Line Rider: Advanced alpha r1.51 [December 30] Line Properties

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Re: Line Rider: Advanced alpha r1.51 [December 30] Line Properties

Post by Sheldon on Thu Dec 10, 2015 11:18 pm

When I try to select a .wav I added. I play on mac.

this is the wav. Happens only with this wav for me https://www.dropbox.com/s/too6yjrwk34oufc/Boogie_Belgique-_Lady_Who_Swings.wav?dl=0
EDIT: also happened to rabid even after exporting through audacity
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Re: Line Rider: Advanced alpha r1.51 [December 30] Line Properties

Post by mmtunligit on Fri Dec 11, 2015 9:46 am

my guess is if it's only that .wav, then the .wav is corrupted or something

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Re: Line Rider: Advanced alpha r1.51 [December 30] Line Properties

Post by Sheldon on Fri Dec 11, 2015 10:24 am

rabid got the problem after converting it in audacity twice... the wav itself still plays normally on quicktime and itunes
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Re: Line Rider: Advanced alpha r1.51 [December 30] Line Properties

Post by JealousCloud on Mon Dec 14, 2015 10:39 pm

1.5 is out!

Big feature: Lifelock
If the rider is dead during playback in the current frame, use the line adjust tool, and hold ALT to enable lifelock, which will turn the notches red. You can now move a line until it no longer kills bosh in that frame, at which point it will stop.
Tutorial:


Fixed OTDE's obscure bug.
New scarf!
Bosh is 50% transparent if the "Show contact lines" setting is enabled
Shift during line adjustment enables angle lock
Removed loading a track filling the undo queue.
Added superzoom preference.
Sound bugfixes.
Scenery can be moved.
If line is 45 degrees locked, it won't snap it's second half.
no longer recalculates after adding or removing scenery lines.
Tracks now load the last used song for it if possible.
No longer recalculates the entirety of playback every time. Instead, it recalculates based on if a line could have affected the rider in past frames. If not, doesn't recalculate.
White BG toggle in preferences. (For those of you who are bad people.)


I put a lot of work and effort into this version. Please report any bugs you find, I'm sure there are many. I changed a lot..

And now, I will sleep.

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Re: Line Rider: Advanced alpha r1.51 [December 30] Line Properties

Post by Lukking on Tue Dec 15, 2015 4:50 am

cant wait to use it....great job man!

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Re: Line Rider: Advanced alpha r1.51 [December 30] Line Properties

Post by Anton on Tue Dec 15, 2015 6:41 am

Sheldons reaction to lifelock: This is sooo op.
My reaction to lifelock: This is sooo op.
Lone's reaction to lifelock: This is sooo op.


Lifelock - sooo op... It is a complicated tool, but master it, and great results shall be yielded
See through bosh - THANKSNXKS! Makes dense things much easier
Angle lock - Things will be prettier from now on
Move green lines - I guess that's cool
Superzoom - super helpful for precise alterations. This is a tool I know my love for will only grow
New scarf - Best scarf out there
Background - Indifferent.


I am generally very excited about this update. I am eternally grateful for lifelock, and this update is by far the greatest one since 1.42. lol.

TL;DR
Lifelock is sooo op.

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Re: Line Rider: Advanced alpha r1.51 [December 30] Line Properties

Post by Sheldon on Tue Dec 15, 2015 11:40 am

You my friend are a programming savage.
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Re: Line Rider: Advanced alpha r1.51 [December 30] Line Properties

Post by rabid squirrel on Tue Dec 15, 2015 12:58 pm

Yay @ white bg toggle. I'm going to make LRA my recording shop default now.

Yay @ move green lines

Yay @ angle lock

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Re: Line Rider: Advanced alpha r1.51 [December 30] Line Properties

Post by OTDE on Tue Dec 15, 2015 2:36 pm

MY QUEEN <3

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Re: Line Rider: Advanced alpha r1.51 [December 30] Line Properties

Post by mmtunligit on Tue Dec 15, 2015 5:23 pm

Requests:
Prefrence saving
start from beggining of track even with a flag
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Re: Line Rider: Advanced alpha r1.51 [December 30] Line Properties

Post by JealousCloud on Tue Dec 15, 2015 6:09 pm

mmtunligit12 wrote:Requests:
Prefrence saving
start from beggining of track even with a flag
Features that most people will use every track if they want it are saved, like superzoom, offwhite bg, volume, and playback zoom levels.

