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Messages - Simon

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2971
General Discussion / Re: Logic Puzzles
« on: December 26, 2015, 02:41:03 AM »
These questions are about a shuffled deck of finitely-many playing cards. Each card in the deck is either red or black. We don't necessarily assume that there are equally many reds as there are blacks. The physical order of cards inside the shuffled deck is linear.

A "block" is a largest-possible contiguous set of equally-colored cards in the deck. For example, if the red/black cards come up (red, red, black, black, black, red, black, red, red, ...), we have a block of 2 red cards, then a block of 3 black cards, then a block of 1 red card, and so on.

1. You could determine the number of blocks by looking at each card in sequence, comparing it against the previous card. Can you design an algorithm to determine number of blocks such that, at least with high likelyhood, the algorithm need not examine every card?

2. Now we're only interested in whether the number of blocks is even or odd. What's the most efficient algorithm?

Both were solved by Proxima in IRC, but I found it interesting enough to give everyone a try. :-)

-- Simon

2972
Lix Main / Auto-replays, to what dir and filename
« on: December 24, 2015, 10:44:17 AM »
Hi,

this discussion was split off the NL issue about overwriting existing NL autoreplays.

Quote from: Simon
D Lix uses the player's name and the datetime, precise to seconds, a la
AnotherLixInTheWall2p-Simon-2015-12-02-035345.txt.

Quote from: Nepster
PPS: I'm not completely happy with Simon's D Lix replay names either: For single-player levels, the user name is useless, but the level pack and rank are important.

PPS: I'm not completely happy with Simon's D Lix replay names either: For single-player levels, the user name is useless
Not when you are the level author and you are saving replays from several different users for future backroute-proofing!

Bad Lix replay naming: Agree with how pack/rank is important. I'm considering to autogenerate a directory tree inside replay/ that mirrors the tree in levels/. Solving the level
    levels/single/mypack/myrank/a.txt
creates
    replays/auto/solutions/single/mypack/myrank/a-Simon-datetime.txt,
creating missing directories in this exact full filename on the fly (mkdir -p).

I don't think auto-saving failures is needed at all. It could generate its own tree in replays/auto/failures, then it wouldn't ever clutter the solutions tree. But the failures tree would grow really quickly, almost no file would be interesting, and there's manual saving in case something is interesting.

I feel the player's name should go in the filename, with Proxima's reason. If it's really painful for some, they should write a script to mass-rename and move replays from the auto dir.

Workflow: Basically, this is the workflow I'd like to enable: User plays lots of exciting levels, then zip up a subtree of their auto/solutions/ and email that to the pack creator. The pack creator can merge that subtree with their own tree, which they might maintain outside of auto/, and run the replay verifier over a single tree.

-- Simon

2973
Closed / Re: 2.00 scriptable actions [pre-scripted lemmings?]
« on: December 24, 2015, 05:47:50 AM »
For this kind of scripting, the host game exposes functions that can alter the game's state. Scripts by level authors may call these functions, often depending on conditions the authors make up. Lua and Python are commonly used for this. You could roll your own replay-like language if embedding full-fledged programming languages seems like overkill.

Arbitrary scriptable events can introduce solution twists you're forced to explore first. This is welcome in action games, where your knowledge of what's happening is limited anyway.

But I feel that such tailoring clashes with contemporary Lemmings level design: You should be able to solve most of a level by pausing near the start, then look and think. Hidden traps and scripting would seriously screw with that idea.

Clones had scripted events. Terrain would move if your Clones reached certain areas.

-- Simon

2974
Number of options: Minimize, minimize, minimize. Whatever solution is cooked up, make that the only possible way -- until there are users explicitly claiming "I want short replay names, overwriting each other", and they bring a reason different from "I am used to how it's always been".

Let's not assume there might be users wanting it. Options bloats code and interface, the price is high. Assumptions without proof are not enough to justify their price.

