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Messages - IchoTolot

#1831
I've added the things you listed. Also I plan to introduce a few basic mechanics in rank 4 as well, like the ones you mentioned, I've added them to the list as well.

QuoteNow let's talk about structure. Do you envisage a separate level for each skill, object and function? I'm very wary of that, since it sounds like you would have forty-two trivial levels before we even reach the "beginner puzzles". The pack needs to introduce everything clearly, for sure, but it should also be fun to play -- otherwise new players probably won't get all the way through it.

You are right that this may be overkill, but I also want the introduction as easy as possible. As I result, I should start with a few seperate introductions and then move on to some double introductions (like floaters+gliders for example). This middle way should cull the level number by a bit.

QuoteAlso, you introduce fast forward in rank 3, but a majority of levels are more pleasant to play when the player knows about FF, so that they can speed through the rest of the level as soon as the route is complete. (When I was a kid, my sister and I always enjoyed watching the crowd walk to the exit and cheering them on -- but NL isn't aimed at kids.) Similar remarks apply to most control features. I would, at the very least, drop the "control features" rank and decide where to introduce these features in the natural play of rank 1 (e.g. directional select can be introduced with one of the skills it's frequently used with, probably builders). Some levels can introduce more than one skill. At a rough guess, I would say the full introduction of all NL features could be done in around 20 levels, and would be much the better for it.

I was unsure about FF. I think it should be introduced still. I planned to make the skill introduction levels not much larger than 1 screeners so that FF would not be essential. But I could at least mention FF earlier.
For the rest, I think here comes the combination idea into play again: I could drop the rank entirely and combine them with rank 4 so they give some trivial puzzels more meaning. I think it would be better if I rename rank to theme for my list and only later form rank groupings.

I am still highly in favor of keeping skills mostly seperated from other themes as the core element should be introduced as clearly as possible without distractions. Combining skill inroductions though should be alright.
#1832
Link to the release topic: https://www.lemmingsforums.net/index.php?topic=5204.0


Hey there, I am currently working on the new NeoLemmix Introduction Pack which shall smoothly introduce completely new players into Lemmings and NeoLemmix.

Before making any level, I thought it would be a good idea to put a list of planned ranks (themes) with the content they shall introduce together.

So I quickly made such a list and want to ask around if there might be anything I missed. The rank names are also not final. ;)

Theme 1: Skills

- Digger
- Basher
- Miner
- Fencer
- Builder
- Platformer
- Stacker
- Walker
- Cloner
- Blocker
- Bomber
- Stoner
- Climber
- Floater
- Glider
- Swimmer
- Disarmer
- Shimmier
- Release Rate (Yes I would could this as skill related)
- Nuke (This as well)

Theme 2: Objects/Special terrain/Lemming variants --> "Interactables" maybe? (need a good name here)

- Steel
- Multiple-Hatches + Exits
- Pre-assigned Lemmings + Hatches
- Limited-count exits and entrances
- OWW (left/right)
- OWW down
- OWW up
- One-way fields
- Traps (+ single use Traps)
- Pick-up skills
- Locked Exits and Buttons
- Teleporters
- Updrafts
- Splat-pads/Anti Splat-pads
- Decorative objects
- Splitters
- Zombies

Theme 3: Functions

- Time Limits (I am unsure about putting this here)
- Vertical Scrolling
- Fast-Forward
- Directional-Select
- Priority invert
- Splat-Ruler
- Framestepping
- Clear-Physics-Mode
- Highlight Lemming
- Save-States

Theme 4: Easy skill combinations and beginner puzzles

- Athletes introduction
- Bomberless Blocker release
- Blocker substitudes (Digger holding pit, Stackers, Stoners, Stalling)
- Basic mechanics: Stepping up 6 pixels but not 7; skill-users turning on blockers; bashers ascending on a steel edge; Compression Method; interrupted basher/miner

Of course things like Fast Forward and Clear-Physics-Mode will be introduced through a little text in combination with an under normal circumstances badly designed level where the respected function will be a blessing (Example hidden traps for Clear-Physics-Mode). ;)

Alright, anything I missed or something shall be resorted? ??? Also I plan plan to create this rank by rank with releasing a public test version after a new rank is finished to get proper fedback from as many people as possible as this is something the whole forum is benefitting from.
#1833
After finally leaving this exam block behind me and having more time now, I think this might be a good time to share a report I handed in earlier this month. :)

As I always preach about proper maintenance here, I chose the topic "Software evolution and maintenance" in a course. While I learned more about the subject, I discovered some parallels to the development steps of NeoLemmix and Lix. As a result, I used them as examples for my 30 min presentation I had to do and also in the following report I attached to this post.

