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Messages - Simon

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2761
NeoLemmix Main / Re: Level design conventions
« on: February 28, 2016, 04:42:03 PM »
Quote
regular terrain piece is positioned over the top of the steel piece, regular autosteel will mean the affected pixels are now non-steel.

Understanding the difference, I'd formulate the guideline as "use regular autosteel", a stronger guideline than "rely on autosteel". What looks like steel is steel, and what looks like dirt is dirt. That's good and conforms to the guideline to be explicit.

-- Simon

2762
NeoLemmix Main / Re: Level design conventions
« on: February 28, 2016, 10:24:02 AM »
Very comprehensive.

I love how use-fewer-lemmings is already a guideline. I've thought it meaningful, and it improves NL performance on my old machine, but never wrote a post on it.

About 2. (Avoid deceptive elements)

Do note the "mislead the player in a negative way".

What is a negative way? Rule of thumb: Players with perfect judgement could solve the level by merely looking at it. They don't have to explore the level for hidden gadgets. This rule-of-thumb oversimplifies slightly, because entrance order isn't visible. Yet level designers shouldn't have to visualize entrance order.

About 3. (Indicate unobvious elements, such as entrances spawning lemmings with pre-assigned skills)

the eventual plan is to [...] should that example be removed?

Point out that the change is on the radar. Leave in the guideline nonetheless. I estimate that you won't implement hatch icons in the upcoming month.

VGASPEC files for these, but if you don't already have them, you can download them here.



About 4. (Rely on autosteel wherever possible.)

I have no idea about the difference between simple autosteel and regular autosteel. Which should we use? Why is it best?

About 7. (Unless only using the traditional 8 [...], remove unused skills.)

I'm leaning towards two rules. Traditional 8 with whited-out skills are much easier to locate.

-- Simon

2763
Tech & Research / Re: Object-oriented design with Simon
« on: February 28, 2016, 05:13:24 AM »
Object-oriented design with Simon, part 7
"Object" must be empty

It is an egregious offense to call a self-defined class Object or Instance.

If you name your own defined classes Object or Instance, you will unnecessarily overload human language. There is always a better name than Object, and almost always a better name for Instance.

The only merit to have a class Object is to have a universal root class. D defines Object as such, which would be no problem if it were an empty class, usable like C++'s void*. But this was before D got powerful templates. Therefore, Object defines opEquals as a hook to override == instead of leaving comparison to templates and duck-typing. I ran into subclassing problems intrinsic to D's Object.

D is still a low-Simon-rant-% language. :>

-- Simon

2764
Site Discussion / Re: Concise topic titles!
« on: February 27, 2016, 04:41:34 AM »
Yeah, we have good topic titles often. Authors are aware.

The rant was prompted by the IRC bot relaying "NL doesn't work on my computer [Simon]". Clam wondered if it was my machine, or if I had replied to someone else. geoo suggested that I collect my rants in a new topic, "My new topic where I post my new rants that I have typed on my new computer."

Ordering of fields in namida's list: namida has to look at the list more than anyone, and he wanted the list with tags in front, so it's okay. Right, a forum isn't a featured bug tracker. It's best for NL, because the NL users all are LF posters and don't have to register anywhere else.

-- Simon

2765
Lix Main / Re: Better singleplayer browser
« on: February 27, 2016, 04:24:55 AM »
Agree with "../" not descriptive enough. In the root dir's blah-blah text, I've told people to play the tutorial, then click ".." when they're done. Instead of telling people what a button does, we should try to improve the button first.

I have never allotted vertical space to anything but the file list. With the file list's paging button, there are 20 files per dir shown at once. The lemforum pack has 40 levels per dir, a multiple of 20, probably because of this restriction. With a scroll bar, there is no advantage anymore in sticking to a multiple of max. visible entries. We can shorten the file list vertically.

I like ccx's breadcrumb navigation with buttons per nesting level, [levels] -> [single] -> [lemforum] -> Simple. Either in addition to an improved "../" in the top left, or instead of it. I haven't yet pondered how much screen space we should invest on the tree navigation.

-- Simon

2766
Closed / Re: [SUGGESTION] [EDITOR] Undo Button needed
« on: February 26, 2016, 04:16:27 PM »
An excellent suggestion. I'm looking forward to see exactly what an undoable unit of work should be.

-- Simon

2767
Lix Main / Re: Better singleplayer browser
« on: February 26, 2016, 07:59:53 AM »
UI fail in D and C++ Lix: Iff we're not in the file-browser-specific root dir, "../" is at the top of the directory list. Now we mash "../" repeatedly with the mouse. We end up toggling between the root dir, and the first dir inside the root dir.

