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Messages - Forestidia86

#16
Lix Main / Re: [UX] Unclear meaning of ?! icon
November 27, 2024, 09:06:55 PM
Quote from: Dullstar on November 27, 2024, 08:55:39 PMBest Guess: probably means the level has been changed since it was last solved.


That is what it means.

There is issue #310 that covers this problem.
I agree that the symbol is unclear.
#17
Lix Main / Re: Linux magnet mouse pointer?
October 08, 2024, 03:27:52 PM
How did you get your Lix-version? Have you built it yourself or downloaded it (from where?)?
Is Lix the only program that shows weird mouse behavior?
#18
I agree that this should be possible.
This is issue #357 on github.
#19
Tech & Research / Re: The Level Edges Topic
July 11, 2024, 08:25:49 PM
I would say that Top in Winlemm 95 is deadly. At the end of the gif the Lemmings count decreases from 80 to 79. Walker go over the stairs though as if open.
#20
Tech & Research / Re: The Level Edges Topic
July 11, 2024, 12:00:03 AM
Gif for the behavior for Winlemm 95 on the Right, looks like force-field, but the Lemming clips through. Current stairs were nearing the end, so maybe not fully definitive. As I tried on the Left the game crashed, Maybe I try again later.
#21
Lix Levels / Re: Blitzs Multiplayer Levels
July 09, 2024, 11:33:53 AM
Quote from: Blitz on July 09, 2024, 09:52:08 AM
its hard to understand because im german [...]

Tried to translate Simon's points into German. Simon is free to correct to fit his intentions.

Übersetzung von Simons Kommentar:
[Hi! Ich denke, Cage Rescue ist noch nicht soweit, übernommen zu werden.

Das größte Problem sind die langen und langweiligen Arbeiten im Käfig. Man muss alle anderen Lemmingansammlungen mitherauslassen, um die eigene rauszulassen. Das ist ein Anreiz, andere 100% der Arbeit im großen Käfig machen zu lassen und die eigenen Bauer einzusparen.

Auch die Exitpositionen sind nicht ausgewogen, weil nur zwei kleine Löcher vorhanden sind, um den Käfig zu verlassen. Wenn dein Exit unter der Mitte des Stahlkäfigs ist, ist es viel schwerer, ihn zu erreichen. Vielleicht sollte jedem zwei Exits gegeben werden, einer der leichter und einer der schwerer zu erreichen ist? Oder erwäge mehr Möglichkeiten, den Käfig zu verlassen. Oder ordne die vorhandenen Exits anders als in einer langen Reihe unten an. Es gibt viele Möglichkeiten, die schweren Exits leichter erreichbar zu machen.

Nur ein schwer zu erreichender Exit ist besonders problematisch in Cage Rescue, weil die Map dich zwingt, jeden anderen herauszulassen, wenn du deinen Exit erreichen willst. Wenn das die Intention hinter dem Level ist, solltest du den Käfig vertikal kürzen, sodass der interessante Teil des Matches schneller eintritt.

Die Lemmingansammlung durch die Löcher oben zu quetschen ist unnötig schwer. Typisch gesetzte Bauer von Beginnern werden nahe des oberen Randes aufhören. Erwäge, die ganze Käfigdecke zu entfernen.

Dekoriere den Level! Es muss kein Kunstwerk werden, aber platziere wenigstens ein bisschen mehr Terrain als nur die Stahlrechtecke.]

#22
Tech & Research / Re: The Direct Drop Topic
July 07, 2024, 07:55:58 PM
Quote from: WillLem on July 06, 2024, 02:44:59 AM

This, for a few examples (I can't vouch for the quality of that pack as I made it a few years ago now!)

The average DD solution takes a certain amount of skill and tenacity to get right, and it's something I feel could make for an interesting and inspiring level design feature: rather than limiting the skillset, give the player plenty of skills but enforce the DD solution. The example above is a full pack of such levels, but the norm could be that a pack might contain a small handful of DD levels dotted throughout to add a bit of spice and variety.

Acording to the description of the linked level pack you could still make these levels without having DD directly by using certain gadgets. This leaves the decision for designers if they want to allow for DD or not.
Lix has similiar gadgets and even skills that can reset fall height. Having DD might restrict possibilities to create puzzles using these skills.
#23
Tech & Research / Re: The Direct Drop Topic
July 05, 2024, 07:04:30 PM
Quote from: WillLem on July 05, 2024, 01:36:39 AM

I unfortunately wasn't around for a lot of the early Forum discussion, but I absolutely would have advocated strongly for DD being kept as a "happy accident" that makes the game more playable (IMO). Thankfully, we have an opportunity to open the discussion up again and give it a try. I don't think it will prove to be as problematic as some people theorise.