In the report I go over some basic definitions and laws first. Then the NL/Lix examples will relate once to the impact of feedback on the software life cycle and how positive and negative feeback play a role here and furthermore on how competition and collaboration effect the software evolution process.
In the end, I will show how graphs on certain aspects of a program can help you to form a strategy and show an example.

Maybe some of the information in there can be useful regarding maintenance problems. ;)

Anyway enjoy reading. :)
#1834
V 7.5 is out! :)

The following levels have received a backroute fix:

- 3 08 (some terrain changes, RR increased to 95)
#1835
Contests / Re: Level Design Contest #18
July 28, 2019, 07:40:40 AM
Added the clarification rules. :)
#1836
Tech & Research / Re: Debate: Digger-Blocker trick
July 25, 2019, 06:49:53 PM
I feel very strongly for keeping the trick as it is just the result of skills behaving as they are intended. Also I really felt this was natural during all my time here and it did not seem weird to me at any point, as a result I incorperated the trick on quite a few occasions which I did not actively kept track on as it again felt not weird to me.

Blockers turn Lemmings, no exception should be made for diggers when builders, miners, bashers....etc are all affected by them as well. That just doesn't make any sense and it would make the game inconsistent with extra special rules. I was able to discover the trick naturally back in the days playing Revenge of the Lemmings on Lemmini.

I am for a better visualization though as I proposed here:

Quote
Possible idea for visualization through the digger animation:

Let the digger look towards the side he is turned to for a frame period inside the animation. Currently he only looks down and a simple turning of the head towards the side he is facing could be a solution.
#1837
Tech & Research / Re: Debate: Digger-Blocker trick
July 25, 2019, 02:18:36 PM
Possible idea for visualization through the digger animation:

Let the digger look towards the side he is turned to for a frame period inside the animation. Currently he only looks down and a simple turning of the head towards the side he is facing could be a solution.
#1838
General Discussion / Re: Crane's resignation
July 24, 2019, 02:49:11 PM
I go to sleep and to university and meanwhile everything burns :P

Quote...along with the discovery that it's common knowledge to the point that IchoTolot is happy to show it off to rub it in my face even though there's a steel floor beyond the digger and he has a spare bomber and a lemming he's allowed to lose.

As a reference: Crane pm'd me a level to solve which he was originally thinking about submitting. I solved the level using said digger+blocker trick and had a skill and a lem to spare as a result, so I pm'd him my solution with the description that before I give any feedback I want to know if this is intended.
Text inside my pm :
QuoteWell, first I need to know if this is intended. ;P


Regarding the resignation topic as this is not the first time I hear this shoutout in despair from forum members, here is my viewpoint in general:

People need to not take things as backroutes, criticism and the inability to solve certain levels quickly personally or purely negative. This will otherwise inevitably lead into despair and resignation. This sounds hard, but letting the things get to your mind results in sadness.

Don't let anger clutter your mind!

Regarding backroutes:

Crane, your levels have backroutes because of a trick you just discovered. You've got 2 options as a result:

    - Let it be and don't concern yourself with the backroute.

    - Fix the backroute and this leaves you again with 2 options:

        - Change the level so the backroute trick is not possible anymore. As I suspect that the digger+blocker trick in this case is more efficient than your solution this will probably be impossible.

        - Adapt the intended solution so that it can incorporate the backroute fully or to a certain degree. I have made use of this option a lot and the recent 7.4 United update is a testament to that.

If your level results in being "too easy" as a result from incorperating the backroute, maybe redfine it as a trick introduction level and make a different level as your contest entry.

Don't despair! Relax and try to think clearly, then come up with a suitable solution.

