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Messages - Simon

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4126
Site Discussion / Re: Postal news
« on: October 16, 2009, 04:33:18 AM »
I was thinking about that, too. This is a very good idea.

One can think about if it's better to put anything relating to the original games' levels into the new forum, I don't know if that yields more structure. This doesn't dry down Lemmings Discussion, it will still have lots of level-independent talk.

-- Simon

4127
Lemmings Main / Re: WTF levels
« on: October 14, 2009, 07:43:38 PM »
While it looks neat, almost like cake or ice cream, it does not provide new value in the form of playable levels inside L1/ONML ;-) I came up with this thinking of a contrast to Clam Spammer's single-piece levels. I liked their abstractness, and that they are playable and still not trivial.

-- Simon

4128
Lemmings Main / Re: WTF levels
« on: October 14, 2009, 07:22:54 AM »
For each terrain piece, take its usual terrain ID, but roll randomly among all graphics sets. Note that such a freakshow is not possible in Lemmings/Lemmix, I played around with my own level-drawing code.

See attachments for the results of "Just Dig" and "This should be a doddle". The latter one is still solvable. :-)

-- Simon

4129
Lemmings Main / Re: Two-player Lemmings
« on: October 14, 2009, 02:20:15 AM »
I have done this with Lemmings 1 in the past using a networking version of ZSNES. It works nice until you miss mouse control, yep. :-)

I used ZSNES mainly to play Tetris Attack over the net. It had a habit of desynchronizing sometimes in that game, though.

-- Simon

4130
Non-Lemmings Gaming / Re: Programming Code needed to make game?
« on: October 12, 2009, 07:28:54 PM »
Several valid points, but a straw man argument as a whole, IMHO.

Making a class Convertor and derive every single thing from this is seldom a good choice. Of course the memory grows for an object of a thrice-derived class. Virtual methods are sometimes the very best thing for a job, and C++ is at least as fast with these as a C equivalent of virtuality. If one needs it, it's there. But if the code gets unreadable, it doesn't have to be used.

A struct on the stack/heap is the very same thing as a class on the stack/heap. I assume you know the byte alignment for C++ classes without or with inheritance, thus I don't know how you think C structs and C functions are significantly faster than C++ classes with member functions. Assuming you pass pointers and references, and not by value.

The same argument you bring here can be turned this way: Why do you use a slow, overhead-rich higher-level language than assembly?

The answer is: Because you like to think in C. I like to think in C++. A lot of my programming is of procedural nature, still, as C++ supports several styles other than pure OO. I also believe to know when I have to use bit-fiddling to speed things up. Which comes up every now and then, but not often.

-- Simon

4131
General Discussion / Re: Why did you choose what your avatar is?
« on: October 05, 2009, 01:00:20 PM »
Love for L2 and pixellated old-school graphics in general.

-- Simon

4132
Level Design / Re: Here I Go Again!
« on: October 04, 2009, 05:42:05 AM »
I hope that's a suitable alternative to a scroll box, 'cause I'm not liking the idea of putting a scroll bar in there.

It can be done, but a scrollbar is better for several reasons. Its usage is immediately clear to the user, and it provides, as ccexplore has hinted, more ways of control than other things.

Anything uncommon hampers the user. You appear to be using the operating system's GUI widgets already, so I strongly advise to use the common, known-by-all solution to this design problem.

-- Simon

4133
Tech & Research / Re: Lemmings 2 glitches
« on: October 02, 2009, 02:28:16 AM »
The following happens at least under the DOS version. However, it's not as spectacular as the other stuff in this thread here.

The screen does not scroll all the way to the bottom. The bottom pixel row will never scroll into view. The pixels are still there and you can walk on them or remove them. You can test this by digging down in Classic 1. This is likely caused by an unexpected height of the OSD panel, which is 41 pixels high.

-- Simon

4134
Lemmings Main / Re: Quirks in Lemmings levels
« on: September 21, 2009, 12:50:11 PM »
There are some levels with terrain outside the level boundaries.

The following black stripes are actually thumbnails and link to the full picture. I used an image hoster, you have to click "continue" after following the link. <_<; Scroll all the way to the right.

X marks the spot:
No Problem:
On the antarctic cost: Has this as well, but I didn't make a picture.

I made the terrain visible in those pictures, but the pieces probably have the draw-subtractive (dark) bit set for them. If I exclude dark pieces from determining the level's true level horizontal span, the level area ends correctly to the right of the last terrain piece of the mainland.

Edit: I suspect that the terrain at the very right actually belongs to the left border, and the place where you can see it right now is where the integer value for x-pos wraps around. The terrain would make sense if you placed it at the left. However, not even the original games interpret this terrain as being on the left side.

-- Simon

4135
Non-Lemmings Gaming / Re: Programming Code needed to make game?
« on: September 21, 2009, 01:37:58 AM »
That's fine. So which language are you going to play around with?

-- Simon

4136
Level Design / Re: Here I Go Again!
« on: September 21, 2009, 01:01:19 AM »
Nice going. - What is with this piece of stairs here floating in nowhere?



It does not appear in the real level. Yet, it's not overwritten by any special object, unlike the yellow bricks behind the water.

Or does the water actually erase the terrain behind it instead of hovering over it?

-- Simon

4137
Non-Lemmings Gaming / Re: Programming Code needed to make game?
« on: September 20, 2009, 12:13:40 PM »
What is your current experience with compiled programming (i.e. not scripting) languages?

If it's rather scarce: Pick any compiled (or to byte-code compiled) language, google on how to install a compiler for it, and play around. Write a program that reads a file and writes it somewhere else (Dullstar file copy deluxe v1.0), and write the guess-the-number game, and write tic-tac-toe with a computer opponent. Or similar text-based games.

See if you like it. If you do, look around for a graphics library for your chosen language, and program a demonstration with colored shapes. And then Pong, or Snake, or Minesweeper, or... anything you want, it's programming for a hobby after all.

Then learn another language, and how to think in it. You want to be able to decide on which tool (language) to use for which job.

-- Simon

4138
Level Design / Re: Here I Go Again!
« on: September 17, 2009, 12:51:15 PM »
Dear holy knight of the char*, you realize that re-solving the known stuff again (compressor algos?) might cost you precious time, which you might use hacking on something all-new for the community instead. You choose to hack Lemmings games after all...

I've written DAT decompressor code, with using the available docs. But it was just because the existing tools were either under the GPL or the ask-ccexplore license, both too restrictive for a WTFPL project.

Good luck on L2, I'm looking forward to your results.

-- Simon

4139
Site Discussion / Re: RSS feed
« on: August 02, 2009, 03:30:37 PM »
That would be great. Thanks for your time in advance!

-- Simon

4140
Site Discussion / RSS feed
« on: August 02, 2009, 09:56:43 AM »
Hi,

the forum's RSS feed provides the last 5 posts.

I think that this is too little, as they often get cluttered with posts from n word stories threads or the like. The interesting posts from the general discussion topics aren't shown there completely, even if one checks the feed daily.

Could the number of posts in the RSS feed be set higher? 20 or 25 would be very nice, as the bandwith required for such feeds is very little.

-- Simon

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