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Messages - Simon

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Lemmings Main / Re: Lemmings Speedrunning
« on: November 08, 2019, 05:30:47 am »
NuclearHyrule posted two threads on SMS Lemmings Fun RTA to /r/speedrun:

Reddit thread on We All Fall Down -- Youtube video
Exploits spawn interval of 2 that's apparently possible on SMS with RR 98. Most ports' quickest spawn interval is 4.

Reddit thread on If Only They Could Fly -- Youtube video
Builds bridge in the only possible location that both avoids head bump at decoration and reaches the target platform high enough to ascend.

Looks like everybody is busy on a different port. :8():

-- Simon

Lix Main / Re: Oblivion sound effect too noisy and high pitched.
« on: November 04, 2019, 07:16:31 pm »
I've tried Forestidia's oblivion.ogg from reply #3 in the game. It's very fitting and not annoying. I'd like to make it louder -- then it will still be slightly quieter than other sounds.

It can then go in the next release. Whenever that will be. :lix-mystery:

-- Simon

Lix Main / Re: Oblivion sound effect too noisy and high pitched.
« on: November 03, 2019, 08:23:31 am »
Thanks, this is very good already. It's lower-pitched and can't be mistaken for water. I'll see how it feels in game.

Neither the original nor this sounds like lix voice-acting. That's in line with all other dying sounds, none of them are voice-acting.

-- Simon

Closed / Re: [DISC][STYLES] Pickup skill objects for initial V12.7 release
« on: November 03, 2019, 06:05:28 am »
Will the default's trigger area match the custom's trigger area? Have authors usually kept the default trigger? Then the custom tile would be eye candy, and using the default sounds natural.

-- Simon

Lix Main / Re: Sort tilesets by alphabetical order
« on: November 02, 2019, 06:29:39 pm »
This is now github issue #394.

Re ordering file: We have these ordering files for level directories. Ordering file even worked out-of-the-box in the tileset directory before I flattened the tree listing to show all tilesets in a flat list. It seems overkill for this listing of ~20 tilesets that all fit on a single screen.

Re fit on a single screen: This dovetails into Icho's complaint that open tileset browser should not obscure the map. Solution for that is best left to standalone editor application with OS-native GUI, but I don't have time to write such an editor.

-- Simon

Lix Main / Re: organize multiplayer levels
« on: November 02, 2019, 05:18:08 pm »
Yeah, better sorting and better presenting is important.

I've opened github issue #392, Organize multiplayer levels.

Finding the newest maps would be cool.

A tagging system sounds better than any hard directory structure. We order by player count, except that we also collect all races in a single extra directory. The existing directory structure is not consistent anymore, and levels feel like they belong in a widely-searchable database (thus the tagging system), not in a directory tree.

-- Simon

Lix Main / Re: Sort tilesets by alphabetical order
« on: October 30, 2019, 06:56:40 pm »
Yeah, this is a problem. I never made a new button class for these, nor did I reorder.

We can reorder by tileset name alphabetically.

Alternatively, we can add the author, e.g., in darker text above the bright tileset name. But the author is a weak criterion anyway, therefore I'd rather reorder by tileset name.

-- Simon

Closed / Re: [SUG][EDITOR] Rename "To Front" / "To Back"
« on: October 29, 2019, 06:38:37 pm »
Front/back can look at the overwriting flag and reverse sense exactly if no-overwrite.
For the same reason, this proposal doesn't really work either

Right, this relies on nearly every other gadget to be set to no-overwrite. I had supposed that most gadgets are no-overwrite.

If that's not enough still, then you need more abstract wording: Draw earlier, To front of list, ...

-- Simon

Closed / Re: [SUG][EDITOR] Rename "To Front" / "To Back"
« on: October 29, 2019, 05:52:42 am »
Keep the good names and reverse the sense, yes.

Consider to reword no-overwrite as a positive option, overwrite terrain and gadgets (obscure terrain) >_> But it's really an issue of no-overwrite behaving almost like a re-ordering. No rewording can make that intuitive.

Front/back can look at the overwriting flag and reverse sense exactly if no-overwrite.

