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 4 ... 199
16
Lix Multiplayer Dates / Re: Lix Multiplayer, October 27th, 18:00 UTC
« on: October 28, 2019, 07:00:46 pm »
We were 4-5 players. Icho and Ryemanni won the most. Ryemanni likes to cluster his lixes far too much, but I failed to steal the tasty clusters several times.

Flopsy had a new map, Down with Frogs, see attachment. This was a hit. Without diggers or miners, it's hard to approach your goal from above, you must approach it from an angle.

Down with Frogs reminded me of Humps, an early map around 2010 in the Lemmings 2 Outdoor style that doesn't ship with Lix.

-- Simon

17
Lix Multiplayer Dates / Re: Lix Multiplayer, October 27th, 18:00 UTC
« on: October 27, 2019, 06:07:35 pm »
It's time! I'm on Mumble and on the game server. Icho is already here, too.

-- Simon

18
NeoLemmix Main / Re: Unlimited skills
« on: October 26, 2019, 05:57:19 am »
Quote
I need to edit each level in a level pack separately in order to get unlimited skills from all of them, which is very hard to me.

That's a natural task for an automated script that finds levels, then edits all the skill lines. I suppose you're on Windows, I don't know enough Windows scripting to do it for you, but maybe somebody else can jump in?



Still, interesting singleplayer feature idea in general.

Player should be allowed to assign unlimited skills, e.g., to test ideas in later parts of levels. Allow the numbers in the skill panel to drop into negatives. An attempt counts as solved only if no excess skills were assigned.

Conveying why the level is unsolvable during play, that will be hard for the user interface. Probably needs glaring text. :lix-suspicious:

-- Simon

19
General Discussion / Re: grams88 Blog
« on: October 22, 2019, 06:03:46 am »
Quote
Challenge one is to basically try to solve it without cheating and by seeing if you can make it to leaving just one marble left over.

Peg solitaire is such a classic, I wouldn't search for a solution without sinking all teeth into it first. I've never attacked it seriously yet. Interesting idea.

After solving with one marble left, the harder task asks to finish with the lone marble in the center.

Quote
see in a years time if you can remember how you solved it. Usually after a year or two you tend to forget the solution so this is testing to see if you can remember the solution

We forget about solutions unless the puzzle is special:
  • Both puzzle and solution come from your childhood, and leave a strong memory. Probably the solution is more memorable, easier, and our brains were softer.
  • You routinely apply similar tricks to variants of the puzzle. This happens for contemporary Lemmings players, and for high school/early-university math students.
  • You've endlessly ground it. Rubik's Cube is too hard without looking up solutions. During late high school in 2003 to 2005, I speed cubed with averages around 30 to 40 seconds, and learned the full Fridrich route. I forgot nearly everything for the later stages and would nowadays solve with beginner tech that has stuck to mind, and which is the core part of Fridrich.
  • geoo will never forget the solution to Lemmings' Ark in Genesis Lemmings, and envies me because I either don't know it yet, or have forgotten it. (I don't even know which of these two.) I'd need a proper installation of vanilla Lemmix though to re-attempt. >_>
Anyway, the Cube is quality leisure time, and it's booming even more than 15 years ago when I learned it. Enjoy!

-- Simon

20
Lix Main / Re: Black screen in macOS build
« on: October 21, 2019, 06:42:46 pm »
Thread this week on the D forums -- we'll see how soon Homebrew's DMD is up to speed.

-- Simon

21
Lix Main / Re: Black screen in macOS build
« on: October 20, 2019, 05:08:24 pm »
Thanks for the exhaustive testing!

Interesting that the bugfix merge in July 2019 hasn't made it into Brew yet. Let's see what happens.

I'll post the results to #381. It's perfectly fine to wait now, you can try again in a couple months. The 3 most common D compilers (dmd, ldc, gdc) all have the same frontend for parsing D, and then different backends for code generation. DMD gets updates the quickest.