Alt Y.
The help doc has a lot of useful information about that sort of thing.

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Re: Line Rider: Advanced alpha r1.51 [December 30] Line Properties

Post by mmtunligit on Wed Dec 16, 2015 2:24 pm

The age of trial and error is over

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Re: Line Rider: Advanced alpha r1.51 [December 30] Line Properties

Post by ScrungleBlumpkus on Wed Dec 16, 2015 6:57 pm

There should be a deathlock, where it only allows you to place a line where bosh will live. I don't know how to explain it other than, if you are moving a line near bosh, as long as it doesn't kill him, it will move. But if it kills him, the line won't move to that position.
There should be a way to have it so that life lock allows you to edit a line as long as bosh is still alive, such that it starts locking once you get him alive and then in any other position that would make him live, you can also move it there. It could even predict that with examples that are transparent! This might be useful for stacks where extreme precision makes him live, but the goal is to strengthen it to the best position for that line but there are more ways to place the line than just the one you stumbled upon.
For my final request, a feature that makes it so life lock can also have to make all contact lines pink. As in, I keep getting positions with the lines between points orange meaning he will not live. I don't 'want life lock to just be satisfied there, I want it to optionally stop when he's pink.

/noob post.

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Re: Line Rider: Advanced alpha r1.51 [December 30] Line Properties

Post by hypothet on Tue Dec 22, 2015 9:15 am

<3

also, dap's idea I think could be worth experimenting with, I was thinking pretty similar things

I'm not sure there's any middle-ground solution, but I'll keep thinking about it

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Re: Line Rider: Advanced alpha r1.51 [December 30] Line Properties

Post by ScrungleBlumpkus on Tue Dec 22, 2015 10:49 am

<3 u too bby

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Re: Line Rider: Advanced alpha r1.51 [December 30] Line Properties

Post by ScrungleBlumpkus on Wed Dec 30, 2015 6:23 pm

Wouldn't the camera being an average of all points cause considerable lag at higher speeds?

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Re: Line Rider: Advanced alpha r1.51 [December 30] Line Properties

Post by JealousCloud on Wed Dec 30, 2015 6:26 pm

Dapianokid wrote:Wouldn't the camera being an average of all points cause considerable lag at higher speeds?
Short answer: no.
Averaging all of the rider's points, like 10 of them, is very very simple, and O(1). Simple addition and division between the 10 points.

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Re: Line Rider: Advanced alpha r1.51 [December 30] Line Properties

Post by ScrungleBlumpkus on Wed Dec 30, 2015 7:23 pm

Oh, wow. So recalling the location of one point and putting the camera in the same pace as the addition and division of each point are the same speed?
Where is long answer located :p

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Re: Line Rider: Advanced alpha r1.51 [December 30] Line Properties

Post by Fauxfyre on Wed Dec 30, 2015 8:05 pm

Dapianokid wrote:Oh, wow. So recalling the location of one point and putting the camera in the same pace as the addition and division of each point are the same speed?
Where is long answer located :p
Someone who's a better programmer than me should write a batch, bash, or python script that adds 10 decimal numbers and then divides by ten 80 times, to show how fast it would be to do that for 40 frames a second. (do 120 times if updated 60 times a frame, since you need to average the X AND Y position). It would be faster than you could see.

People very often forget how good computers are at computing. This is 4th grade math and requires relatively few steps than most things computers do.

People also forget that Flash Player lags very easily, and now that a proper compiled language is being used tiny things like this are a piece of cake.

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Re: Line Rider: Advanced alpha r1.51 [December 30] Line Properties

Post by Conundrumer on Wed Dec 30, 2015 8:24 pm

Dapianokid wrote:Wouldn't the camera being an average of all points cause considerable lag at higher speeds?

I have difficulty understanding how you came to that conclusion. Why you think high speeds would cause more lag?

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Re: Line Rider: Advanced alpha r1.51 [December 30] Line Properties

Post by ScrungleBlumpkus on Wed Dec 30, 2015 10:06 pm

Larger numbers and distances means bigger values means more work means more lag?

