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Rather than making the end multi-colored, I think a better solution ... would be to make the colors change ...  that visual effect is used in clear physics mode

Nice idea :thumbsup:

I'll have to investigate exactly how CPM handles this effect, and see if/how it can be applied to the fall distance ruler.
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Ruler Snap like in Lix is probably the best solution.

Rather than making the end multi-colored, I think a better solution (although it would require changes to the code) would be to make the colors change. It wouldn't be entirely new functionality at least, since that visual effect is used in clear physics mode, just not with the splat ruler.
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General Discussion / Re: Simon blogs
« Last post by Dullstar on Today at 02:56:17 AM »
One thing I really appreciate about your approach to Lix is that you will look at something that people find unintuitive, and say that the fact that it's unintuitive is a problem. There's definitely a lot of people who write off those sorts of concerns as "It's working as intended." [often implying: "It's not broken or badly designed; you're just stupid."]
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Out of curiosity what is the applicable benefit to allowing larger resolutions? I assume something related to making the game display on multiple monitors at once? (I know there's a few games that support that but I've never looked into how exactly that works).

I'm assuming there's a reason that the solution isn't "Just don't let the user do that."
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Yes, this will happen with any single-colored tip. To prevent that, my idea is now to make the tip multi-colored
...
2023 NL's ruler with the red line would have prevented that even in a red block

I see, good idea. I suppose that this is why ruler snap is a thing in Lix.

If NL's different-colour-tipped ruler works, then perhaps the tip could still be a single colour, as long as that colour is different from the rest of the ruler?

If you stripe only the wider tip of the ruler, the main part can still be a single pixel width to reduce distraction. In fact, if we make the end a straight "T" rather than a triangle, this gives another visual clue when accidentally overlaying a similar-colour block, and perhaps even removes the need for stripes.
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I've tried multiple times now to draw a message to the screen with no luck, so... I'm calling it. I can't implement this feature with an onscreen message unfortunately. I've reached out for help with it, and if I can get a boost-up I'll give it another look. But for now, I've gone as far as I can with it.

I hope that it's good enough as it is. The behaviour, at least, is on point - especially in V2 of the experimental, which absolutely disallows forwards framesteps when the unplayable state is reached (fast-forward is still possible).

EDIT: I'm happy to still go ahead and implement a "full physics freeze" version using namida's suggestion, but without being able to display a message this will almost certainly look like an unintended crash/bug, IMHO. In any case, I'll get this version sorted over the next couple of days and then we'll have two versions of the feature to compare.
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incorrectly placed the ruler because of the colour of the block?

If the latter, couldn't that potentially happen with any colour of ruler? If we make the ruler red or blue, for example, it's similarly difficult to use with a red or blue block.

Correct, I've put the correctly-sized ruler at the incorrect spot.

Yes, this will happen with any single-colored tip. To prevent that, my idea is now to make the tip multi-colored. E.g., white-black-white (from left to right). If this 3-pixel width proves too thin, I'll try white-black-white-black-white. I'll see if that's too distracting.

2023 NL's ruler with the red line would have prevented that even in a red block. Reason: We knew that the red line has to be somewhere, and we'd have supposed it under the ruler's white. Likewise, the red line would have prevented it in a white block. Reason: We knew that the ruler's white section had to be above the red line.

-- Simon
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I found this new problem with the white triangles in my proposed ruler. Look carefully at the highest row of the ground: I've stuck the ruler 1 pixel deep into the ground, which is a mistake. The ground is light, and that's common: Bricky tilesets often have such bricks with lighting from the top-left or top-right.

Curiously, the 1-pixel red line would have prevented this accident.

I'm not sure I understand the issue here. Is the ruler the incorrect length? Or, have you incorrectly placed the ruler because of the colour of the block?

If the latter, couldn't that potentially happen with any colour of ruler? If we make the ruler red or blue, for example, it's similarly difficult to use with a red or blue block.
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All right, cool, thanks for clarifying.



I found this new problem with the white triangles in my proposed ruler. Look carefully at the highest row of the ground: I've stuck the ruler 1 pixel deep into the ground, which is a mistake. The ground is light, and that's common: Bricky tilesets often have such bricks with lighting from the top-left or top-right.

Curiously, the 1-pixel red line would have prevented this accident.

I think this new problem comes from the purely white end. If we put multiple colors in the ruler's end, this accident shouldn't happen. I'll experiment with a stick-shaped ruler, sized 3 x 63, with three columns of 1 x 63 in white-black-white.

-- Simon
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Lemmings Main / Re: Which Lemmings was your first?
« Last post by Mobiethian on Today at 12:26:27 AM »
Hello, I am new here and this is my first reply. I just wanted to chime in and say that the first Lemmings game that I owned was the first one for DOS, 1991. I still have it (disk), the box, and manual. What a great experience back then and the other games after it will always be loved.

It has taken a great amount of research to find out what 'some' of the others were. Of course, this was when I was no longer a kid and a long time ago. Now I am aware of every Lemmings game. I think?
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