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Messages - Simon

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Lix Main / Re: Backroute-judging feature when saving replay?
« on: October 12, 2021, 04:53:58 AM »
This won't be in 0.9.39 with the end-of-singleplayer screen yet. It's time to get the solid screen out of the door as it is; a lot has been cooking since early 2021.

I'll keep this backroute judging in mind.

-- Simon

Lix Levels / Re: ClamLix
« on: October 10, 2021, 12:08:06 PM »
Thanks, will include in 0.9.39!

-- Simon

Lovely bug.

Surprising that the bug slept in the game for so long. The climber raises by at most 1 pixel per frame. I would have assumed that if there were different climber-to-faller behavior in the different frames of the cycle, we would have run into the inconsistency much sooner.

Normal fall heights are ≤ 63 pixels safe, ≥ 64 pixels splat. The faller from the ceiling will fall less than the full air distance, so we get some survival bonus distance.

Are you sure that 69 air pixels between floor and ceiling should already be deadly? That would mean that the falling lemming is only 5 or 6 pixels tall (69 - 64 ± 1 for nasty off-by-one). Normal lemmings are 8-10 pixels high, therefore (69 pixels are correctly deadly) would mean that the lemming starts falling with its entire head in the ceiling.

-- Simon

SuperLemmini / Re: SuperLemminiToo v1.00
« on: October 08, 2021, 01:10:03 PM »
WillLem should need JRE for Java 15 or newer. JDK shouldn't be necessary.

Reason: You can get a more informative error when you run SuperLemminiToo on outdated Java from the command line:

$ java -jar SuperLemminiToo.jar
Error: A JNI error has occurred, please check your installation and try again
Exception in thread "main" java.lang.UnsupportedClassVersionError: lemmini/LemminiFrame has been compiled by a more recent version of the Java Runtime (class file version 59.0), this version of the Java Runtime only recognizes class file versions up to 52.0

... and class file version 59.0 is Java 15, exactly as Charles wrote in the readme in OP. It even tells us that we need JRE. It doesn't mention JDK.

On Windows, yeah, it's probably best to sell your soul to Oracle and install their JRE or JDK. Arch Linux's officially packaged OpenJDK goes only to Java 8 (class version 52.0), newer stuff needs either AUR packages or manual cobbling of binary packages. More complicated than what I was able to sort out during lunch break. >_>;;

-- Simon

Engine Bugs / Suggestions / Re: [SUG][EDITOR] Levels with no exit
« on: October 07, 2021, 06:18:00 AM »
levels with no exit have a save requirement of 0, but can never be "solved", as such (I'm not sure what actually triggers the replay

I assume: The game doesn't care about the specific moment where the physics become solved. The end-of-level screen merely looks at the stats of the finished attempt and concludes that it is solved.

(c) a special case is introduced where the "save requirement gets capped to number of lemmings that there's exit capacity for" rule doesn't get applied on levels with no exits.

Weak preference for this (c). Then, the game displays the proper value of the level field during no-exit playtest. Or do you want to allow sandbox maps with a save requirement 0 in non-playtesting?

-- Simon

Lix Levels / Re: Lemforum pack changes, Lix 0.9.x
« on: October 06, 2021, 09:45:32 PM »
Reason to uprank Another Funeral: I haven't solved Another Funeral after spending a total of 5 hours across several days. I've solved the next 5 levels. I'll see where I'll get stuck the next time.

I feel that Another Funeral (late Cunning) should uprank by 20-80 levels. But Forestidia thinks that Another Funeral should uprank to early Daunting at most, e.g., swapping with Round Trip, that would be upranking by 5 levels.

-- Simon

Warmly recommended, yes.

I built this feature in Lix 1-2 years ago, and it's a solid broccoli feature: Hard to think of it at first, but you grow fond of it.

When you open the tile picker, if you have a tile in the level selected, the picker will start with your tile's directory, it will scroll the selection to centor on your tile, and even highlight the tile in the list. It's quick to pick similar tiles.

In Lix, I rarely switch tile directories any more with the normal directory navigation. I only do that to place a tile from a new directory for the first time in a level. It's far nicer to select a tile from the desired directory in the level first and hit the picker hotkey. It feels like I'm asking the editor: I have this tile here, I want to build more similar things, please inspire me with similar tiles.

NL's tile picker is always open, so it makes sense to introduce an extra key/click/action to trigger the feature. In theory, you could always scroll the picker to whatever tile you select in the level, but I have a weak hunch that this will be distracting. Hard to tell.

-- Simon

Lix Main / Re: Accessible Clock Option
« on: October 04, 2021, 07:24:43 PM »
Thanks for summarizing the IRC discussion!

Would love to hear Proxima's ideas on this. He wanted a clock the most.

I'm imagining to continue with purely physics updates internally, but expose the printing of these in the UI through a three-valued user option:
  • Hide clock, except during replay tweaker. This is the default.
  • Minutes/seconds/fractional seconds, tared to 0:00.₀₀ at first spawn.
  • Raw physics updates, with first spawn at physics update 60 as usual.
And the effect of this option is that, whenever we would print physics updates, we instead print nothing at all, or the physics updates converted to minutes/seconds/fractional seconds. In detail:
  • Trophies would always save the physics update of the winning save, and the physics update of the final save. The formats themselves need no change to seconds; the formats always work with physics updates exclusively.
  • In browser or in end-of-level screen, trophies would print with/without these times depending on the option.
  • During play, the clock in the status bar counts the time upwards.
  • The replay tweaker will always print physics updates in some way, even when clock is disabled. This needs more thinking. Either we default to phyus for the tweaker, or we make yet another option. It would be nice though to kill all birds with one option.
  • If we introduce stragglers a.k.a. pre-placed lixes a.k.a. loose lixes that don't spawn from hatches, but are already in the level, I think I'll freeze them until first spawn. Then we keep the guarantee that anything of interest will only happen from phyu 60 a.k.a. second 0.₀₀ onwards. This would be different from NeoLemmix's stragglers who immediately start walking ~4 seconds before the hatches open.
I don't want to re-introduce time limits. Nepster's level titles are soft challenges and the game itself merely gives you the clock to track them yourself.

