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Messages - Simon

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2896
NeoLemmix Main / Re: Alpha blending - how should it work for terrain?
« on: January 26, 2016, 11:46:06 AM »
Thanks for making the thread!

According to Wikipedia on alpha compositing: Let αbottom be the alpha component of the target image (real number between 0 and 1 inclusive, with 0 = fully transparent, 1 = fully opaque). Let αtop be the image that's blitted on top the bottom image.

Then, rule of alpha composition: αresult = αtop + αbottom (1 − αtop).

Corollary: We have both αresult ≥ αtop and αresult ≥ αbottom. So, when we stack images, the opaqueness per pixel may only increase.

Air/solid threshold: This is a rule to determine which pixels are solid, and which are air. Fix a threshold value. Whenever a pixel has opaqueness under that value, we make that pixel fully transparent instead. Otherwise, we leave it alone. The fully transparent pixels become air, all others become solid.

The corollary guarantees that, with the air/solid threshold, we can't punch holes into terrain by adding more pieces. (We would have to use eraser pieces.) This is very desirable, level designers can't screw up mistakenly by adding decoration.
 
A problem arises when the bottom tile is steel, and the top tile is normal terrain. The rule in NL and Lix has been: It's steel iff it looks like steel. This has worked for α = 0, 1 only. Anything here needs study of the full formula for colors in dependence of the alphas, not only for the alphas themselves.

-- Simon

2897
Lix Main / Re: Try singleplayer in the D/A5 port! v0.2.2
« on: January 26, 2016, 12:59:19 AM »
Nonetheless, thanks for trying again. Can you describe the behavior in 2-3 sentences for posterity?

Even if it won't help much: Run lix -h from a shell. That will only describe all available command-line parameters and then exit immediately. See if this text-only output works at least. If yes, try lix -w to force windowed mode. I expect that to fail for you.

-- Simon

2898
Lix Main / Re: Try singleplayer in the D/A5 port! v0.2.2
« on: January 25, 2016, 05:57:40 AM »
Resolved bug #15, basher always left relics.

Everybody: The basher starts faster by 2 frames than in C++ Lix, and the basher mask reaches further by 2 hi-res pixels = 1 lo-res pixel. What do you think? The faster it starts, the better it feels, but maybe it's getting too overpowered in multiplayer. On the other hand, the miner is absurdly strong in multiplayer still.

Note to self: Make topics from (namida's recommendations in IRC) either here, or on github.

-- Simon

2899
Lix Main / Re: Try singleplayer in the D/A5 port! v0.2.0
« on: January 24, 2016, 08:09:47 PM »
Thanks for trying! If it runs reasonably performant and doesn't crash, awesome.

Options not saved: Right, can reproduce this here on a fresh installation. Enter a username, then it should work. This is completely unobvious right now, which is bad. Asking for username at start is the next feature, then. Windowed mode in arbitrary resolutions can also be forced with a parameter: lix --resol=1024x768

Glitchy cursors: A design mortgage from deferring changable spawnint yes/no. Agree, doesn't look too exciting in a demonstration. >_>

-- Simon

2900
Lix Main / Try singleplayer in the D/A5 port! v0.2.42
« on: January 24, 2016, 10:11:41 AM »
Hi folks,

This topic is outdated. Download the newest Lix at lixgame.com!

This is a test release, with singleplayer mostly complete. This port is not finished yet -- it lacks a level editor, and it lacks multiplayer. Physics are unstable and may change between bugfixes.

Minim has designed several scaled-up versions of the internal graphics. They're visible whenever the game's resolution is at least 1.5 times as big as the old 640x480. Many thanks to Minim for this work!

Levels and terrain graphics are the same as in old C++ Lix.

I'm cross-compiling to Windows from Linux now. Let me know of any problems. Report bugs here, or open issues on github.

-- Simon

2901
Lix Main / Re: D/A5 port: Current status, 2016-01-18
« on: January 24, 2016, 02:56:59 AM »
I've managed to cross-compile from Linux to Windows, by installing and running the entire Windows toolchain through Wine. Works similar to the Windows build instructions, but I'll have to document this extensively nonetheless.

The resulting build runs for Clam pretty well. Apart from a crash during replays that doesn't generate a full stacktrace, things seem to work.

I'll upload a test release in the upcoming days.

