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Topics - Forestidia86

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Lix Main / New observers should watch game in progress
« on: July 14, 2019, 07:27:23 pm »
Moved to separate topic: 2nd: Observers should start level zoomed out

Two things which would in my opinion be good features for multiplayer:

1st: It would be good when one could see that a game is in progress. At the moment you have no indication and wonder why nothing goes on in the lobby, which is confusing.

Non-Lemmings Gaming / Rabbit Escape and Snails
« on: July 02, 2019, 08:25:13 pm »
Recently I came across two games that are Lemmings-like:

  • Rabbit Escape by Andy Balaam (generally free and open source, GPL v2)
  • Snails by Jorge Lima, Alexandre Fontoura, published by 2Brains Games (commercial)

Rabbit Escape is a cute simple game in pencil drawing style. It's block based and at least the PC version is Java. You place the skills to be picked up in the world instead of direct assigning. The skills circles have physics as well. The UI looks very basic and there seems to be no frame stepping. There seems to be a good amount of levels as well, which are in an unlock system. I haven't played much though. It looks as if it can get fiddly/dexterity based.

I haven't played Snails, yet, but only seen footage. You seem to mainly place items which interact with the snails. The snails generally stick to the blocks like a magnobooter. There seem to be different game modes, one of which even includes killing the snails instead of saving. At the moment there seem to be 84 levels available.

Lix Main / Lix ingame UI (skill panel)
« on: May 15, 2019, 05:12:04 pm »
Recently in another thread it came up that the skill panel could have too many buttons.

I'm actually fine with the skill panel but others find it cluttered, ugly and like a "Korean washing machine".

I think the advantage of the current skill panel is that you see all skills that are generally available, so you know at once which skills to expect in the game.

I would speak against a scrolling mechanism since it takes the dynamics of the game and is obscure.

Lix Main / Black screen in macOS build
« on: April 07, 2019, 03:18:30 pm »
There seems to be an issue with a macOS build. From the descriptions of macOS users:

It starts and opens a window, but which has only a black screen. The music plays and at least with ldc it segfaults.

Issue 381 on github

From the #lix log of 4th of Jan, 2019 (concerning Lix 0.9.24):

