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Messages - nin10doadict

#196
NeoLemmix Main / Re: NeoLemmix - Quo vadis?
November 12, 2017, 02:33:20 AM
All of this work in creating the new format has erupted into far more of a war than I think anyone expected it would. I fear that we're turning too much against each other here and that the whole project is just going to melt down. I don't want to see that happen; a lot of work has gone into this to try to make it good. If we can't agree, though, it won't be good.

Honestly, I've mostly been sitting on the sidelines for these discussions because I don't like jumping into the fire. It hasn't really worked for me in the past. I've been watching this fire get bigger and bigger though, and I don't want to see people at each other's throats. We're supposed to be tormenting each other by making devious puzzles, not by arguing over the tools we have to make those puzzles with. :-\

A lot of people are getting frustrated about this whole thing, and I just want it to remain civil.
#197
Compression done. These sound pretty good too. 8-)
#198
Levels for v10 or older / Re: [NeoLemmix] Casualemmings
November 09, 2017, 01:41:14 AM
Son, if you're expecting a rank called "troll" to be fun and enjoyable to play, you're missing the point entirely. I put those levels in for the express purpose of causing suffering. They aren't intended to be good, they're meant to showcase how creative I am when it comes to being an inconsiderate jerk, and perhaps to show some things to avoid if you're trying to make levels that are actually good. Do they deserve to be in the pack? Heck no. But they're there now.

The saddest part is that at least a couple of the levels are just corrupted versions of decent ideas; I just made versions of them that eliminate the repetitive troll garbage by cutting down the total number of Lemmings and they're actually good levels now.

As for which levels have significantly changed, I don't really remember. A bunch got backroute fixes that were relatively minor, some were bigger than others, and a few levels like "Sewage shaft" got seriously reworked.
#199
Levels for v10 or older / Re: [NeoLemmix] Casualemmings
November 07, 2017, 11:39:48 PM
Apologies, but further testing revealed that I was far too generous with the time limit on one of the new levels. Version 1.21 drastically reduces said time limit. Check the first post, as usual.
#200
Levels for v10 or older / Re: [NeoLemmix] Casualemmings
November 06, 2017, 12:03:34 AM
Version 1.2 is out!
Features backroute fixes, some level rearrangement, some changes to certain levels to make them suck less, and a new 5th rank with 10 more levels to play! Check the first post in the thread for the new downloads.
#201
In Development / Re: Lemmicks - Lemmings with gimmicks!
November 01, 2017, 10:01:21 PM
The gimmick where you have to kill them I'd say is my favorite. The zero gravity gimmick is awful. I can't figure out how to do anything when that's on.
Man, the old version of NeoLemmix was so clunky...
#202
Compression and loop setup complete. Check my earlier post for the download link.
#203
These covers are really nice!
I've compressed them and set up the looping to make them NeoLemmix friendly if anyone wants to use them in custom levels.
https://www.dropbox.com/s/ddfndamupp07eq1/YungGotenksSNES.zip?dl=1
#204
If anybody else has made custom contraptions for The Incredible Machine: Even More Contraptions, I'd be willing to play those. I have actually swapped contraptions with someone in the past and it was pretty fun.
#205
Forum Games / Re: Corrupt-a-Wish
October 21, 2017, 10:20:32 PM
Granted! You get more subs but they never watch or comment on your videos.
I wish I was better at finding backroutes in levels.
#206
Is real early in the morning for me but I might still pop in midway through for a little bit. I'll likely need some help figuring out how to make things work.
#207
I did like how the SNES version had different SE for picking each skill so the toolbar was like a little piano.
#208
Looks like it finally has the solutions I'm going for. Yes, the execution at the start is now very fiddly, but if I turn down the release rate too much then it allows the old backroute to come back again.
That said, it can be lowered a bit without letting the backroute reappear. It's still a little fiddly (I think the left side is the harder side now thanks to having to use a different skill), but it's better. Hopefully I won't have to make any more changes after this.
Thank you Icho for being so patient with the testing! :D
#209
Well, I didn't know you could having a lemming be touching the ground yet still in a falling state, thus allowing instant use of a stoner to form a wall that touches the ground. Can't fix that, but I can find other ways to prevent you from using it.
#210
NeoLemmix Main / Re: custom sounds
October 16, 2017, 10:52:35 PM
A good idea. Something I've noticed very little of is custom win/lose music for level packs. I'll post mine here.
Remember to name them "success.ogg" and "failure.ogg" and to insert them into your pack as custom files if you want to use them.