Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Simon

Pages: [1] 2 3 ... 199
1
Lix Multiplayer Dates / Re: Lix Multiplayer: December Poll
« on: December 05, 2019, 06:59:39 pm »
Sunday European evenings are good, yes. Looking forward to play again!

-- Simon

2
Lix Levels / Re: Lix LemForum, feedback by Forestidia86
« on: December 04, 2019, 07:33:46 am »
I'll happily merge a Brickout fix into 0.9.30 whenever that releases, it will release in 2019. I'll pick the newest mutually-agreed-on Brickout from this thread.

-- Simon

3
Site Discussion / Re: Lemmings Emojis!
« on: November 23, 2019, 07:11:41 am »
Yes, several good ones! (forehead) and (cat) are very important to have.

I'll merge them when I find time these weeks. Other admins might have more time.

Critique on (rolling eyes), (excited), and (cute): These are hard to distinguish from some existing smileys, and from each other. I encourage hyperbole, the smiley should have one feature that overwhelms the picture, usually large eyes or large mouth. Can you improve these?

For fair comparison: The existing smileys are much worse, many are impossible to distinguish without squinting. :) ;) >:( :( :o :-\ :'( :D :XD: :laugh: Also lots of redundancy, we need one smiley with surprised googly eyes, not 3. :o :lem-shocked: :lem-mindblown: The reason that we still have 3 is that pepole complain about every healthy purge, and we've have no strong mind to withstand that complaining. Also so many Lix smileys that we all merged without proper weeding. Lots of existing stuff should eventually move to the [more...] link of the post editor.

I've even run database analyses to see what can be cut. The problem is that everything gets used over time, makes outright culls hard. But we certainly must improve here. The post editor is agonizingly slow to load, to present us with confiserie exclusiv, such as the marquee button.

-- Simon

4
Lemmings Main / Re: Joke ideas for skills and objects
« on: November 22, 2019, 10:03:16 pm »
Quote
The Cowboy. Gets out a lasso with which he can catch another lemming and pull that

The Catcher. Waits at the position where the skill is assigned, arms stretched out, until another lemming touches him

Yes, whatever involves other lemmings than the asignee is hot design stuff.

-- Simon

5
NeoLemmix Main / Re: Access Violation on Startup
« on: November 21, 2019, 07:08:14 am »
The installer looks like it freezes, but it runs well, it merely shows no feedback about what it's doing. The installer downloads and extracts several archives. Give it a few minutes!

At least it was like this 2 years ago. If nobody has worked on the installer since, then yes, this problem hampers entry into the culture.

-- Simon

6
Lix Levels / Re: Memorandum: Levels in lemforum with known backroutes
« on: November 19, 2019, 07:12:04 pm »
Pinned, and added Skulls, Sludge, and Steel to list in OP.

Also made Proxima a moderator for the Lix Level board.

-- Simon

7
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

8
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

9
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

10
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

11
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

12
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

13
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

14
Closed / Re: [SUG][EDITOR] Rename "To Front" / "To Back"
« on: October 29, 2019, 06:38:37 pm »
Quote
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

15
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

Pages: [1] 2 3 ... 199