[EDITOR][SUGGESTION]Merge exit pieces in original/ohno tilesets into one object

Started by Dullstar, May 24, 2016, 02:32:30 AM

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Dullstar

In most tilesets from the original games, the exit is actually two objects - one is the actual exit, while the other is just decoration.  However, I'd be hard pressed to think of an example where they are used alone, not counting a level I released a few years back where I just forgot to put the top on the exit.

I suggest doing away with these two-piece exits and combining them into one, complete object.

Regarding compatibility, I think most levels would probably be unaffected practically if the top piece of the exit was just removed completely, and the functional portion replaced with the new complete exit object.

namida

There are a few levels out there that have used exit tops for decorational purposes. I remember playing such a level fairly recently, although I forget what pack it was in (perhaps MobiLems II, as that's the most recent pack I've played apart from NepsterLems, and using those as decoration isn't the kind of thing I'd expect Nepster to do).

I have considered this idea myself several times, but ultimately never ended up implementing it. With the changes to new formats in the next update, that will require some degree of smart conversion anyway, this may be a very good time to do so.

I'd like to get more input, particularly from those who have used them for decorative purposes (or perhaps found actual reasons to use the functional part alone). However, the seperation of them in the original games is most likely for memory / processing efficiency reasons, which are no longer critical on modern systems for a game like Lemmings.
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

IchoTolot

I am 100% against that, sry.

Placing the 2 objects for the exit is no real hassle + quite a lot of levels use the upper part for decorational purposes. Just count all the different variations of the bubble exit you saw alone! + most of them look pretty awesome.
The flag of snow tileset or the torches of the other tilesets, I have seen them used so often in other creative ways and it would be a shame to get rid of them for no real advantage.

Also sometimes just the lower part of the exit is placed as well! When it is placed in a rather narrow area or under a thin piece of terrain.

This would limit the creative and practical possibilities for nearly no gain at all! So it' a clear no vote for me here. :8():

Simon

QuoteI have seen them used so often in other creative ways and it would be a shame to get rid of them

Yeah, they're too ingrained in culture.

Deco without exits makes sense, but exits without deco doesn't. Thus: Merge the deco top into the exit, but keep the separate top piece for decoration. The exit looks dumb without the top in exactly the right place.

Don't merge in the Snow set, where the flag looks good in different positions.

Quoteno real hassle
no real advantage

No true scotsman?

The two pieces are real hassle, not fake hassle. Should exits be split into 3 pieces instead, for a total of 1 exit and 2 deco gadgets, for even better deco, allegedly without hassle?

Subtle misplacements like this are a real disadvantage:



-- Simon

IchoTolot

Expected this comment from you :P

Quote from: Simon on May 24, 2016, 06:23:27 AM

The two pieces are real hassle, not fake hassle. Should exits be split into 3 pieces instead, for a total of 1 exit and 2 deco gadgets, for even better deco, allegedly without hassle?

Subtle misplacements like this are a real disadvantage:


Really putting two pieces together is a hassle? :XD:       It's not like we have 3 or more as you described. 2 is alright, but it shouldn't be more either. A user should be able to put two simple tiles together! :8():     + he don#t even has to if he wants

This is no real hassle! This is nearly no advantage! If you put together your exit like in the picture you are blind anyway! :8():

Quote from: Simon on May 24, 2016, 06:23:27 AM
Deco without exits makes sense, but exits without deco doesn't. Thus: Merge the deco top into the exit, but keep the separate top piece for decoration. The exit looks dumb without the top in

This could be a solution, but ------
The exit without the top can be important. I used it quite a few times where there wasn't enough space for the top.
Also the merging would lead into changing the exit postion again for every level. You cannot simply declare the old exit top as the new postion of the object, as there may be more  --- therefore a no go.  Replacing the majority of the exits for this NO WAY! :devil:


namida

QuoteAlso the merging would lead into changing the exit postion again for every level. You cannot simply declare the old exit top as the new postion of the object, as there may be more

This is not a significant concern, as it can be very easily automated as part of the converting to new format process.
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

Simon

Quote from: IchoTolot on May 24, 2016, 09:48:03 AM
Really putting two pieces together is a hassle? :XD:

Yes, because you need it every time for an acceptable result.

Repetition in logic calls for abstraction.

-- Simon

Dullstar

Another thought on how to get the functional effect of a merged exit that wouldn't have any affect on existing levels (actually, this was what I was originally going to suggest, but I was having trouble thinking how to explain it, so I tried to think of a different way):  The ability for users to create "new" objects out of combinations of existing ones and save them for later use.  Exits would be a common usage for this, but there are also some terrain pieces I've made that I could see this being useful for.