Mass-clicking "../" should not be dependent on how many dirs we have to traverse.

Inspired by 2012 blog post about UI abuse on Ipods. The blog site itself violates a design principle, WTF the UI clicks for you.

-- Simon

2768
Site Discussion / Concise topic titles!
« on: February 26, 2016, 05:55:40 AM »
Good topic titles

Topic titles are extremely important. Cut all fluff! Or replace it with meaningful information. Here are some worrisome topic titles, along with suggestions for improvement.

The X topic
X

My X topic
X
username tries X

X doesn't work
X fails to Y

X on my computer
X on Windows 10

The NEW X!
X
X version 2.3.45
X revamped for 2016
X is now hosted by Y

Observe how it's always correct to start the topic title with the most important word.

That's how we arrive at this suggestion:

[BUG] [PLAYER] X does Y, expected Z
X does Y, expected Z [bug] [player]

But I don't feel as strongly about changes in such a standard.

Don't name stuff "new"

The example The NEW X! is particularly bad, because it outdates quicker than you think. Your postings are visible for the years to come. When has it been new? If you feel it's so important that it's new, add a date. The year alone is enough!

Files should never have "new" in their name.  When you have mystuff.xyz and you begin producing backup/mystuff-new-backup-2.xyz -- immediately download git. Use dates or version control.

Backing up is to ensure access to a recent version, protecting against unwanted data loss.
Version control is to ensure access to an old version, protecting against wanted changes.

-- Simon

2769
NeoLemmix Main / Re: Nothing NeoLemmix-related working on my computer
« on: February 26, 2016, 05:22:17 AM »
Expected behavior: NL shows a dialog, so we can pick an NXP to play. Only after we have picked an NXP, a graphical window comes up.

Apparently, not even the NXP-picker comes up. That's a standard Windows widget, so this is surprising.

Try ccx's and namida's ideas first. Maybe later, namida can throw together a test application that spawns only this widget, and doesn't initialize anything else. We lack any kind of error message, I have no idea except for debugging by such brute bisection.

-- Simon

2770
Forum Games / Re: Family Feud 2015
« on: February 25, 2016, 01:35:16 PM »
If you're around, sure, go resolve this first.

-- Simon

2771
Forum Games / Re: Family Feud 2015
« on: February 25, 2016, 01:00:41 PM »
The round has been open for 3 months. I don't believe this will ever resolve.

Let's make the Quizmaster account available again. I'm not keen on running a standard round of Family Feud right now, but I've got a game design itch. :lix-evil: Shall we see what surprises I got up my sleeve?

-- Simon

2772
Lix Main / Re: Try singleplayer in the D/A5 port! v0.2.29
« on: February 25, 2016, 10:05:19 AM »
Nothing exciting to test yet.

I've been working on bugfixes and editor tile hovering. The editor understands that terrain has solid and transparent pixels. When hovering over multiple tiles, the editor chooses the topmost tile that's still solid at the mouse position. Priority invert selects the bottommost tile.

I'd like to have a mostly-functional editor before our next large test.



Update 2016-03-02: Attacking the joystick bug in separate topic.

-- Simon

2773
Closed / Re: [DISCUSSION] [PLAYER] Sides of levels?
« on: February 24, 2016, 01:48:13 PM »
Thanks for the exhaustive checks!

I haven't meditated yet about open edges, closed ceiling. It sounds viable, especially in light of many levels relying on the closed ceiling. Let's meet on Saturday and take a detailed look.

-- Simon

2774
General Discussion / Re: Best quotes from IRC and Mumble
« on: February 24, 2016, 07:12:55 AM »
NL needs a decision: How should the edges of the level behave?

Clam and I have been discussing various IRSes (Interactive Rodent Simulations). Maybe we can draw wisdom for NL from other games?

<Clam> what you really don't want is lemmings walking on the top of the level like they do in WinLemm
<SimonN> right. I've asked for a meeting with Icho to look at other IRSes
<SimonN> Lemmini is another important one
<SimonN> even though it's a Java program, where the developers are busy beating the language into conformance instead of solving real problems :>
<Clam> I don't remember the top-of-screen behaviour there, except that bashing too near the top crashes the game :P
<SimonN> that's what we want
\o/

So the Java program has a bug. But maybe there's an exciting design revelation hiding beyond that bug? What does Lemmini do close to the edge, as long as we don't bash?