How you feel when your build runs on other people's computers:



How you feel when they report a crash in al_get_joystick_state(), which you never call in your program:



-- Simon

2902
Closed / Re: [BUG] [PLAYER] Game crashes when exiting pack loading menu
« on: January 24, 2016, 01:54:16 AM »
Tested it in Wine, 1.38 crashes/segfaults/gives the standard Wine segfault error, "has encountered a serious problem and needs to close." Closing that, another popup comes: Runtime error 216 at 008041CE. The shell is a little more informative:

Backtrace:
=>0 0x005c5774 (0x0100ea68)
  1 0x7bc71d88 call_thread_func+0xb() in ntdll (0x0100ea78)
  2 0x7bc71f60 call_thread_entry_point+0x6f(entry=0x5e0fc6, arg=0x0(nil)) [/home/simon/c/notown/wine-1.3.17/dlls/ntdll/signal_i386.c:2499] in ntdll (0x0100eb48)
  3 0x7bc7bad9 start_thread+0xe8(info=0x7ffd0fb8) [/home/simon/c/notown/wine-1.3.17/dlls/ntdll/thread.c:404] in ntdll (0x0100f398)
  4 0xf75aa955 start_thread+0xb4() in libpthread.so.0 (0x0100f498)


-- Simon

2903
Whiting out is better than putting 0, or even worse, 00.

You put a zero on a quantity if it's very unusual that this quantity is zero. Skills don't qualify for this.

If it's common to have nothing of X, you remove X from the visual listing, to declutter the listing. You may leave an empty space in place of X, because people are used to search for X in a certain place. Digits attract attention, but an empty skill should not attract attention. Instead, the only skills remaining need attention.

The possibility of picking up skills doesn't affect this. You can go back from whited-out to showing nonzero. Whiting it out is good.

-- Simon

2904
Closed / Re: [BUG] [PLAYER] Tab does not work as a hotkey
« on: January 23, 2016, 09:58:41 AM »
Smart. Now I have tried Tab = pause, and it fails here, too. With Tab = pause and backspace = pause, only backspace pauses the game.

-- Simon

2905
Closed / Re: [BUG] [PLAYER] Tab does not work as a hotkey
« on: January 23, 2016, 09:32:04 AM »
Mapped select-walker to Tab, that works inside the game, windowed, 3x scale. I use Linux, a nonstandard keyboard layout based on the US standard layout, and further customizations. But US Tab == my Tab.

In the hotkey mapping dialog, when listing all keys (instead of only the bound keys), my Tab appears between Backspace and unnamed key 000A.

-- Simon

2906
General Discussion / Re: Open source != Level design
« on: January 23, 2016, 07:16:16 AM »
Problem that has come up occasionally: New forum users send a private message, instead of asking publicly for help on tech or levels. Don't send a private message. Find/make a topic, and ask in public.

Tech: Ask publicly! Level editors, handling files, Python scripting, programming, ... if you try new technology, don't have fear of looking stupid. We're extremely happy that somebody is diving into something new and exciting for them. Other people might run into the same problem later. If you ask publicly, they benefit, too.

Level solutions: Ask publicly! You will get the answer publicly, in a spoiler tag. Both level authors and level players like to share their solutions with people who're ready to read the spoiler. Don't have fear of looking stupid! Authors are happy that somebody is showing interest in their work!

Split off the new postings to a fresh thread: Object-oriented design with Simon.

-- Simon

2907
Levels for v10 or older / Re: NeoLemmix Introduction Pack (Released)
« on: January 21, 2016, 03:37:46 AM »
Feedback from playing about 2/3 of the pack. With the skills, I've liked the trivial, then not-trivial level in succession. They weren't solve-on-first-sight. They are already touching the sweet spot in level difficulty from the easier side.

There is one gimmick level with a secret level trigger. I sent a climber to the steel at the top, that didn't win. I built up to the bottom side of the steel block, that didn't win. I dug under the hatch, that didn't win. I gave up.

The blah-blah text before each level is enjoyable, but tedious to read. I'd cut it to 50 % of length while still saying everything. Terse is good.

I believe that this pack should display the pre-level text every time, not merely on first play of the level. Some of its info seems too vital. Showing it during play would be even nicer, but harder to make.

-- Simon

2908
Help & Guides / Re: Lemmings Revolution NOCD?
« on: January 21, 2016, 01:24:23 AM »
There was at least one No-CD crack that even worked with the developers' patch. I don't have either.

-- Simon

2909
Closed / Re: [PLAYER] Fallers in Updrafts: To die or not to die?
« on: January 20, 2016, 07:13:33 PM »
Lovely edge cases! Enjoy enjoy enjoy! Yeah, I'd suggest some more consistency, too.

Busy right now, otherwise I'd look at the NL source right away. No matter what the source says, maybe namida should explain his design ideas behind the implementation.

I happen to like solution B, this was my first idea too while reading the 7 explanations.

-- Simon

2910
Help & Guides / Re: Annoying keyboard problem on my new laptop
« on: January 20, 2016, 03:56:31 PM »
Change the default function key behavior in the Bios. That was how it worked 10 years ago. >_>

If stuck, google.

-- Simon

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