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Re: Line Rider: Advanced alpha r1.51 [December 30] Line Properties

Post by JealousCloud on Wed Dec 30, 2015 10:15 pm

Dapianokid wrote:Larger numbers and distances means bigger values means more work means more lag?
Here's some code showing what's effectively going on here.
https://dotnetfiddle.net/KBS5Ri

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Re: Line Rider: Advanced alpha r1.51 [December 30] Line Properties

Post by ScrungleBlumpkus on Wed Dec 30, 2015 10:24 pm

Okay
I can see that is quite fast. Why is it faster than one point's location, though?

Also, iterations live update and onion skinning and iteration view selections and such pls

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Re: Line Rider: Advanced alpha r1.51 [December 30] Line Properties

Post by Conundrumer on Thu Dec 31, 2015 12:19 am

Dapianokid wrote:Larger numbers and distances means bigger values means more work means more lag?
In a computer, all numbers have the same number of digits.
Let's say a computer uses 10 digit numbers.
1234567890 + 1234567890 = 2469135780 takes one unit of addition time.
All numbers always have 10 digits, even if they're small numbers.
1 + 1 = 2 is actually 0000000001 + 0000000001 = 0000000002, so this also takes one unit of addition time.
The same goes for all other operations.

This also means that numbers have maximum values. In this case, the maximum value is 9999999999, and if an operation exceeds this number, overflow will happen: 9999999999 + 1 = 0. This is to force the number of digits to always stay the same, so the time is always constant.

Spoiler:
In reality, numbers in computers are binary, and the number of digits vary depending on the type. For example, 32-bit integers have 32 digits, and 64-bit double precision floating point numbers have 64 digits. It's possible to convert the number type to change the number of digits, but it's a very inefficient thing to do.
Spoiler:
to be more accurate, the binary representation of double precision floating point numbers have 64 digits. The number itself has 53 digits plus 11 digits for the exponent and 1 for the sign

In any case, for every frame, computing the average location of the points takes a constant 18 additions and 2 divisions, whereas the physics takes thousands of operations, and drawing everything onto the screen takes maybe a few million operations. The amount of time spent computing the camera is really insignificant, so even if you optimized the camera, it basically wouldn't make any difference.

tl;dr you need to know some computer science to meaningfully discuss performance implications

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Re: Line Rider: Advanced alpha r1.51 [December 30] Line Properties

Post by JealousCloud on Thu Dec 31, 2015 12:28 am

@Conundrumer wrote:
Dapianokid wrote:Larger numbers and distances means bigger values means more work means more lag?
In a computer, all numbers have the same number of digits.
Let's say a computer uses 10 digit numbers.
1234567890 + 1234567890 = 2469135780 takes one unit of addition time.
All numbers always have 10 digits, even if they're small numbers.
1 + 1 = 2 is actually 0000000001 + 0000000001 = 0000000002, so this also takes one unit of addition time.
The same goes for all other operations.

This also means that numbers have maximum values. In this case, the maximum value is 9999999999, and if an operation exceeds this number, overflow will happen: 9999999999 + 1 = 0. This is to force the number of digits to always stay the same, so the time is always constant.

Spoiler:
In reality, numbers in computers are binary, and the number of digits vary depending on the type. For example, 32-bit integers have 32 digits, and 64-bit double precision floating point numbers have 64 digits. It's possible to convert the number type to change the number of digits, but it's a very inefficient thing to do.
Spoiler:
to be more accurate, the binary representation of double precision floating point numbers have 64 digits. The number itself has 53 digits plus 11 digits for the exponent and 1 for the sign

In any case, for every frame, computing the average location of the points takes a constant 18 additions and 2 divisions, whereas the physics takes thousands of operations, and drawing everything onto the screen takes maybe a few million operations. The amount of time spent computing the camera is really insignificant, so even if you optimized the camera, it basically wouldn't make any difference.

tl;dr you need to know some computer science to meaningfully discuss performance implications
It didn't even occur to me that he might not know how numbers in computer science work. Nice

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Re: Line Rider: Advanced alpha r1.51 [December 30] Line Properties

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