Adding 'solved'? It's important information, but there are interesting alternatives to putting this in the filename. Autosave only solved replays and don't annotate with 'solved'. Or, because solved/failed is such a simple division, make different trees for solved and failed.

Most replays of interest are solutions anyway. Most failures aren't worth saving.

Improving this in Lix: Moved to fresh thread: Auto-replays [in Lix], to what dir and filename

-- Simon

2975
Closed / Re: [PLAYER] Replay saving, data loss by default
« on: December 23, 2015, 03:34:43 PM »
Play game. Press [ u ] to save replay from game. Automatic filename is Replay/<levelname>.lrp. Play same level again. Press [ u ]. Above file is overwritten. People become sad.

Expected instead: Any method to prevent clobbering the existing file.

Ideas that were brought up in the past:
  • Automatic filename contains the datetime.
  • Use the GUI widget by default.
If you use the datetime, avoid filename-untypical chars like ':' in the filename. D Lix uses the player's name and the datetime, precise to seconds, a la
AnotherLixInTheWall2p-Simon-2015-12-02-035345.txt.

-- Simon

2976
Status: Since some people do like it the way it is, I'm expanding the available options for the next update. In addition to the current "Automatic name" and "Manual name" options, I've added:

> Automatic name with timestamp
> Automatic name, confirm overwrite, offer chance to specify custom name if user selects "No"

The "Timestamp" option will be the new default. This choice (rather than the confirm overwrite) is based on feedback from people who have tested it as well as theoretical discussions.

2977
Lix Main / Re: Lix - Original Music
« on: December 23, 2015, 07:16:41 AM »
So, Simon - you're saying you'd welcome an original/custom song mix for Lix?

Yes, with the following reservations.

The C++/A4 branch is feature-frozen, the D port will take 1-2 months until singleplayer is passable, probably again a year until the remaining things are far enough to replace.

Thus, don't rush things. I've got this feeling of negligience already when Raymanni delivers high-quality tilesets, and I don't have any new shippable code. :lix-wink: (I have to reply to Raymanni again with more detailed comments on the sets. Lix and Neolemmix both need this feature direly: two animations per triggered trap -- a quiet motion or blinking light while idle, and the normal effectful one while eating a lem. The gory maw is obviously dangerous, but the monkey and the acid trap could benefit from a very simple idling animation.)

Ogg works out of the box; I will ship the sound effects as oggs. Tracker formats are unsupported right now, but smaller, maybe preferred. Don't go out of your way for them; do what you know best.

Quote
Something sounds a bit off at around the 1 minute mark
Quote
It sounds to me as if the sax is not in sync with the beat - coming marginally late.

Rubix: Please fix the little bug in the music, that would be much appreciated as icing on this great piece. With namida, Ramon and möbius all reporting the same bug with the sax 1 minute in, maybe you'll find their reports more useful than mine.

-- Simon

2978
Lix Levels / Re: Lix Community Level Set - First complete Beta!
« on: December 23, 2015, 03:26:22 AM »
Nah, cc, don't feel sad...



-- Simon

2979
Lix Main / Re: Lix - Original Music
« on: December 22, 2015, 08:46:33 PM »
Why no music in current Lix: This is largely historical.

In the earlier years, I found that I was playing my own music in the background anyway. This fits into a workflow where you play for 1 minute at most, then terminate and work on the code again. At this time, there were no regular users who would eventually come back to me and strongly suggest music.

Thus, including music became very low-priority. There was the Dumb plugin for A4 to play tracker music, but A4 didn't come bundled with it. I never looked deeply into it. Also, I wouldn't want to ask the composers of existing music whether they'd be fine with releasing as public domain. This was the rationale around 2008, I have put off caring about it since. It's one of the problems from wanting to release absolutely everything as public domain. (It shouldn't be a problem, rant available on demand.)

I recognize that lack of music is immediately obvious to new players. Much more obvious than whatever details I care about, provided the game runs reasonably smoothly for them.

