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Messages - Simon

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3091
Closed / Re: 2.00 Compression of files?
« on: October 07, 2015, 02:12:58 AM »
Think very long and hard whether you want to keep graphics sets, or abolish them in favor of a dir with images.

I want to write an article/thread about this, but I'm too tired now. (Edit 2015-10-07: Thread on why plain graphics/text files are superior to any custom file format.) I want to make a full argument, it's important. The bottom line is, hours and hours have already been wasted because NL doesn't allow simple dirs with images, and I've been afflicted myself directly at least once.

-- Simon

3092
You're welcome! It took a while over to New Zealand, but I'm glad it has arrived with no problems.

-- Simon

3093
Lix Main / Re: Usability: What to test with newbies?
« on: October 06, 2015, 03:40:46 AM »
Yeah, hiding the play button is necessary. It's a little sad because the C++ browser classes need some fundamental change for this, while it's been implemented in the D port months ago. :lix-suspicious:

Hiding the edit button for usability -- I'm considering to hide the button in the level root dir, and in the tutorial subdir that's one level away from root. I'm fine with hardcoding this. Or hide the edit button until at least one level has been started, even though I shun unlockables in games.

Other ideas by everybody to whom I haven't replied -- I've read everything so far. :-)

Bonus usability picture: Aleph-null-many exploders, another button with bad usability, but magnificent coolness factor. :lix-cool:

-- Simon

3094
Closed / Re: 2.00 Compression of files?
« on: October 05, 2015, 04:36:47 AM »
Go for OGG and PNG. I wouldn't compress anything else.

Nyargh, make things accessible first, only then small. :lix-evil: OGG and PNG are reasonably accessible formats, even though they hold compressed data.

Especially with stray levels in single files, you don't save much space by compressing each file per se. The space-saving approach would be taring them all up into one compressed blob. :lix-suspicious: Optimize for the appropriate metric, which isn't necessarily filesize.

-- Simon

3095
Help & Guides / Re: Looking for a particular level from the past
« on: October 04, 2015, 11:01:14 PM »
The image suggests Dolly Dimple, even if the description doesn't match exactly. Level 2 of rating Crazy in Oh no more Lemmings.

Screenshot with solution (!) on Lemmings Encyclopedia

-- Simon

3096
General Discussion / Simon visiting ADmiral, geoo, Ramon in Vienna
« on: October 03, 2015, 03:34:44 AM »
Hi,

we haven't made a thread while I was in Vienna, 2015-09-14 through 2015-09-26.

I have spent the first week with Peter (ADmiral), seeing the town, and meeting some of his friends.

geoo and Ramond joined in during the second week. All 4 of us have slept at geoo's apartment for one day. We have played a ton of Tetris Attack, and reallife Zendo with my set of Icehouse pieces.



Left: Peter (ADmiral), right: myself. Ramon was sitting off the left, and geoo took the photo.

I have longer hair again than during summertime, when geoo was over in Göttingen. :lix-grin: Akseli will be extremely happy about my choice of clothing, instead of being only very happy, as he is all the time.

The rule on the photo was by geoo:
Secret Rule (click to show/hide)

Despite knowing the game for quite some time now, I didn't test thoroughly the single-color koans, and made rushed conclusions that every single-color koan was white. The game was eventually resigned, and I was angry about myself for not solving this. It's not a suitable rule for new players, but I should have been experienced enough to get it.

<SimonN> there's only one way to make up for this self-letdown -- play another game tomorrow

Of course we did. :-)

The black pyramids aren't used in Zendo. geoo liked to fidget with them to pass time.

-- Simon

3097
Closed / Re: 2.00 "Disable direct drop" and "Timed bombers" options
« on: October 01, 2015, 02:40:29 AM »
But the option brings serious harm -- hidden inconsistency that will eventually surface during play.
While this is a valid argument, I don't think it's quite as bad (in the case of direct drops) as you want to make us believe. There are currently other quirks of NeoLemmix that are worse in this respect

The other examples all have exactly one quirky way that can be learned by the player, and then future behavior can be anticipated.

I agree that the other examples can bring seemingly inconsistent behavior and are harder to understand.

Quote
And if we use your argument, then there should be no options to change the entrance order to ABBA or to change the max. fall distance. But both options are currently supported by the editor V1.35D, though we may of course decide to change that as well...

Correct, I'd suggest removing these options.

Max fall distance relies on careful judgement, you don't want to disturb that. Entrance order, you can make 4 instead of 2 hatches and get any entrance order you want.

