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Messages - Simon

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3181
NeoLemmix Main / Re: Save requirement: show during play (July 2015)
« on: July 12, 2015, 09:38:03 AM »


From the image, we see the available space:

OUT.2....IN.0....TIME.----

Assertions:
* You love the space to the left of OUT, so we do not touch that.
* Max initial count is 999.
* We can live with a quick and dirty replacement. You have something better planned.

Proposal with out/initial, in/required:

OUT.9/10....IN.0/5....----
OUT.0/10....IN.10/10..----
OUT.89/90...IN.1/60..10-59
OUT.130/200.IN.70/100.4-59
OUT.70/200..IN.130/1004-59 <- required touches time
OUT.200/200.IN.0/100.10-59
OUT.70/200..IN.130/1010-59 <- time overwrites 1 digit of required

This produces ugly touching of digits only whenever all three conditions apply: in >= 100, required >= 100, and a time limit is given. It will even overwrite 1 digit when in >= 100, required >= 100, time >= 10 minutes.

This situation is extremely rare. Levels where you have to save 100 or more are already rare. A level will always start with in = 0, and so the requirement is clearly readable and separated.

A hackjob is acceptable.

-- Simon

3182
NeoLemmix Levels / Re: NeoLemmix release of Lemmings Reunion
« on: July 12, 2015, 08:55:16 AM »
You don't need to redownload the music pack (unless its contents have been changed).

5.9M Lemmings Reunion.exe
81M  Lemmings Reunion_Music.dat
128K Lemmings Reunion.sav
8.0K Read Me.txt


Smart. So, Icho, maybe you should offer the lone less-fat, slightly-more-clean 6 MB file for separate download, too. :-] You gotta market it as if it's only of use as an update. >_>

-- Simon

3183
NeoLemmix Levels / Re: NeoLemmix release of Lemmings Reunion
« on: July 11, 2015, 10:34:50 PM »
Lovely support! Thanks.

Since Neolemmix loves to clump everything together in one file, we have to download 80 MB of stuff again, most of which we already have. Because it's "clean". Ah yeah. Having multiple versions is extremely clean if I have 10 copies of the same music clumped in the opaque file.

-- Simon

3184
NeoLemmix Main / Re: Save requirement: show during play (July 2015)
« on: July 11, 2015, 09:46:26 PM »
"relative In count" option
equivalent as an absolute lemming count

What problem are you trying to solve?

Even when knowing the save requirement, the user will still have to exit back to the preview, to look at the initial number of lems.

(I haven't stated it clearly at the start of the rant, yes. The rant was written in rant order, not in bug report order. :-[)

-- Simon

3185
Lix Main / Re: Basher staircases, keep/cull
« on: July 09, 2015, 10:32:12 PM »
Quote
Let's be honest.  "We" here consists solely of NaOH (and you, but that will always be the case as you're the primary game developer) AFAIK.
Quote
I've made the shoveller in 2011 to make basher staircases easier than in L1.
I'm not familiar with this detail.  Is it a case of having more animation frames and/or better masks that make it easier to achieve walkable steps with the technique?

<NaOH> <ccexplore> "We" here consists solely of NaOH
<NaOH> hehe
<SimonN> It's true. I wondered, but was not hesitant, when drawing sprites in 2011 about it


I was sailing in open waters when drawing the Lemmings-to-Lix replacement sprite. Bashing from top to bottom seemed the normal thing to do, because L1/L2/L3 all did it. I knew about basher staircases, and had to decide what to do with them. I didn't like how it was a precision move in L1. They should be either done away with, or made easier than in L1. I settled on the latter back then.

Quote
I'm pretty sure this is the first time this was ever brought up.

It crossed my mind occasionally, but that's normal with most mechanics; so I have never brought it up. NaOH has brought it up a single time before, we didn't discuss it as deeply as today then.

Quote
We are hardly at the point where "we" (other than NaOH) are in agreement of this being a bug.

Right. Though not being 100 % fond, I made the active decision to have basher staircases in 2011. I've changed my view about it from back then.

I wonder if it's a neutral side effect, or an unwanted side effect, when the horizontal tunneler is frequently used to make 45-degree upwards slopes in multiplayer. Had I felt everyone would agree that this is unwanted, I'd have spared making another dreaded cull topic. >_>;

Quote
[...] is at least understandably not the direction one might want the game to get into.

Right, the multiplayer is the main reason to consider no-basher-staircases. Speed mining, or mine-build-mine-build, all use at least one skill moving in the general direction where it would normally go.

-- Simon

3186
Lix Main / Re: Basher staircases, keep/cull
« on: July 09, 2015, 09:45:41 PM »
Revolution: Interesting, that never came to mind until now. So whoever was involved with that seems to have disagreed with basher staircases, too. ;-)

Möbius, I'm sorry how I didn't list you with the level designers in my opening post. You've built a ton of cool stuff for the Lix community pack. >_> If you have insight on whether existing levels might break, I'm all ears.

