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Messages - Forestidia86

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31
Lix Levels / Re: Lemforum pack changes, Lix 0.9.x
« on: December 05, 2022, 05:45:31 PM »

Regarding "The Last Laugh"... going into a spoiler tag since I don't know whether Simon has solved it:
Spoiler (click to show/hide)

fair enough. If people really like this level that much, then leave it as is. :thumbsup: I am a bit doubtful of this; Simon played the level on stream the other day
Spoiler (click to show/hide)
but that may change when he solves it. IDK. I could make some alterations I suppose if that was appropriate but I don't feel like doing that in this case. Let's get some more input before making a final decision. I'll probably end up not doing anything with the level then.

I like The Last Laugh, too.
Spoiler (click to show/hide)

32
Lix Main / Re: Add button to flip vertically to editor?
« on: November 07, 2022, 08:43:33 PM »
Ironically within the level text files there is the tile modifier 'f', which means: Tile is mirrored vertically. The flip horizontal button is implemented in the text files via combination of 'f' and 'r' ('r'=rotate 90 degrees clockwise), e.g. 'frr' for flipping horizontally a non-rotated tile.

33
Lix Main / Implemented: Add button to flip vertically to editor?
« on: November 07, 2022, 05:25:54 PM »
At the moment there is only a button to flip tiles horizontally in the editor. There is a feature wish issue 115 to add a button to flip tiles vertically to the editor as well.
You can at the moment have the result of flipping vertically by turning two times and flipping horizontally.
The question is if nevertheless a button to directly flip tiles vertically would be helpful.

34
Lix Main / Re: Organizing Multiplayer Levels: Tag System
« on: September 27, 2022, 04:27:45 PM »
Which tags are currently in use? I ask since tagged levels can already be found via search.

35
Lix Main / Re: Search list should show all results
« on: September 25, 2022, 06:34:53 PM »
Added poll since the topic came up anew due to introdution of tags.

36
Lix Levels / Re: Lix Proof Collection (solutions for all levels)
« on: August 13, 2022, 08:51:59 PM »
I don't believe any replays exist on the github for the outtake levels of the community pack like "bulldozer"? unless I'm wrong. Does anybody have replays for those levels?

The replays for the outtake levels that are shipped with Lix (including Bulldozer) are in the github repo: https://github.com/SimonN/lemforum-replays/tree/master/misc/lemforum-outtakes


37
Lix Main / Re: 64-bit Windows build
« on: March 02, 2022, 08:36:14 PM »
Building Lix with cutting edge ldc on Win doesn't seem to be affected by the stack overflow.
The release build with dmd is fixed in Lix 0.9.42.

38
Lix Main / Re: 64-bit Windows build
« on: February 22, 2022, 07:07:34 PM »
Only verified for Arch-Linux, but very well possible that it affects Win as well:
  • Cutting edge DMD v2.098.1 doesn't build a release build anymore:
    Error:
    'function  file.filename.base.IFilename.isChildOf
    FAIL .dub/build/application-release-linux.posix-x86_64-dmd_v2.098.1-B60974BF1C37AB9E479B0D5164D1DB7B/ lix executable
    dmd failed with exit code -4.
    Full exception: object.Exception@source/dub/compilers/compiler.d(116): dmd failed with exit code -4.
    ----------------
    ??:? [0x55bc83f0c226]'

  • Cutting edge ldc 1.28.1 doesn't build anymore without increasing the stack size (on Linux possible with e.g. 'ulimit -s 16384')
    Error could be related to [Windows] ldc2 fails to compile project with various sudden halts seen in -vv output #3913 (stack overflow)

39
Lix Main / Implemented: Search list should show all results
« on: January 07, 2022, 12:08:31 AM »
Edit Simon: This is now github issue #429: Search dialog, implement scrollbar and up/down nav.



At the moment the search list only shows 18 of the matching results.
Imho all matching results should be shown though.

40
Lix Main / Re: Slow additions or experimental fork
« on: December 01, 2021, 01:44:51 PM »
Introduce physics changes only when well-tested in singleplayer, and move all culture to the new stable. Ideally, create some unittests for physics.
Only extend the level format, don't replace it entirely.

I think breaking the level format should only be done if absolutely needed. Backwards compatibility has a high value in this respect since Lix has a lot of levels. Physics changes don't need to necessarily lead to much breakage.

I agree with WillLem that an experimental branch would be a good idea even in the careful approach. To have physics changes well-tested you need them tested in some way, which can be achieved with an experimental branch. An experimental branch would give the courage to pull through the physics changes, which are in the waiting line for so long.


41
Lix Levels / Re: Levels by Forestidia
« on: October 30, 2021, 10:15:44 PM »
I've built two Halloween levels, which are still in a very rough state.

42
Lemmini / Re: [SuperLemmini] WillLem's SUPERLEMMINAS
« on: October 19, 2021, 07:24:50 PM »
The levels in the Superlemminas pack are to the most part not puzzle oriented, so for me it was less about getting my route/solution denied. The traps didn't change the route but rather needed just one stair (and maybe some more for safety)/bash to get around them. Only in one level it made the skills more tight, else the skills were in such levels plenty enough to not be a ressource problem. Memorizing was actually no problem either since they are in obvious places if you know it.

But I don't think the levels are really explorative either, they are for my skill level brutally execution demanding. Not sure if every platformer player likes hidden traps.

I can see that it is a matter of taste, some people even like troll levels, some like the explorative aspect of hidden objects like WillLem.
But my personal problems with the hidden traps in the Superlemminas pack were:

1) The challenge wants the player to abstain from using tools the engine actually grants them by itself. This makes the levels much harder. And then when one thinks the level is beaten, a hidden trap crushes the success just before the exit. The player can feel trolled or cheated by that, especially since the challenge asked them to play fair and clear by the rules. This could be an incentive to just use action replay. After it happened to me I gathered myself and started freshly over, kept the rules. But it was really harsh for me.

2) I actually didn't expect the deliberate use of hidden traps in such a challenge, which made them hit harder as Proxima indicated. On the other hand one loses trust in the levels and fears traps everywhere.

3) Generally in hard/at the end of levels they have a bigger impact than at the beginning/in easier ones.

I'm actually not so into memorizing things as well though as I said that was not the problem here. I took the challenge because I wanted to improve my skills executionwise.

43
Lemmini / Re: SuperLemminiToo v1.10
« on: October 17, 2021, 07:26:11 PM »
Got the same message.

If I remove the space in the directory name (e.g. SuperLemminiToov1.10.1) it starts normally. But this would only be a workaround. One shouldn't have a space in the path name.

44
Site Discussion / Re: Dark Theme is now available.
« on: October 17, 2021, 07:09:43 PM »
Thanks for fixing.

45
Lemmini / Re: [SuperLemmini] WillLem's SUPERLEMMINAS
« on: October 17, 2021, 06:08:54 PM »
I think it may be just a matter of taste. Remembering the traps was not difficult since they were in quite obvious places. It can be a matter of losing trust in the levels generally and fearing traps everywhere. In Carlemita Jeter I thought I had made through the level to then get crushed by the trap, that was really harsh for me.

But in the end it is your decision how you want to make the levels and what you enjoy. I didn't want to open up the general topic of hidden traps, it was just my personal impression.

Generally I think the Superlemming packs helped me to improve my skills, esp. learning better hotkeying. It helped me to beat the Dos-Superlemming level for the first time.

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