---

But back to the original idea of simply merging the exits, I assume it would be best to base the new positioning off of the functional part, rather than the decorative part.  Excluding the snow tileset, in which there are apparently multiple positions the top piece can look good in (now that I think about it, I think this is the only oh no set I haven't used since I resumed making levels - maybe I should make one...), in what situation would you not use a top piece to the exit?  I don't feel like lack of space would be a concern considering objects are set to no-overwrite by default now.

namida

QuoteThe ability for users to create "new" objects out of combinations of existing ones and save them for later use.  Exits would be a common usage for this, but there are also some terrain pieces I've made that I could see this being useful for.

This is actually on the future plans list for terrain; I hadn't considered doing so for objects. I don't know if it would work as well.
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

IchoTolot

Why not simply (similar to Dullstars proposal):

Add a new object to each relevant tileset which is:  Exit + top half!



This way you have the single pieces for special tasks + the full package for a simple use!  There everyone should be happy with this + old stuff isn't affected at all :8():

Dullstar

Quote from: namida on May 24, 2016, 10:12:53 AM
QuoteThe ability for users to create "new" objects out of combinations of existing ones and save them for later use.  Exits would be a common usage for this, but there are also some terrain pieces I've made that I could see this being useful for.

This is actually on the future plans list for terrain; I hadn't considered doing so for objects. I don't know if it would work as well.

I don't think it would be as useful for objects (not sure when you'd use it outside of exits), but I assume the implementation would be quite similar.  You could also use it for combinations of objects and terrain (e.g. maybe you like putting traps on top of steel, so you make a piece that's a trap with steel underneath).

---

As for the suggesting of adding a new object to each tileset:
I'd be cool with that as long as the new object ends up higher on the new object list than the separate pieces.

namida

QuoteYou could also use it for combinations of objects and terrain (e.g. maybe you like putting traps on top of steel, so you make a piece that's a trap with steel underneath).

It's a nice idea, but it's also of limited use compared to doing this with terrain, and would probably be much less tidy to code.

QuoteI'd be cool with that as long as the new object ends up higher on the new object list than the separate pieces.

In the future, pieces will no longer be referenced as "object #0", "object #1" etc but rather will have names. So, listing would most likely be a matter of alphabetical order based on these names. Mind you, if we have names like "exit", "exit_top" and "exit_bottom", that'd still put the new one at the top.
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

Simon

We shouldn't have two pieces that do nearly the same, when one of them suffices. Also you introduce special casing, because all old levels will violate principles in the editor.

I am good with multiple exits only if:

  • There is autoreplacement. Whenever there is a topless exit, and a top in the exact position above the exit, editor and game automatically remove both pieces, and replace them with the combined exit. I don't want to drag pieces in the editor, and be surprised that sometimes, the top comes along, and sometimes, it doesn't.
  • There is deprecation. The topless exit should not be used in the future.
I remain skeptical of multiple exits:

QuoteThe exit without the top can be important. I used it quite a few times where there wasn't enough space for the top.

It's used because it's easier to have it topless. Which is the design problem in the first place.

When there is no space for the top, then it doesn't matter whether you have a top there or not. Replace this with the topped exit.

Yeah, you can find counterexamples where the thus-new-placed decoration would lurk under the terrain. Those are arcane corner cases, and easy to redesign anyway. These cases clearly don't weigh up against the extra piece clutter.

QuoteIf you put together your exit like in the picture you are blind anyway! :8():

The designer has not dropped pieces at random, looked at the scramble, and finding the result good enough.

These mismatches come from designing the level with a perfectly-topped exit, and later moving the exit slightly. It's easy to forget the top. It's a mental blind spot anyway: The exit is in place, and the top is always on the exit, so we should not have to think about it.

Software design is all about preventing user errors, and nudging softly into the correct direction. If you absolutely want to override the common thing, you have to be explicit.

-- Simon

IchoTolot

Simon, just look up 3 posts :-\


Quote from: IchoTolot on May 24, 2016, 10:16:09 AM
Why not simply (similar to Dullstars proposal):

Add a new object to each relevant tileset which is:  Exit + top half!



This way you have the single pieces for special tasks + the full package for a simple use!  There everyone should be happy with this + old stuff isn't affected at all :8():


Here, then you and I got both our wills. I got my seperated tiles for advanced flexibility and you got your easy to go one.

Quote from: Simon on May 24, 2016, 04:12:06 PM

Software design is all about preventing user errors, and nudging softly into the correct direction. If you absolutely want to override the common thing, you have to be explicit.


My concern isn't the software design. It's purely the level design and the preservation of the content and possibilities.

Simon

My entire post was a reply to your proposal of 2 exits. Now read it again.

-- Simon