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Messages - Simon

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3736
General Discussion / Re: Games I've been playing recently
« on: May 18, 2012, 03:06:03 AM »
Haha, role playing games... I enjoy games of the exact opposite type *grin*

Most people already know I enjoy puzzle games of the DOS aera, like Lemmings, One Step Beyond, Pushover, Avish, Stoneage... won't discuss those.

I played a lot of Garden Gnome Carnage (link to Youtube), an arcade scoring game from 2007 describable with "so, you're this appartment building, and...", in both the old Gamemaker version and the newer Flash version. It may look stupid, but it can be played with skill. Despite not playing for over a year, I'm still in the GGC global highscores with at most two people legitly above me (scores not divisible by 10 must be phoney), I used the nicknames Eiderdaus, Rodent from Hell, Nagetier, and Schlagetier. Maybe there are more strong players on the game console version.

These months, I've played a lot of Quadnet (screenshots and a video), an arcade DOS game, from the later 1990's. It's one of the purest games in this genre, you're a spaceship in a rectangular play area, and avoid/shoot metal spheres flying around, their number increasing over time. The player has the normal 4 keys to move in eight directions, and then 4 more keys to shoot in four directions independently from his motion. There are youtube videos with people scoring over 2 million points, I'm way below these with a highscore of 650,000.

Since a few days ago, I'm experimenting with a new key layout in Quadnet (it allows you to remap inside the game): two rows of four keys à la < v ^ > instead of the default two inverted-T layouts. This uses 8 fingers instead of 6, omitting the middle fingers' need to jump between keys. At first, this is extremely confusing in such a fast game, and I haven't even gotten half of the old highscore yet. I've been using the new layout for a week now, and have just beaten the old-layout highscore with 720,000.

geoo has suggested alternative 8-finger layouts. I probably won't use them, but new players might consider them as serious alternatives to dual < v ^ >; they seem easier to learn. One suggestion: keep inverted-T except for the up direction, which is moved to the pinky finger. Second: keep inverted-T except for the down direction, which is moved to the thumb. The whole inverted-T should be moved up in that case, e.g. qwerty Caps, Q, S, LeftAlt, and something similar for the right hand. Both of these ideas have the hands mirror each other, unlike my layout, which is not symmetric.

Screenshot of the current highscore table:



-- Simon

3737
Site Discussion / Re: Custom CSS
« on: May 01, 2012, 01:28:52 PM »
I've updated the custom CSS. The front page is trimmed even more, see the old/new comparing screenshots in the first post. The download link is the same.

-- Simon

3738
Lix Levels / Lix tutorial levels
« on: April 28, 2012, 06:29:15 PM »
Hey folks,

geoo and me are creating tutorial levels these days. I've attached what we have so far.

Rubix has already made tutorial levels in the past, but their explanations use images. These can't be translated automatically. In addition, some levels were too hard, in particular the batter and cuber tutorial.

You're encouraged to playtest the attached levels. You might even show these levels to new people who've never played such a game, and see if they get stuck. These are some design criterions we had in mind:
  • Use the in-level text system. Examine an attached level to see how it works, or read doc/files.txt. Leave room at the top of the level for this text (best) or lower the level height (second best).
  • Give several opportunities in the level to execute whatever is taught.
  • Make really obvious whatever is to be done. If there is any non-straightforward task, explain it in the text.
  • Make it as hard as possible to kill lixes or get stuck. "Tutorial" means a safe sandbox to experiment. (As I write this, I notice that the miner/platformer level violates this too hard.)
  • It's perfectly fine to recap a previously learned thing (we use builders in the blocker level), but more than 2 different skills per level may already cause confusion.
  • Make the level look good. The tutorial levels might well be the most-played levels in the whole game.
We're planning a group of levels to introduce all the skills (currently, we've only build levels for this), another group of levels to introduce advanced game features and unobvious skill usages (Rubix's advanced tutorials are great examples for this), and a third, smaller group with introductory multiplayer levels.