[11:24:47]    <tarzeau> i've got an up to date 10.14 mojave mac now... i shall retry?
[11:24:55]    <tarzeau> remember what i need to install with brew?
[11:25:55]    <SimonN> brew install ldc dub allegro enet
[11:30:09]    <tarzeau> uncaught exception when i run ./bin/lix but that's surely the releaseXDG
[11:30:27]    <tarzeau> rebuilding...
[11:31:19]    <tarzeau> now i get a window called Lix, which shows black, nothing else
[11:31:59]    <tarzeau> adding --build=release as in windows
[11:32:04]    <SimonN> what is your exact build command?
[11:32:20]    <tarzeau> now it's: HOME=. dub build --build=release -f --compiler=ldc2
[11:33:07]    <tarzeau> oh wow now ./bin/lix goes fullscreen
[11:33:10]    <tarzeau> staying black
[11:33:21]    <tarzeau> pressing esc: segmentation fault
[11:33:23]    <SimonN> yeah, release defaults to fullscreen
[11:34:03]    <SimonN> go into the segfault with a debugger
[11:52:11]    <SimonN> tarzeau: When you build Lix, dub outputs versions of other dub packages. What version is "allegro" in that output?
[11:54:08]    <tarzeau> allegro 4.0.4+5.2.0: building config "no-libs"
[11:54:15]    <tarzeau> maybe i should not have copied that dub packages from linux?
[11:54:47]    <SimonN> hmm, 4.0.4+5.2.0 is correct version.
[11:55:34]    * tarzeau drops HOME=. and rebuilds, removed all the *-n/ dirs too
[11:55:40]    <SimonN> Copying stuff from Linux: dub stores built binaries in .dub dir, thus the copying could cause problems. Delete ~/.dub/ and (lix)/.dub and then build.
[11:56:14]    <tarzeau> i've not taken any binaries, just the sources
[11:56:21]    <tarzeau> but will try as well...
[11:56:28]    <SimonN> ah, hm, then should work. But try anyway.
[11:57:17]    <tarzeau> all black... maybe it doesn't find data files?
[11:58:02]    <tarzeau> oh user/log.txt says
[11:58:06]    <SimonN> in dub.json, in "libs": [ ... ], between these square brackets, add this line including quotes and comma: "allegro_color",
[11:59:17]    <tarzeau> added and rebuilding...
[12:12:51]    <tarzeau> i can't find ~/.dub on macOS but i removed .dub
[12:13:06]    <SimonN> okay, hmm, I'm sure it'll be fine
[12:13:15]    <SimonN> did the rebuild do any good?
[12:15:33]    <tarzeau> but the icon appears when starting it
[12:15:36]    <tarzeau> in the dock
[12:15:43]    <tarzeau> black screen as always
[12:16:35]    <SimonN> okay. Remove `"allegro_color",` again, then `brew install dmd`, then build Lix with `--compiler=dmd`
[12:21:45]    <tarzeau> building...
[12:22:42]    <tarzeau> it also builds fine, however same black window
[12:22:54]    <tarzeau> i run ./bin/lix from the source unpacked tree
[12:23:13]    <tarzeau> however esc just exits, no segfaults
[12:56:37]    <SimonN> tarzeau: download the music: -- extract in Lix's directory, then run the game again. Does music play during the black screen?
[13:02:25]    <tarzeau> back, i already have the music there
[13:02:31]    <tarzeau> let me make louder
[13:02:49]    <tarzeau> yep music plays
[13:06:41]    <SimonN> okay, hmmm, this is tricky then. Lix runs but doesn't display anything.
[13:08:02]    <tarzeau> ack
[13:08:06]    <tarzeau> do you use opengl?
[13:08:45]    <SimonN> Not directly. Via Allegro 5.
[13:09:43]    <SimonN> Okay, I have one abstruse idea.
[13:10:12]    <SimonN> Downgrade DAllegro5 bindings and add allegro_color back. I will instruct you how to do this.
[13:10:35]    <tarzeau> k
[13:11:51]    <SimonN> dub.json, line 13: Replace with: "allegro": "==4.0.3",
[13:12:28]    <SimonN> in line 21 or so, add new line: "allegro_color",
[13:12:40]    <SimonN> (all these times, the trailing commas are important)
[13:13:03]    <tarzeau> done
[13:13:14]    <SimonN> in dub.selection.json, replace line 4 with: "allegro": "4.0.3+5.2.0",
[13:13:34]    <tarzeau> done
[13:13:34]    <SimonN> then run: dub build --force --compiler=dmd
[13:13:47]    <tarzeau> running
[13:14:20]    <tarzeau> built, runs the same
[13:14:33]    <tarzeau> and it's the same windowed or fullscreen
[13:14:37]    <SimonN> i.e., black screen, music plays, and no image? hmm.
[13:14:42]    <tarzeau> yes
[13:14:46]    <SimonN> Okay, then I'm out of ideas :)
[13:15:22]    <tarzeau>
[13:15:23]    <SimonN> I didn't believe this would have helped anyway, but I would have slapped myself had it been the solution and had I not tried it.
[13:16:34]    <tarzeau> ?
[13:16:49]    <tarzeau> al_flip_display(); needed?
[13:17:06]    <SimonN> yes, should be needed.
[13:17:07]    <tarzeau> i remember macOS (well cocoa) has different coordinate system
[13:17:25]    <SimonN> Allegro is an abstaction over any OS-specific stuff.
[13:17:48]    <SimonN> maybe run that example code and see if you get window
[13:17:51]    <tarzeau>
[13:18:00]    <tarzeau> single buffer?
[13:18:11]    <tarzeau> i don't know either. if you want me to retry, tell me
[13:18:47]    <tarzeau> this gh issue produces black display, works windows + linux
[13:20:10]    <SimonN> okay, no time. I think I double-buffer. My code is in src/hardware/display.d, public interface to that module is ALLEGRO_DISPLAY* display to get backbuffer to draw there, then void flip_display()

Non-Lemmings Gaming / Baba is You (puzzle game)
« on: March 18, 2019, 11:16:09 pm »
"Baba is You" by Hempuli Oy is a puzzle game where you have to get your character to the goal of each level.
It's generally a box push puzzle but with a twist: You can change the rules of the level by pushing them around. So you can change the rules in some levels that way that e.g. a boulder becomes the goal etc.
It seems like an interesting idea to me, especially since it allows you to "reprogram" the level, which needs other thinking than a mere box push puzzle.
I only played some of the levels so far, but even in the beginning there were some tough ones for me.
I personally like the idea behind the game since it has programming aspects without need to know programming languages.