The reason for me to reconsider the clock is both (these three Nepster's levels) and (Proxima's desire to somehow record and improve the singleplayer solution times, even when they're not part of the winning condition). I already track the number of skills used, and it's only for flavor in the displayed trophies. People like to speedrun/optimize/tinker with all kinds of stuff, thus why not expose the physics updates which the game already uses everywhere internally.

-- Simon

Closed / Re: [BUG][PLAYER] NL crashing
« on: October 02, 2021, 07:10:47 PM »
(Icho is with me, this is his reply:)

I (= Icho) encountered a similar problem. The reason for the crash is probably in the pack structure/pack files, not in the level itself. When I created the community pack, I had a similar problem: The rank definition file had faulty rank names. I believe I used underscores in rank names and after I removed those underscores, the pack didn't crash anymore.

Thus: Check the pack definition files for unusual characters or faulty structures.

The level itself looks fine. Maybe just put it in a test foder outside any pack and see if the player can then load the level. If you can't fix it by editing the pack structure, maybe post your entire pack structure.

-- Simon/Icho

Level Design / Re: Don't create disjoint unions?
« on: September 18, 2021, 11:13:51 AM »
6 years later.

The disjoint union can focus on skill distribution, as Proxima said, or on selection of how many to solve from which area, as Nepster and ccx said, etc., and all these ideas can certainly lead to great puzzles that are best realized as a disjoint union.

The big problem is the tooling of the games: To solve a disjoint union, the game UI should ideally offer several replays. Maybe the map is partitioned into several areas, and there is a separate replay for each area. When you assign or click the air, you drop future assignments only from the replay of the area where the mouse cursor is.

I'm 70 % sure that, 6 years ago, my original distaste of disjoint unions came from the hassle of solving each sublevel while avoiding the nasty unwanted replay modifications in other sublevels.

NL comes closest to this tooling idea with its replay-insertion mode that doesn't drop future assignments on clicking, and you have to manually erase them.

-- Simon

Tech & Research / Re: Editing Lemmings 2 Sounds?
« on: September 14, 2021, 05:54:31 PM »
Idea: Run INSTALL.EXE and choose a different sound card.

Reason: I remember that the clam will "mmmmhh" the lemmings in one setting, but silently devour the lemmings in another setting. :8(): I don't believe the settings produce differences like between Amiga and DOS, but it's worth a try.

-- Simon

General Discussion / Re: Simon blogs
« on: September 12, 2021, 06:41:43 PM »
86 kg after 3 months. We're not getting anywhere, are we.

I still eat too much and exercise too little. Let's see. Right, weight is largely a matter of how much you eat, not necessarily correlated with fitness.

Brötchen are German bread rolls that you cut in half, then top with butter and sausage/cheese/... For images, see my post Brötchen in Mobi's blog and Icho's wonderfully adequate praise of Mettbrötchen in Mobi's blog.

Honeycomb is what it literally means: The waxen structure by bees, filled with honey. You can eat honeycomb, no problem, and it's become my favorite way to have honey. Honey or jam are best on lighter Brötchen.

-- Simon

Are there sources besides this article that Exient really bought the monopolies (copyrights, trademarks) from Sony, not merely a license?

Reason: Author in that article writes "current license holder Exient (who acquired the property from Sony)". This doesn't make any sense to me. If you hold the intellectual monopolies yourself, you don't need a licence. I'd wager that he really means that Exient got the license from Sony, not the monopolies.

-- Simon

Lix Main / Re: Backroute-judging feature when saving replay?
« on: September 12, 2021, 05:54:22 AM »
Thanks for the sentiment. Looking forward then to cross-pollination from the two parallel developments.

I'm not dead-set on the default alternatives either, e.g., it's already a stretch to force the player to judge whether his solution is intended or an acceptable alternative.

I'll see how quickly I come to do this, it'll have to be after the remaining end-of-level screen work. I'm happy to have the idea already on the forums early.

-- Simon

Lix Main / Re: Backroute-judging feature when saving replay?
« on: September 09, 2021, 06:08:44 AM »
Dullstar: Right, such annotations/judgements should always be optional.

Apjjm: I imagine it purely after the play, at the same time when we tell the program to save the replay. This happens within a minute after finishing the level. At this time, the replay and the feelings are still perfectly in our mind.

Apjjm: Jotting notes during play, this would be a separate idea. Such notes sound like it shouldn't be tied to any single replay. But I'd imagine pen and paper superior for notes than any in-game notepad. Solution ideas tend to be best jotted by drawing pictures. Unless the jotting feature allows you to draw lines on the screen -- that would be a wonderful idea for the backburner, in case I make networked puzzle solving (= play a singleplayer level with teammates), and transmit such pointings/lines to the teammates.

Dullstar: So far, Lix doesn't allow choice of filename for manaul replay, but that is a leftover design crutch from when I crammed end-of-level into minimal space inside the level browser. I don't mind creating a dialog for manual saving later.

Dullstar: Yeah, the filename is already precious and I already abuse it for on-the-fly reverse-associating levels to a set of replays. Let's not cram too much extra info into the filename. Yeah, whether filename or in-format, it's nice to have the computer detect or filter these replays. You can watch only backroutes. And you could put backroutes in your proof collection and Lix could guarantee that this backroute fails the fixed level.

-- Simon

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