Our current to-do list (read-only)

-- Simon

3739
General Discussion / Re: Best quotes from IRC and Mumble
« on: April 27, 2012, 12:40:10 AM »
GuyPerfect: If we're talking about cheap food, go for the bakery items at your local grocery store. Like those packs of four large muffins for $4
geoo: I'll get a 5 days' supply or ramen for that
GuyPerfect: For four bucks? I don't believe it.
SimonN: Czech ramen is cheap, and geoo lives near the border
geoo: http://nakup.itesco.cz/en-GB/ProductDetail/ProductDetail/2001018730185
SimonN: 4 US dollars is 3,02 euros, and divide that by 0,18 euros (= 4,50 crowns) is 16 packs of ramen
SimonN: Bon Appetit.
GuyPerfect: Why are we talking about food and not testing the Lemmings Revolution patch? O-:
SimonN: 16,7 packets in fact
Simon (to geoo sitting next to him): Google should better be able to compute "16 cheap Czech ramen in US dollars".
geoo (back to Simon): Wolfram Alpha is likely able to do that already! Try!

This is a drawing of Ghetto Wars:



-- Simon

3740
Hey,

We have played way too much Commander Keen 4 and 5 on hard mode. geoo: "What?! The dopefish is now able to shoot! ... Nah, I haven't seen the devil behind it." He considered making headlines with this in a biology magazine.



There are hidden stashes with approx. 10 lifes in both game's first levels. The Keen 5 stash is only accessible via the impossible pogo trick (when standing, press pogo, then immediately hold jump) to jump a tad higher. I managed this twice without thinking, but also without knowing that this works differently than normal pogo jumping. Thus, I was unable to tell geoo how to do it, who was stuck trying for 20 minutes or so. Games shouldn't have physics like this...



The delicacy of the day: scrambled eggs with roasted ham cubes, treated as a tasty bun topping. For 2 persons, use 4 eggs and 150 g of ham, and get 4-6 buns. Use lots of margarine/oil/fat when preparing this in the pot. Simon: "I will go to the bakery, will be back in 5 minutes. You do the cooking, turn on the Brownian Motion Inducer to level 3." This was way too much for a gentle roasting on a stove with maximum setting 3, so we quickly revised this to 1.

We also prepared an open-source version of Pribinacek, a Czech yoghurt: farmer's cheese and curd cheese, mixed roughly 1:1, a little bit of milk, and then lots of vanilla sugar. This is way too heavy to eat all in one sitting, and it was also too much farmer's/cottage cheese for my taste.

-- Simon

3741
New :party:

geoo brought two large bags of tea, one with peppermint and one with OpenThymian. Here's the leftovers from preparing the thymian tea:



Mostly though, his supplies were instant ramen and old chocolate from the merry Easter bunny holidays.



I dragged geoo to the weekly Go club in a pub in town, and promised to be back at around 22 for his scheduled nap. But he enjoyed himself pretty well, mostly when playing with one funny and charismatic player, and we stayed till midnight.

I build Pipe Smokers' Club today:



However, this level isn't ripe yet, like so many other levels using steam. It's too powerful to trash the other person's landing points.

We raced through L2 Outdoor, because geoo claimed this was the easiest tribe. I needed 3 twisters for the first level. geoo failed Glide Like The Wind and needed about 6 trials to complete this rather obvious level. I was ahead by 2 levels for the rest of the game. Runners suck in L2 because they jump from each ledge, and stun themselves on every opportunity. Assignment sucks in L2 because you can't assign close to each other, and we already know this. Garden of Stone sucks in Outdoor, because it is hard, and the hopper ledges are badly placed, and geoo overtook me there in the end. Rrrrr! Nobody had remembered the best solution to Garden of Stone.

geoo used the hopper to hop across the exit and continue waypaving. geoo: "My solution was ingenious! I used up all the skills. And I didn't spam them, each had a use!"

Today's evening program is playing Lix with another friend of mine, and then going swimming.

-- Simon

3742
Lix Levels / Re: Lix Community Level Set
« on: April 21, 2012, 05:51:32 PM »
It's particularly intricate to move back and forth between 2012-03-20 and 2012-04-15, because the terrain was converted between image formats, and a few dirs/files have changed names. Most levels won't work in the old version.