Including ogg is fatter than including tracked music. That isn't problematic yet, because there isn't yet a ton of music to include, and there will be several solutions anyway. (Include only some pieces, include lo-fi version, ..., make hi-fi version available as extra download.)

-- Simon

2980
Lix Main / Re: New tilesets and levels
« on: December 21, 2015, 09:42:00 PM »
I'm stunned. You've got some amazing talent!

You've cared for detail and variety in each set. Love these horns, or single teeth, sticking boldly out of the ground in the gore set. I'll give the levels a shot.

-- Simon

2981
Site Discussion / Re: Lemmings/cloner counting -> own thread
« on: December 21, 2015, 11:08:19 AM »
Do you want one for the Lix board too?

No. Thanks for the offer still. :-)

I track issues for current Lix on the self-made forum and issues for the D port on github. Occasionally, outsiders find the project on github, and several LF users already have accounts there.

-- Simon

2982
Lix Main / Re: Usability: What to test with newbies?
« on: December 21, 2015, 04:08:42 AM »
Loose idea: Inside the editor, there is no way to make a directory. Where will new players save their levels? Even if they manage not to overwrite the existing file, which is easy to overwrite with one button that doesn't ask again, they would save in the same dir as the included levels.

Implement reasonable virtual file tree in the D port, for optional systemwide installation of the game. Allow mkdir from within the game.

Generate a blank dir for each new user, so they can save edited levels there? Then point editor save path there by default.

Gnah, so many things that were a problem from day 1, never caught.

-- Simon

2983
Site Discussion / Re: Lemmings/cloner counting -> own thread
« on: December 21, 2015, 02:10:41 AM »
A subforum for issue tracking is a good, clean idea. Then people should make lots of small threads, even for small issues. The board view is the bug list then, and need not be maintained separately.

(The standard solution in software development is a standalone bugtracker. I'm reluctant to suggest that though. For NeoLemmix, I believe almost all users are also Lemmingsforums users. A sub-board will be easier to post to for Neolemmix users than any bugtracker on an external site.)

-- Simon

2984
Site Discussion / Re: Lemmings/cloner counting -> own thread
« on: December 21, 2015, 12:44:06 AM »
I have split off the NL bug thread a couple of recently-reported bugs and discussions.

(Rant about the mod UI: If a hairy gumball thread is > 50 posts long, the select-what-posts-to-move page will only offer the most recent 50 or so for movement. WTF, splitting long topics is a one-time operation, I don't care if performance is slightly lower. What kind of joker thought that displaying only 50 is enough. If performance is a concern, don't write everything in PHP. -- Can't move anything to a different board apparently. Can't merge topics. Nothing of this rant needs fixing, I got done what I wanted. To split off posts not shown by the UI, edit the Javascript to point to the correct post, dump into browser's URL bar, hit Enter.)

namida: Would you like to continue with the policy "If you know of any bugs, or have any suggestions, for the NeoLemmix Player make them in this topic."? The topic will accumulate lots of barnacles again, then, needing occasional picking.

People seem reluctant to report minor issues in new threads. Do you want them to report minor issues? Even if they won't get fixed for now, making them public is nice for other users.

Can you estimate when NL2 could replace the NL1 game + editor + tooling?

-- Simon

2985
Contests / Re: Level Of The Year: 2015!
« on: December 20, 2015, 03:49:50 PM »
Clam's, Rubix's, and the lemforum pack were most active in 2012 and 2013. Clam has released updates for his Lix, pack, but I haven't looked at those updates yet.

The quality of the Lix level packs is massively ahead of the quality of the core game. Clam has updated his pack, NaOH has released her forest tileset. The C++/A4 game got framestepping, and the D port looks as if it's got about half the features from singleplayer done. Despite being a massive technical jump forward, this hasn't yet produced shiny releases. It's reasonable if the cultural output has been way less in 2015 than usual.

-- Simon

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