At least Brew is cutting edge. Brew's dub 1.17.0 has completely different version numbering than upstream dub at 1.11.0. seems current, github dub is 1.17.0. Dub homepage is 1.11.0, outdated :-P Brew's DMD at 2.088.1 is also cutting edge, very nice.

-- Simon

22
Lix Main / Re: Black screen in macOS build
« on: October 17, 2019, 08:31:44 pm »
To get all build tools and libraries:
Install Homebrew. Then run:
$ brew install ldc dub allegro enet

To build Lix:
$ git clone https://github.com/SimonN/LixD
$ cd LixD
$ dub build -b release

To run Lix:
$ bin/lix

You should now be able to mouse around the main menu and click some buttons.

This post has already most of the info from the full build instructions.

-- Simon

23
Lix Main / Re: Black screen in macOS build
« on: October 17, 2019, 07:29:35 pm »
Hmm, I won't be available for live chat the entire weekend. >_>;;

But I'll be super happy to read about your progress here, and reply/troubleshoot as soon as I get the chance. Looking forward to it!

-- Simon

24
Lix Main / Re: On the usage of 32bit-Lix on Win
« on: October 17, 2019, 06:47:01 pm »
Perfect, thanks for the report!

-- Simon

25
Lix Main / Re: Black screen in macOS build
« on: October 17, 2019, 06:38:57 pm »
Right, I haven't closed this #381 on github because we haven't gotten a positive response yet.

Thus, dear Mac enthusiasts: Can you compile Lix according to the Mac build notes, run Lix, and successfully click some buttons in the main menu? That would be enough to close this issue.

-- Simon

26
Lix Main / Re: On the usage of 32bit-Lix on Win
« on: October 17, 2019, 06:33:51 pm »
Right, the 64-bit version will not crash on huge maps. Otherwise, 32-bit and 64-bit should behave identically.

I'm considering to offer only the 64-bit version in the long term, mainly to remove the burden of choice for everybody. In case anybody needs 32-bit Lix for a machine 15 to 20 years old, I can re-offer it on demand.

-- Simon

27
Lix Multiplayer Dates / Re: Lix Multiplayer, October 27th, 18:00 UTC
« on: October 11, 2019, 04:38:31 am »
All right, Sunday, October 27th, 18:00 UTC is good.

-- Simon

28
Lix Multiplayer Dates / Re: Lix Multiplayer, October 26th or 27th
« on: October 08, 2019, 06:24:23 am »
playing again in about 3 weeks time?

That would be the weekend of October 26th/27th. I'd be up!

-- Simon

29
Lix Multiplayer Dates / Re: Lix Multi. Sunday Oct 6
« on: October 06, 2019, 08:27:19 pm »
Session is over! Thanks everybody for the quality 4- and 5-player games.

Quote from: IRC
20:01 <mobius> no work in over two years!? :O Actually that makes me happy, I don't like too many updates :P

There has been lots of work on Lix in the past 2 years. But physics have been the same since summer of 2017, all versions 0.9.* have identical physics. You can netplay with any of them.

-- Simon

30
Yeah, water explicitly triggers only on the foot, this rule is older than D Lix from 2015. Makes sense, the Lix community pack started in 2012.

I don't remember the reasons for all the rules either.

Even the code has relics of body-triggered steam: If the body (which includes the foot) encountered any flinger trigger arers this physics update, then find a flinger that we touched with the foot and use it. It's possible that this finds nothing, and the code is happy with that too.

I'm considering to rip body encounters from the codebase, keep only foot encounters, and extend all fire trigger areas downwards by 12 pixels. Won't change the gadget file format, at least not yet during 0.9.*. If nothing else, we'll draw better trigger areas for fire, and maybe the tumbler gets slightly more performant from fewer checks.

But have to be careful; this can inadvertently change physics even though I really want them constant across 0.9.*. Maybe we should keep the body encounters and only draw larger fire trigger areas in the editor, and keep the exact 0.9 trigger area physics implementation.

-- Simon

Pages: 1 [2] 3 4 ... 199