goose chase if the message told you which image it tried to load. On the other hand, it doesn't seem to be entirely NL's fault; grepping the source for variations of "Unknown image format" finds nothing. Looks like it comes from within one of NL's libraries.)

-- Simon

14
NeoLemmix Main / Crane's ideas about porting NL to Unix-likes
« on: May 21, 2024, 09:17:17 PM »
In Future of NeoLemmix development, Crane wrote:

One thing I would like to do one day is get NeoLemmix working on the Raspberry Pi.

It is a bit of an undertaking though because besides porting the source code over to the Free Pascal Compiler, [...]

That's interesting -- I've always thought that NL builds (1) only on Windows, (2) only for Windows, and (3) only with certain compilers/IDEs. You sound like none of these 3 restrictions need be set in stone, and removing the 3 restrictions is a medium-scope project for an experienced Pascal/Delphi developer.

Background: I spent one night on installing a Delphi toolchain in Wine on Linux and failed because the graphical IDE wouldn't run. I wouldn't mind trying again, and trying it with different versions of the Microsoft toolkits that the IDE needed.

But even better would be to build NL on Linux from the command line without installing any fat IDEs.

It's okay if it generates Windows binaries (i.e., we crossbuild from Linux to Windows) because the Windows binaries run well in Wine. Linux binaires would of course be nice, but they aren't essential yet. It's also okay if I can't change the GUI dialogs without installing an IDE or a graphical GUI editor.

-- Simon

15
Lix Main / Re: Lix chat history
« on: May 20, 2024, 07:49:53 AM »
In 0.10.23, chat lines will be colored according to player colors.

I haven't touched the line wrapping behavior for 0.10.23. Only the first display to receive chat wraps correctly. After you return from play to lobby, the lobby will obtain the chat lines (which the game's chat display has wrapped) and chop long lines, which is the bug.

-- Simon

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