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Messages - Forestidia86

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1
It's a tricky issue since the idea of avoiding clashing schedules sounds good but Lix seems to justify its own multiplayer board, from the kind of project it is as well as from the amount of sessions that exists.
If too much is merged there is the danger, that it gets too crowded and unclear again.

2
Lix Main / Re: Autosave replays: Run to end? Different icon for quicksave
« on: January 11, 2019, 02:08:49 pm »
Lix has a level that solves with 0 skills, but not obviously. Thus Forestidia's 3) is a concern: Cancelling the map produces a solution checkmark, that would look like a bug.

Color me curious, which level?  Is it part of the set of levels that come with Lix or just a custom one from somebody?

Level that solves itself (click to show/hide)

The other alternative is maybe the game just always keep the replay for the most recent attempt as a backup somewhere, regardless of whether it can possibly solve or has solved the level or not.

I like the idea of having a backup save replay, although you can save replay manually after exiting the level.

3
Lix Main / Re: Autosave replays: Run to end? Different icon for quicksave
« on: January 10, 2019, 03:14:32 pm »
Quote
It's possible to beef up the "replay harvester" (the internal part of the game that sits between the exited attempt and the level browser, and decides whether the replay is autosaved or offered for manual saving) to always run the replay to completion, to never miss solutions even when they haven't been run to completion during play. It's expensive and feels weird, maybe it's worth it, I don't know.

IMO: Profile it on a not-too-powerful machine, if it's not particularly excessive nor tricky to implement, do it. I recall that Lix's replay simulation is extremely fast (many orders of magnitude faster than NL's, which is already very fast for a single replay; also in this situation, the physics map is already rendered), I suspect that while it might theoretically be computationally expensive, it will not be an issue in practice.

If such a mechanism is implemented I plead for an option to turn it off (while still having the possibility to autosave played out replays) since it can get very annoying:

1) For very lenghthy computation heavy replays the verifying process can last multiple seconds. And having to wait such a time before proceeding can get frustrating.

2)a) You have no chance to cancel the level without replay anymore if you've already made the route. That's nasty for testing purposes since it spams your replay folder even more.
b) Furthermore to single out replays is not that easy if you have multiple, which aggravates a).

3) You can (theoretically) get autosaved solving replays without even having realized that your route solves. But it belongs to the puzzle to assess that.

4
Lix Levels / Re: ClamLix
« on: December 07, 2018, 03:40:48 pm »
A bit aesthetically improved version of "Time is Running Out".

5
Lix Levels / Re: xmas2018: Holiday-themed pack with 24 levels
« on: November 30, 2018, 11:20:07 pm »
Thanks for the replays, Icho.
Feedback to the replays (click to show/hide)

6
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. 

7
Lix Main / Re: Stop maps from crashing (OutOfMemoryError)
« on: November 09, 2018, 03:06:48 pm »
The problem is probably related to the weak 32bit garbage collection (cf. here).
The current Win Lix release is 32bit, whereas on Linux it is commonly 64bit since most have 64bit systems.
That would explain why people on Win crash but the ones on Linux not.

A 64bit build should at least lessen RAM usuage, which could maybe solve this problem.
The problem for a 64bit build was in earlier time that Visual Studio was needed for linking (cf. here).

But now the compiler LDC has released a beta that is self-sufficient, that doesn't need Visual Studio. Only the Visual C++ 2015 runtime to run the game could be needed still, but there are quite a few games that install that with it, so it is likely that people have it already.

So there are good chances that in future big maps can be played again.

At the moment there are still quite a few problems open, though.

8
Lix Main / Re: Editor, Giga's rant
« on: November 05, 2018, 03:34:14 pm »
To copying pieces:

That copied pieces spawn a bit below the original can lead to the problem that they spawn outside of the reachable map if the original is too low on the screen edge. You can still reach them by increasing the lower map size though.


One idea against that problem would be that tiles are spawned above the original tile iff they would end up below the map border.

9
Lemmings Main / Re: 607 plays Lemmings 1 and ONML
« on: November 04, 2018, 02:14:38 pm »
Just out of curiosity: Are your assignments as well a frame delayed in Winlemm 95?
In my Winlemm playthrough I encountered that the game performs assignments one frame delayed, which made some maps harder. And I'm interested if others encounter that as well.

10
Lemmings Main / Re: 607 plays Lemmings 1 and ONML
« on: October 30, 2018, 06:22:35 pm »
Alternatively, in DOS Lemmings you can hold down the right mouse button and then click with the left button to assign in "priority inversion mode".  Roughly speaking this will let you assign skill to the non-prioritized lemming instead, in situations where the cursor covers multiple lemmings and one is prioritized like the blocker.  In certain other ports like the Mac you would hold down some key like Alt to activate this mode instead of holding down right mouse button.  Not sure if this kind of option exists in Windows Lemmings.

The help file of Winlemm says the ctrl button is for assign to walker. Though I can't say if right click has the same effect.
Winlemm has directional select with the arrow keys, too.

11
Lix Levels / Re: Lix LemForum, feedback by Forestidia86
« on: October 02, 2018, 06:03:48 pm »
Have solved "Path of Wickedness".

Spoiler (click to show/hide)

12
Lix Levels / Re: Lix LemForum, feedback by Forestidia86
« on: October 01, 2018, 07:37:32 pm »
Another solution to "The Last Laugh".

Spoiler (click to show/hide)

13
Lix Levels / Re: NepsterLix
« on: September 30, 2018, 01:16:34 pm »
Solved "No added Colors and Lix".

Spoiler (click to show/hide)

14
Lix Levels / Re: Some tile groups
« on: September 30, 2018, 10:20:53 am »
I've made another bunch of tilegroups. This time Xmas themed.

15
Lix Levels / Re: Levels by Forestidia
« on: August 31, 2018, 03:10:33 pm »
Attached is a bug showcase level. It's based on a bug found by Ramond.
I've found this bug rather amusing.

Spoiler (click to show/hide)

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