(Quite some time ago I came across of a Java based game (forgot the name) where you had to change the rules to get to the exit. It really needed you to get into the programming language, which had its good and bad sides. Baba is you is in the same spirit but non-programmer friendlier and integrates the rules into the box puzzle game mechanics.)

Lix Main / Add test play mode to the editor
« on: February 13, 2019, 05:45:38 pm »
When testing freshly build levels you have to save, go out of the editor and play the build level, which is rather tedious.
Furthermore with normal play all your solutions during testing get auto saved by default what e.g. Ramond finds annoying since it can clutter your replay folder.

Therefore a test play mode from inside the editor seems to be a reasonable feature.

(Corresponding discussion from IRC:
[17:10:03]    <Ramond__> one other thing maybe, while testing your own level the game will auto-save each of your successful attempts, it will clutter after a while
[18:25:10]    <Forestidia> The auto save feature is important.
[18:25:24]    <Forestidia> It can be turned off I think.
[18:26:14]    <Ramond__> yeah it is important for playing, but rather hindering during level testing
[18:26:33]    <Forestidia> But what is your suggestion?
[18:27:06]    <Ramond__> I don't really have any proper suggestion, it only felt a bit annoying to having to clean out the replays manually
[18:27:15]    <Ramond__> maybe someone else has a good idea
[18:27:16]    <Forestidia> okay
[18:27:44]    <Forestidia> You can Esc the level before you hit the save requirement.
[18:27:58]    <Forestidia> I often do that when testing.
[18:29:02]    <Ramond__> that's a possibility but still a slightly tedious workaround (always having to have that in mind)
[18:29:27]    <Forestidia> The thing is to have a replay for the final version is important for coverage.
[18:30:08]    <Ramond__> dunno if feasible but what if there's a way to directly go into a 'test play' mode from the editor (skipping going back to menu to select play) which is identical to the normal play mode except it won't auto-save? (can still be saved manually somehow)
[18:30:49]    <Forestidia> A test-play mode from inside the editor would be good for other reasons as well.
[18:31:28]    <Forestidia> Since it's then generally less tedious to test your level.
[18:31:44]    <Ramond__> yes
[18:31:51]    <Ramond__> though for some reason I thought it was intentionally left out
[18:32:14]    <Forestidia> I don't think so actually.
[18:32:27]    <Forestidia> But I don't know for sure.)

Lix Main / Debug build should start windowed by default
« on: November 16, 2018, 08:51:07 pm »
A debug build is often used for debugging purposes but these can be impeded by the default software fullscreen, e.g. since you can't access crash messages or don't get out of the program window easily.
So at least the debug build should default to windowed mode. 

Lix Levels / Levels by Forestidia
« on: July 04, 2018, 11:43:31 am »
I'm not really into complex level designing, but I'm mainly interested in trick showcase levels.

The attached level is meant to enforce one particular trick but I'm not fully sure if it does.

Lix Main / Reintroducing Tutorial Levels? (issue 336)
« on: June 22, 2018, 04:53:16 pm »
Someone made an issue about reintroducing the tutorial levels.
This is something that could be discussed.
I'm personally ambivalent about this:

On the one hand quite a few users seem to want them.
And it helps not getting stuck only because you don't know the mechanics.

But on the other hand there are advanced mechanics/tricks where the main puzzle of a level is to find that mechanics/trick out.
Furthermore the basic tutorial levels can be very bland.

There are old tutorial levels still available in the forum and in Clam's (Outtakes) and Rubix' pack are levels that are or could count as a tutorial.

Lix Levels / Some tile groups
« on: May 27, 2018, 08:55:37 pm »
Just some tile groups I've built together (with current existing tiles). contains the level files with the tile groups. contains the pictures of these groups for reference.

Description how to integrate tile groups in other levels.

Most of the tile groups are recreations of Simon's culled tiles. bridgetiles are recreations of Matt's old oriental bridge tiles.