What do you mean by more playable? What are the advantages or the potential you see in Direct Drop?
#24
Bots Are Stupid is a puzzle programming game, in which you to guide your bot via a set of commands to the exit. Despite the differences it reminds me of Lemmings since e.g. move right lets your bot just continue to run right and sometimes to its doom if you don't interfere with other commands. It can be sometimes finnicky with the timings and I haven't played far yet. As extra goals the number of lines and the time needed for the bot to get to the exit are shown.
#25
Lix Main / Re: 32-bit Windows build
May 07, 2024, 07:27:39 PM
In future versions of dmd the -m32omf switch will no longer be supported. That means linking with optlink is not viable anymore. (cf. merged pull request Kill off OMF support)
#26
Lix Main / Fixed: Error logging on Windows
April 26, 2024, 09:49:54 PM
Due to issue #488 some errors aren't logged into log.txt, although the error would show on console/shell.

On Win the console is suppressed, so that it can happen that no error feedback is given (in case no error window appears). As a workaround piping with e.g. lix.exe 2>a.txt produces the error message in a.txt.
#27
Lix Main / Re: 64-bit Windows build
April 14, 2024, 07:13:04 AM
The win-build.bat specifies the compiler to ldc. The question is if this is necessary or should at least mentioned in the file name since somebody could just have dmd set up and get an error.
#28
Lix Levels / Re: geoo's Lix level pack
April 08, 2024, 09:14:36 PM
Solved some levels in the wrappy rank.

Spoiler

The wrapping around is a challenge on its own to understand how everything works out.
At least some of the levels felt astonishingly execution heavy considering there is framestepping etc. Sometimes it was a bit precise or I couldn't find much hints in the design for the proper setup, which made some assignments very hard to perform at the right place.
There was a lot of infinite mining though this fits the wrap around mechanics.

welcometospace: Quite a conundrum, don't know why it suddenly worked out.
rainbowroad: Not too hard of a level, a bit of a pathfinding puzzle.
3lix1miner: One of the 'infinite' miner levels, here you only have to find the proper starting point, a decent introduction to this mechanic.
patienceyoungpadawan: Works according to the title.
powerlines: Again about adjusting and finding the proper path, liked that one.
justmine: Downwards Reduction as single player level, again quite mind blowing.
oneisnotenough: More on the standard side of a puzzle, again about guiding the Lix in the proper direction.
offthegrid: Similiar to welcome but I had more of a grasp how to do it.
gottaturnaround: This was a bit harder for me, harder version of oneisnotenough.
bumpyhumps: I think I needed a bit longer for this level.
humpybump: I think it's a clever level. I thought at first in the completely worng direction but it makes perfectly sense.
kruskalsdelight: Got lucky and solved it first try. Interesting concept to have a maze level.
homotopytheory: Combination of infinite miner and path finding, didn't need that long to solve it.
pleasecomehome: Finicky infinite miner level, needed tweaker here.
hive: Another maze level, was quite fun.
undergroundclub: Not sure if it is a backroute, was finicky though still quite interesting.
forevermine: Hardest of the solved levels so far, was hard to tell where to make assignments but a very elaborate level. I generally liked it.
#29
Maybe there is a possibility to write the current desktop resolution next to the input fields to minimize user errror.

Maybe with get_desktop_resolution
#30
Edit: First option - building with debugging libraries

Only a first draft:

Options to get the Allegro debugging libs and dlls are nuget package or (mingw) release from the github page of Allegro 5.
From my experience: Running after building with the nuget release ones would need as extra dependencies Microsoft building tools (debugging variants of standard dlls, not tested since no access to these tools). Whereas the github release needs mingw libraries (which have a better availability).

For the dlls just choose the ones with 'debug' in the name.
For libs I know no other way than to rename them. (This means you can't have non-debug and debug libs at the same time in your toolchain.)
For nuget you already have lib-files and you have to choose the ones with 'debug' in the name. But for using them I had to remove the '-debug' part of the name, so that they look like the non-debug ones.
For the github release there are no libs. (For build with optlink you can use implib to create some.) As one way to get files that work like libs, you can rename the liballegro_....dll.a to lib files. Again you have to choose the ones with debug in their name but rename them without the '-debug' so that they look like the regular lib files, e.g. 'liballegro-debug.dll.a' to 'allegro.lib' or 'liballegro_acodec-debug.dll.a' to 'allegro_acodec.lib'.
There are maybe/probably more elegant ways to achieve this but this is how it worked for me.

Building is as usual.

If building with Allegro debug libraries was successful there should be an allegro.log (gets huge fast) created after starting the game.