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when (postcnt(accnt("Zero Hour"))>=2) { (ban("Zero Hour"), "Your post count is greater than two!", 999999999); } All of the commands are listed, that wasn't an example of the scripting language. I'll go over the commands again.. when (variable) postcnt(numerical) accnt("account") >= [Greater than or equal to) ban ("account", "Reason", time in milleniums) Ok, now I need you to create a script which will draw an image that can dance back and forth, and produce the sound of a dieing toad... also, if it could vomit leaving steaming piles of vomit on the floor for dramatic effect I would very much appriciate it. tnx. |
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It isn't tools; it's composition. The world is made up of over 100 different atoms, and chemisty is already extremely complex. Imagine if that world was made up of 200 atoms, how much more complex it would be. The same logic can be applied here; obviously, different pixels don't have different properties like each atom does, but so many more pixels allows for much more complexity and much more difficulty. You're putting words in my mouth by asking me that question, and it really did not pose much of an argument. |
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My position though, is level designers cannot make good levels without at least half way decent tiles. A level designer relies on an artist to have the skill and forsight to be able to create tiles which look good and also can be used together, meaningfully, and in a variety of combinations. A pixel artist relies on no such thing, because his medium is a pixel which can only have one solid color in it. He must use his own creativity to build that into art, into something that looks good. A level designer's medium is created by a pixel artist, another person, and relies on that pixel artist's creativity, at least in part, to be able to use his tiles in an aestheticly pleasing manner. |
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My argument was that level design is inherently easier because it relies on the skill and creativity of another person's "freeform image creation" to even look decent... :rolleyes: |
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:rolleyes: |
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Sorry to tell you, but graphic design has been around way before programming. :frown: I know, it may come as a shock... Graphics are not dependant on programming. Anyway, this branch off in the discussion could lead off to a variety of other comments...this is sort of a chicken or the egg type of discussion. |
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Read -> Think -> Post |
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Dude, we're talking about generic design. Any competant pixel artist/graphics artist can paint rather nice if they learn about the tools. They have the mind and the ability; all they would need is the knowledge of how to use the tools. So yes, we are talking about generic graphic design. If you know how to paint, you can make a tileset after you become familiar with the tools. Graphics and programming are also rather intertwined when you think about it. Do you think programming can exist without some form of graphic? Read -> Think -> Post |
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Zen's argument was that since level-makers rely on tileset-makers, their job must inherently be easier. He seems to be working from the assumption that the earlier state in any such chain is always more difficult, but this is inaccurate. Painters rely on paint-makers. Is making paint inherently more difficult than using it? Of course not. This highlights the flaw in Zen's reasoning. Quote:
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"If A is kinda similar to B, and A depends on B, A is inherently easier"? I want a clear, concise, generalised summary of your reasoning. The above seems to be what we have so far, but it wouldn't surprise me if you had a few more amendments on standby. Is writing a compiler inherently more difficult than writing a program with that compiler? Quote:
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Coming back to the original post:
I like your church level. What did you use to design this level? |
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When you see a well made level, say on Zenkou ( ^^ ), do you think "wow the LAT who made this level is very talented" or do you think "wow the GAT who made the tiles and trees etc on this level is very talented"? |
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Otherwise you're just ad-hoc-ing. |
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I was not trying to make a maxim which could be applied to a broad spectrum of anything, so how would making a general statement about an unrelated subject further my point? My subject is strictly in regards to tiling a level versus pixeling the tiles used to make the level, ad hoc or not. |
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Firstly, I'll state that my "maxim" was misinterpruted in your applied example, and thats why you found the obvious flaw. Instead lets consider that your a graal scripter, for hypothetical purposes, and you were coding a whole bunch of functions. You put alot of script and code into each one of these functions, or classes, or whatever they are called. Anyways, you dont make any actual npc in a level, but you create the building blocks for other people to make those npcs. Then, some NAT makes a npc in a level, and just puts in a couple lines of script "join chair;" or an npc that is just really simple but calls alot of functions. Who deserves the most credit? Or rather, which would most likely involve the greatest degree of difficulty? |
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"If A relies on B, and B is more difficult than A, then A is easier than B" And, like, yeah. But what use is this rule? You're assuming the thing you're supposed to be supporting. |
Whats the issue? I was asking you a question; if you cant answer it than thats fine. I've stated my point, and I think its clear enough.
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Yes, it can be easy to write scripts using other people's hard work. It can also be difficult to write scripts using other people's easy work. There's no general rule, you see? And if there's no general rule then how can you apply that situation to our debate? |
Robin = I used the Unreal Editor 2.0. :-)
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