Proxima has already uploaded the .exe. Edit: See my attachment for the remaining game data.

Keep this in an entirely separate dir from the up-to-date version.

-- Simon

3743
Lix Main / Re: the Lix user feedback thread
« on: April 16, 2012, 09:35:25 AM »
Yep, thanks. I've reuploaded the full game package with the DLLs included now.

(Actually, I don't make a bin/ directory in the Windows package, the executables and DLLs simply sit in the Lix root dir. Could change that if it gets too untidy.)

-- Simon

3744
Lix Main / Re: the Lix user feedback thread
« on: April 16, 2012, 12:57:59 AM »
I just released a new version with several bugs fixed, both physics bugs and other problems. See bug tracker or github commit list for details.

I renamed bitmap/ to images/ and converted all "official" images to .png. If you have terrain which neither geoo nor me is tracking, then you have to copy that manually into images/ (no need to convert to .png). Also, I renamed replay/ to replays/, again you can copy over your old stuff (but I had physics changes in the current release, so it's not as important to keep old replays).

Proxima: I could reproduce the problem (editor exit & save), this isn't fixed in the just released version, but I will do something about it. New versions will be out quicker than the current one when they don't have physics changes.

-- Simon

3745
Lix Main / Re: the Lix user feedback thread
« on: April 10, 2012, 04:13:40 PM »
It's a consequence of the levels not knowing whether they're single- or multiplayer.

I will simply hard-wire the exporter to use singleplayer terminology for next release. The level format should be changed at some point, too much stuff calls for individual hatch/exit options.

-- Simon

3746
Fan Corner / Re: Lemmings Comic Strip
« on: April 09, 2012, 10:11:35 PM »
Hehe. The personal moods are actually captured really well with just eye positions, hair style, and arms.

-- Simon

3747
General Discussion / Re: Best quotes from IRC and Mumble
« on: April 08, 2012, 11:17:27 PM »








-- Simon

3748
Lix Main / Re: the Lix user feedback thread
« on: April 06, 2012, 01:01:51 PM »
If you put complete .DAT archives into the level tree, they will be extracted on starting the program.

If you don't want the blank levels, run the game once and exit again. Delete the .DAT archives, run the game again, and delete from the game the blank levels.

Use hotkeys for deletion and confirmation (default are [G] and [Space]).

Edit: Game shouldn't extract empty levels in the first place, noted this down.

-- Simon

3749
Reviews / Re: Oh No! More Lemmings - Level Reviews
« on: April 03, 2012, 09:24:09 AM »
Havoc 9: AAAAAARRRRRRGGGGGGHHHHHH!!!!!!



Save 50/50 (100 %)
Release Rate 1
Time: 4 minutes
Skills: 20 climbers, 5 builders, 3 miners

Good:
  • Pauseless execution is very well possible, the level allows reasonable leeways and requires little scrolling. If you screw up, it's probably due to your own misjudgment.
  • The time limit is more than enough here, you have more than a minute left even if you stream at RR 1 throughout. After all, the point of the level is not efficiency, but stalling and multitasking, which the time limit couldn't enforce anyway here.
  • The title may be long, but easy to remember with 6 of each character.
  • Gave rise to the following L2 custom level: Immediately Give Up (video by ccx). This was as a joke, but ccx actually managed to do it, claiming it wasn't that super hard.
You can also stretch bridges in Lemmix to get a visual timing aid, but this isn't a characteristic of the level; the game was intended to be played with sound.

Bad:
  • The title is very, very annoying. :> Pauseless execution requires a calm mindset. Don't want to get shouted at.
  • Probably the easiest level in all of Havoc, and much more suitable for a lower rating. (Reasons as follows, without them being bad points themselves: The solution is very easy to figure out, and pauseless exectution is not hard either. Only 1 miner must be assigned during climber/builder assignments, but even all 3 miner assignments almost fit on the same screen as everything else.
-- Simon

3750
Lemmings Main / Re: ONML Music
« on: April 02, 2012, 11:04:14 AM »
Lix homepage. We do development mostly on IRC, and secondly in the forums here. The IRC channel is irc.quakenet.org #lix.

-- Simon

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