<Clam> hmm, do I brave the gauntlet of resource extraction
<Clam> no nag for resource extraction, but responded so slowly that I opened it again and ended up with two instances
<SimonN> amazing
<Clam> testing on Tame 1
<Clam> because all the real levels are locked
<SimonN> amazing
<Clam> oops, I failed to heed my own warning about bashing off the top
<Clam> Builder bumped his head on the ceiling and turned around
<SimonN> Can you make repeated steps, and try to walk on the top?
<Clam> I can build up to the very last pixel (only feet still visible), after that he doesn't climb onto the new step
<SimonN> that would be similar to the Lix behavior, where the last row is copied infinitely often for terrain checks outside
<SimonN> okay, the Java program behaves better than I expected.
<SimonN> I expected lemmings being able to walk on the top
<SimonN> barring the terrible bug that the game crashes on bashing the void
<Clam> mining at the top is okay
<SimonN> oh my
<Clam> I guess the problem is in the terrain check for continuing
<Clam> only basher ever has to check beyond the top
<SimonN> but checking terrain should be done by the builder too, and by the walker trying to ascend the last brick
<Clam> oops, my level just timed out


I didn't want to write "amazing" for a third time.

<SimonN> I think this is enough to make a quote topic entry
<Clam> I think so too XD
<Clam> how should I exit the game? X button or basher?


-- Simon

2775
Closed / Re: [DISCUSSION] [PLAYER] Sides of levels?
« on: February 24, 2016, 02:27:06 AM »
Quote from: Icho
I see the level edges as a "solid steel boundary" and not as a deadly "electric fence".

I don't see the edges as an electric fence either. Lemmings die when outside of player's range, not because they're grilled by the edge. The current NL burner edge doesn't feel right. The egde should do as little as possible.

My Feeling: open edges > steel > electric fence.

Quote from: Icho
It is still weird as hell in general seeing Lemmings get burned when they got near the edge.

100 % agree!

Quote from: Icho
Quote from: cxx
One word: gravity.
other games "I" played the level edges are not deadly so encountering deadly edges is unnatural. The bottom is a logical exeption, because of the gravity point (----> "Mario"

In Jump'n'runs, gravity pulls you towards the bottom, where you're killed. To go towards the edge, you must want to go there, by steering towards the side. At the edge, the character ignores input towards that side.

Gravity in Lemmings, too, pulls you towards the bottom. But lemmings walk uncontrollably towards sides. You have to be active to prevent them from walking somewhere! The sides attract lemmings like the bottom does.

In Lemmings, it is natural to walk outside of the level. There is no magical barrier that prevents what lemmigns would do on their own. And while we might return in the real world upon hitting an obstacle, the lemmings get stuck.

Quote
But I would make it an option in the Flexi Toolkit allowing to fix one behavior for a whole level pack

Pack-dependent options open a new can of worms. What is with playtest? What is with standalone levels? Is the complexity warranted, even though authors have been consistent within a pack?

The per-level option is not as bad as it is now, should the boundaries get visual hints.

Always the same > option per-level > option per-pack.

Edges are weird, no matter what they do. I care about consistency. Let's not be coy. If we evade a decision, the players will suffer.

We're not in a hurry to decide, and can sleep over this for a week.

Quote from: Nepster
Likewise, even if we have deadly edges, instead of relying on them, we should enlarge the level or put a trap.
If you really thinks so, quite a few levels in the Lix lemforum level pack need to be modified. Quickly skimming through Hopeless I see like 6-7 levels where solid edges can be used to backroute levels or at least simplify the solution.

I'm okay with a few explicit hazards. I was speculating that edge reliance is bad design, but I'm not sure.

I agree that explicit hazards can be ugly. Like ccx, I don't want to require traps. When you have levels with large open areas, I agree that the void looks nicer than a load of traps.

Quote from: Nepster
Regarding your second point: Steel borders need not look bad (depending on the level), usual terrain suffices most of the time and quite often you don't need to cover the whole border with terrain (just the relevant parts).

Yes! Normal terrain suffices often and looks good.

Quote from: Nepster
Then level designers who want deadly sides may frame their levels with this trap
Quote from: Icho
EDIT: Maybe the deadly edges option adds 8 pixels of map to each side and puts a laser beam in there automatically -----> lesser hassel for designers

I like this push for explicit edge behavior. I don't like mass traps.

When you want a void, the traps look horrible, and don't produce the right feeling either.

When you want steel, terrain or steel looks okay, and match what you perceive.

Once again. The edges aren't an electric fence. When edges are deadly, the lemmings get lost in the void outside of the level. The edges do as little as possible!

-- Simon

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