-- Simon

Lix Multiplayer Dates / Re: Lix Multiplayer, October 27th, 18:00 UTC
« on: October 28, 2019, 07:00:46 pm »
We were 4-5 players. Icho and Ryemanni won the most. Ryemanni likes to cluster his lixes far too much, but I failed to steal the tasty clusters several times.

Flopsy had a new map, Down with Frogs, see attachment. This was a hit. Without diggers or miners, it's hard to approach your goal from above, you must approach it from an angle.

Down with Frogs reminded me of Humps, an early map around 2010 in the Lemmings 2 Outdoor style that doesn't ship with Lix.

-- Simon

Lix Multiplayer Dates / Re: Lix Multiplayer, October 27th, 18:00 UTC
« on: October 27, 2019, 06:07:35 pm »
It's time! I'm on Mumble and on the game server. Icho is already here, too.

-- Simon

NeoLemmix Main / Re: Unlimited skills
« on: October 26, 2019, 05:57:19 am »
I need to edit each level in a level pack separately in order to get unlimited skills from all of them, which is very hard to me.

That's a natural task for an automated script that finds levels, then edits all the skill lines. I suppose you're on Windows, I don't know enough Windows scripting to do it for you, but maybe somebody else can jump in?

Still, interesting singleplayer feature idea in general.

Player should be allowed to assign unlimited skills, e.g., to test ideas in later parts of levels. Allow the numbers in the skill panel to drop into negatives. An attempt counts as solved only if no excess skills were assigned.

Conveying why the level is unsolvable during play, that will be hard for the user interface. Probably needs glaring text. :lix-suspicious:

-- Simon

General Discussion / Re: grams88 Blog
« on: October 22, 2019, 06:03:46 am »
Challenge one is to basically try to solve it without cheating and by seeing if you can make it to leaving just one marble left over.

Peg solitaire is such a classic, I wouldn't search for a solution without sinking all teeth into it first. I've never attacked it seriously yet. Interesting idea.

After solving with one marble left, the harder task asks to finish with the lone marble in the center.

see in a years time if you can remember how you solved it. Usually after a year or two you tend to forget the solution so this is testing to see if you can remember the solution

We forget about solutions unless the puzzle is special:
  • Both puzzle and solution come from your childhood, and leave a strong memory. Probably the solution is more memorable, easier, and our brains were softer.
  • You routinely apply similar tricks to variants of the puzzle. This happens for contemporary Lemmings players, and for high school/early-university math students.
  • You've endlessly ground it. Rubik's Cube is too hard without looking up solutions. During late high school in 2003 to 2005, I speed cubed with averages around 30 to 40 seconds, and learned the full Fridrich route. I forgot nearly everything for the later stages and would nowadays solve with beginner tech that has stuck to mind, and which is the core part of Fridrich.
  • geoo will never forget the solution to Lemmings' Ark in Genesis Lemmings, and envies me because I either don't know it yet, or have forgotten it. (I don't even know which of these two.) I'd need a proper installation of vanilla Lemmix though to re-attempt. >_>
Anyway, the Cube is quality leisure time, and it's booming even more than 15 years ago when I learned it. Enjoy!

-- Simon

Lix Main / Re: Black screen in macOS build
« on: October 21, 2019, 06:42:46 pm »
Thread this week on the D forums -- we'll see how soon Homebrew's DMD is up to speed.

-- Simon

Lix Main / Re: Black screen in macOS build
« on: October 20, 2019, 05:08:24 pm »
Thanks for the exhaustive testing!

Interesting that the bugfix merge in July 2019 hasn't made it into Brew yet. Let's see what happens.

I'll post the results to #381. It's perfectly fine to wait now, you can try again in a couple months. The 3 most common D compilers (dmd, ldc, gdc) all have the same frontend for parsing D, and then different backends for code generation. DMD gets updates the quickest.

At least Brew is cutting edge. Brew's dub 1.17.0 has completely different version numbering than upstream dub at 1.11.0. seems current, github dub is 1.17.0. Dub homepage is 1.11.0, outdated :-P Brew's DMD at 2.088.1 is also cutting edge, very nice.

-- Simon

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