-- Simon

3098
Forum Games / Re: Family Feud 2015
« on: September 30, 2015, 06:59:13 PM »
Cellphone is probably the gadget with the widest range of use nowadays!

Interesting answers still. Thanks!

-- Simon

3099
Closed / Re: 2.00 "Disable direct drop" and "Timed bombers" options
« on: September 30, 2015, 01:45:57 PM »
The correct path seems to be examining the exits, and see what can be done here. Are most of the levels relying on direct drop made with the sky set? A per-pack option would be unfitting then, because the sky set is chosen per level, not per pack.

Other sets have exits looking like an arc, or like a walkway, where you have to walk in conciously. Those who like direct drop, would you want fallers/floaters to enter this? (NL is designed explicitly such that they do.)

-- Simon

3100
Closed / Re: 2.00 Bomber mechanics in NeoLemmix V2.00
« on: September 30, 2015, 01:12:35 PM »
Maybe it's a corollary of the walker physics. But I'd have to examine the NL code before assuming anything here. L1 walkers entered solid terrain when turning, but not when ascending 1 pixel, IIRC.

I'm looking forward to many more strong discussions in IRC! :lix-grin:

-- Simon

3101
Closed / Re: 2.00 "Disable direct drop" and "Timed bombers" options
« on: September 30, 2015, 11:12:08 AM »
You'd rather serve a poll's 5:4 majority than consider arguments why it's bad design to have this option?

There's a ton of psychology going into polls like this. People are generally afraid of change, and often believe the status quo is somehow good enough. The option will neatly do this, and can't harm anyone, right? It's perfectly obvious to some what to click without contemplation.

But the option brings serious harm -- hidden inconsistency that will eventually surface during play. This is horrible for beginners, and bad for experienced players, too. I don't believe all of its voters have understood this. Not a single one has explained how the option provides enough benefit to warrant the inconsistency.

-- Simon

3102
Closed / Re: 2.00 "Disable direct drop" and "Timed bombers" options
« on: September 29, 2015, 05:49:22 PM »
Proxima: Yes, agree with how L1 didn't want to be a pure puzzle game. There is nothing wrong with nostalgia. Subtractive game design and contemplating old games are different things.

namida: I feel floaters shouldn't exit in mid-air, but I can't make a strong argument, unlike for the fallers/splatters. Lix doesn't allow floaters to exit. Lix only allows lems to exit whenever they could alternatively be assigned builder, basher, miner, or the like.

-- Simon

3103
Closed / Re: 2.00 "Disable direct drop" and "Timed bombers" options
« on: September 29, 2015, 11:22:24 AM »
It seems that people are universally in favor of keeping the "disable direct drop" option

No. Fix the physics bug that is direct drop, and abolish the option. :->

Quote
strong feelings as to why timed bombers should stay

Remove altogether, including removal of the option, for simplicity.

There exists behavior that you can't replicate with untimed exploders: Assign, touch zombie, walk on for a while, then explode. This is a curiosity of the many extra features and should not be a concern for the core game design.

Lix users were happy about untimed singleplayer exploders.

In general, you shouldn't make physics depend on level-specific settings. That would only confuse players. They can't play levels anymore without carrying along cruft in the back of their head.

For experiencing bug levels in all their glitchy glory, there's vanilla Lemmix.

-- Simon

3104
NeoLemmix Main / Re: Bugs/rants from 2015-09-27 session
« on: September 28, 2015, 01:21:21 PM »
Quote
Replay overwritten without warning: Pressing [U] to save a replay overwrites any existing file with the same name. Here, data is lost, but no message box is generated! Replay saving might use a save browser widget anyway.

The default beahviour is to auto-name the replay files; there is an option in the config screen to open a save file dialog instead.

A popular solution for automatic naming is: If the desired file already exists, do not overwrite, but add -1 or -001 near the end of the filename, before the extension. If that exists too, increment to 2, etc.

Basically, I believe default options should never step on people's toes. Dangerous behavior must be desired first.

-- Simon

3105
NeoLemmix Main / Re: Bugs/rants from 2015-09-27 session
« on: September 28, 2015, 12:59:21 PM »
I'd place the burden on the animation designer. The proper direction of movement should be a guideline, as is drawing arrows in the first place instead of other shapes.

The option will only be necessary if convention-violating animations continue to exist.

Icho didn't feel this was important enough to fix immediately, whereas I would have jumped at the chance to edit the single animation file. I didn't want to dive into the tools that bind graphics into a blob.

-- Simon

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