More from IRC:

[23:26] <NaOH> right, that little slope [basher relics at the bottom of the tunnel after a full swing] could be used to climb a steel block
[23:26] <NaOH> if the slope is in the right spot
[23:26] <NaOH> with the upswing
[shovel from bottom to top] , you could have a sharp bottom edge and a curvy top edge

And now I'm reading Proxima's and ccx's response.

-- Simon

3187
Lix Main / Re: Basher staircases, keep/cull
« on: July 09, 2015, 08:48:32 PM »
About that concern, a completely new anim can make the tunnel head always look like after a full swing, and slowly advance this shape. Clones had a basher like this.

I'd like very much to keep the basher always interruptable, yeah.

-- Simon

3188
Lix Main / Basher staircases, keep/cull
« on: July 09, 2015, 07:48:56 PM »
Hi folks,

in IRC, we've been considering to remove basher staircases from Lix.

Proposed change: Shovel from bottom up, not from top down.

I've made the shoveller in 2011 to make basher staircases easier than in L1. But is it a desirable thing to copy from L1?

<SimonN> especially on maps that are a big chunk of terrain, with two players trying to get to the opposite side each. The basher staircase is a must here
<SimonN> This kind of map is somewhat common.
<SimonN> so, basher staircases are a standard move, enabled by a strange combination of skills.


<NaOH> When playing [Lix multiplayer] with a new player, I feel like they will see this trick and think 'wow, this game requires fiendish exploits of the exact nature of how the skills are executed to be good at' and be disappointed.
<SimonN> this is how expert play in many oldschool video games appear to the newbs
<SimonN> getting good at the regular things and exploiting bugs to a point where they become standard maneuvers
<NaOH> That's a common practice, sure, but I don't know if I would consider that good game design.
<SimonN> and while new players don't know the game too well yet, they have a good sense of what feels like a bug and what is merely surprising
<SimonN> it's bad game design
[to make people rely on what's perceived as a bug]

Clam/Rubix/geoo/Proxima/Steve: How many existing levels do you expect to be affected?

-- Simon

3189
Quote
so I don't need to start a new topic every time I have a question.

The whole board is exactly for this purpose. Making a fresh topic for each unrelated question is a Good Thing. Much easier to scan and search. <_<

Quote
when do you think newcomers learn to reverse a Lemming's direction using a builder to build into the ground?

Early on from trial and error.

Even though they know it, people do not use it to solve levels for a surprisingly long time. People tend to get stuck on Boundary Line, and Postcard from Lemmingland, and No Added Colors or Lemmings. All these levels have at least one standard route involving building into a walkable step to turn.

If you expect new users to play your pack, maybe make a dedicated level.

All new users play the original games though, before venturing into other people's packs.

-- Simon

3190
NeoLemmix Main / Re: Save requirement: show during play (July 2015)
« on: July 06, 2015, 08:43:22 PM »
To leverage my strong opinions, I have to commend the user option for absolute values instead of percentages. It's possible to argue violently about what should be default setting, but I want to be nice right now. :8():

-- Simon

3191
Levels for v10 or older / Re: NeoLemmix Introduction Pack (WIP)
« on: July 05, 2015, 03:32:51 PM »
This is extremely valuable.

This is also an excellent thing to ship with your engine/editor release, so you can deliver batteries-included.

I discourage pack designers from making full-blown tutorials about basic rules of the game. Tutorials in a pack eat up space and make the pack harder to filter for interesting levels. If a pack designer doesn't unlock all levels, even though they should, tutorials become a huge burden and outright kill the desire to play whatever is locked beneath them.

Since, obviously, there is a need to introduce new features, this dedicated pack is excellent.

Experience has shown how new people want to play L1 first, only then dive into custom packs. We can assume enough familiarity with L1 to skip introducing their skills. Should you want to include tutorials about L1 stuff sometime, make it a separate, skippable rating.

When pack designers are going to use strange tricks or features, I'm okay with selected, specific tutorials before such levels. That is normal, good design.

-- Simon

3192
Put caption right into tag (click to show/hide)

-- Simon

3193
Contests / Re: Official Level Design Contest #5 (Voting)
« on: July 05, 2015, 10:54:58 AM »
I've called in a spontaneous IRL meeting with Ichotolot this afternoon, to get a more detailed look at what I haven't solved yet. 8-)

-- Simon

3194
Palmtree: Removed the right-hatch-only backroute found by Nepster, version 1.2 in update topic. Bumpy terrain and flinging is breeding grounds for fiddly backroutes.

Anything that uses both hatches is perfect, even if it's not 100 % what I imagine. IIRC, geoo has the intended solution, and Ichotolot had a deviation that's still good.
 
-- Simon

3195
-- Simon

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