Lix Main / Cuber Edge Cases (heavy spoiler)
« on: May 17, 2018, 03:36:44 pm »
Some cuber edge cases:

1. Climber climbs in cube: If you assign a cuber it lasts some time until the cube is created and so lix can get into the cube in the process of cubing. So far so usual. But if you have a climber and cube near a wall it will start to climb and climb up within the created cube. (Showcase replay: cube3.txt)

2. Blocker within cube: In the above mentioned creating process of the cube you can assign a blocker to a lix, which will remain within the cube. Since the cube is created at first in layers, a lix that gets into that process pulls itself up the already created layer. If you assign blocker then, it is not only in the cube but also a bit heightened.
If you free that blocker with a walker you can assign basher which destroys the upper part of the cube. You have a small step then (Showcase replay: cube1.txt) (You can achieve that of course with assigning basher instead of blocker in first place as well.)  But the blocker must have been assigned at the very edge else there remains to one side a thin wall. (Showcase replay: cube2.txt)

3. Lix can get caught within the cube: As long as the cube is in creation process the lix can normally climb out of the already created parts of the cube. But if you delay a lix until the process is finished then the lix gets caught.  You can still assign destructive skills like the basher. The delay can be achieved, e.g. with assigning a batter or having a stunned lix. (Showcase replay with batter: cube5.txt)
A more unusual case is that even a faller if it is timed right can get caught. (Showcase replay: cube4.txt)
If the hatch is low enough then lix can spawn within the cube and get caught as well.

All replays were made in the level Any Way You Want.

Lix Main / Builder edge cases (spoiler)
« on: May 02, 2018, 08:46:44 pm »
I just wanted to collect two (known) builder edge cases that can lead to backroutes.

1. Turning around the crowd with two builders (and one blocker)
By stacking stairs you can block the crowd but usually you need three stairs for that.
But you can force the situation with two stairs as well.
For that you need a blocker. The builder turns at the blocker which can lead to copying or stacking of stairs so that you effectively have two stairs next to each other instead of one. So you can simulate having three stairs with just two.
I've created a replay to showcase this called "twostairsblock.txt" (level used is Any Way You Want; I freed the blocker in the end to show that you have indeed a blocking stair wall). It's rather precise to perfom when on flat surface. It could be very well easier to perform on slopes.
Even if you already have to use a blocker which blocks the crowd anyways this has use cases.
For example you can use stairs to cross a gap or catch the lix in a loop but after the route is built you want to free them of the loop or let them go into the gap.
(Theoretically you can make a blocking wall with one stair and two blockers but I don't see a good application case.)

2. Ramond's 2-builder cancelling (issue 268)
Two builder cancelling works in Lix and was found out by Ramond.
It has a very peculiar and precise setup since it depends on the distance between lix, especially when the second lix arrives at the first builder.
But there are ways to manipulate this distance. One of them is using the shrugger animation of the first builder if you have more than two stairs. The shrugger animation lasts multiple frames which lets you readjust the distance between first builder lix and second.
I've created a replay to showcase this called "twobuildcanc.txt" (level used is Any Way You Want).

Lix Levels / An unusual Lix level
« on: April 04, 2018, 08:51:19 pm »
You can take this as a late April's Fools joke. You can just put pictures in the image folder of Lix to have new tiles and in this case it's a very peculiar tile.

Edit: I deleted the attachment since it seems to be deemed as not appropriate. It was never meant to be a serious level, I just found it funny that the Lix were crawling along my plushie tiger. I didn't know where to post it, but yeah it's just lame.

Lix Levels / Some replays to old levels
« on: March 28, 2018, 03:43:09 pm »
Attached replays to:

- Eyesis I + II by Ramon; these levels had originally a time limit of 30 seconds, which should correspond to 450 phyus (both replays stay below that according to verifier.txt).
- Cirque du Solix by mobius; this level had originally a time limit of 120 seconds, which should correspond to 1800 phyus (the replay stays below that according to verifier.txt).
- Tailor-made for athletes by Proxima
- Marching Band by geoo
- The New Compression Method by geoo
- Minefield by geoo

Lix Levels / Some fixes to old levels
« on: March 20, 2018, 08:10:58 pm »
I've fixed, mainly via text edit, some old levels to current tile namings.

Jumpers from Lix tutorial levels by geoo
16 x 16 by Akseli  from the Lix Double-Level Contest 2014
Planet Dulux by Akseli from the Lix Double-Level Contest 2014
Palmtree Pile-up (V1.2) by Simon from the Level Design Contest 5

These levels should show no missing terrain anymore but I can't guarantee their solvability or that they haven't gotten pointless.

All levels should be solvable (Lix 0.9.13).

Edit: There are fixes that remove the gaps to Planet Dulux and 16x16 (both by Akseli) in this post.

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