Regarding criticism:

Take it or leave it. Yes, you have the option to not adapt according to it. Still the negative feedback is very valuable for optimising your content in general, but in the end if you have another viewpoint nobody can force you to deviate from that, even if their point is supported by strong arguments.

Regarding not being able to solve levels or discovering tricks:

This doesn't make you stupid in any way! Intelligence is not measured in the ability to solve or create Lemming levels. It might take you way longer to solve certain levels than other people, but who cares?

Play what you can solve and if you hit a roadblock you can still keep on trying while moving on.
#1839
I don't mind the topic wandering off. ;)

My goal was to state my future plans, my thoughts about what we need the most currently and how my plans try to satisfy that need. That was achieved.

The secondary goal was to start a discussion what other people think about how we can satisfy that need, or if there are any other needs. And you delivered excellent popcorn material. ;)

The only way to top that would be if any new projects emerge from these discussions or ongoing projects receive a boost in ideas as a result. :)

#1840
V 7.4 is out! :)

The following levels have received a backroute fix:

- 2 26 (-1 platformer, a user found an even better+cleaner route that doesn't need the platformer)
#1841
Quote from: NieSch on July 23, 2019, 05:18:58 PM
Has anyone solved "Out of the Frying Pan" yet? I like my intended solution and I hope there are no silly backroutes that I've overlooked. :)

I will take a look at the new levels in August. Right now I am a bit busy. ;)
#1842
V 7.3 is out! :)

The following levels have received a backroute fix:

- 2 26 (added a OWW, intended solution changed to an alternative as a result)
#1843
V 7.2 is out! :)

The following levels have received a backroute fix:

- 2 13 (added a OWW and changed some terrain)
- 2 14 (changed some terrain)
- 2 27 (a miner is now a pick-up skill)
- 2 34 (a miner is now a pick-up skill)
- 2 37 (2 bombers are now pick-up skills)

1 level has received some non-backroute related changes:

- 2 22  (+5 bashers)
#1844
Contests / Level Design Contest #18
July 16, 2019, 07:09:16 PM
Welcome to another contest of the Lemmingsforums! This time the three rules have been picked by Crane for winning contest #17.

A few words to new participants and forum members: If you haven't entered before, I strongly encourage you to try - even if you don't win, it's fun to participate; and we have had cases where first-time entrants have won before!; there are three choices of rules given, you may enter one level each for up to two of the rules.
You may either use new format NeoLemmix, or Lix.
If you have two entries, they may (but do not have to) be for the same engine. Please make sure you tested your level for basic solvability before submitting and be sure to also submit any custom tileset you are using, so others have no problem playing your level. ;)

Pre contest testing: You can choose 1 person who does a bit of pre-testing for you, so that the biggest backroutes and screw-ups of your levels can be detected before the playing phase. I cannot control this so it's only a guideline, but still I would prefer not everyone knows every level before the playing phase starts. ;)

Here are the rules on how the submission deadlines work:
- Initial submission phase deadline will extend such that it's 72 hours from the time of the last submission, up to the 5th submission (inclusive). After this it no longer changes no matter what.
- Update phase deadline will not extend over the initial dead line!
- Even if you missed the cutoff date for the initial submission phase, late entries are accepted until the update phase ends. There is no penalty for a late entry, beyond that people are less likely to spend as much time on the level before voting begins.

And here is the new ruleset:

Rule 1: Back to Basics

    - Create a level with at most one trapdoor and one exit with no other interactive objects - this includes steel and one-way arrows
    - No preplaced Lemmings
    - Lemmings cannot enter the level with permanent skills already applied to them
    - Water can be used to decorate the very bottom of the level (the bottom of the object must be at least touching the lowest visible part of the level), but no Swimmers are allowed (so no interactions with objects)
    - You can't have pick-up skills because they count as interactive objects.


Rule 2 - Subset

    - Take a pre-existing level from the original Lemmings, Oh No! More Lemmings, Genesis Lemmings, SNES Lemmings or any of the official Holiday Lemmings games, or faithfully recreate one in a different tileset (it must play exactly the same though; I'll let IchoTolot decides if it counts or not - and I will ;))
    - Timer must be equal to or less than the time limit of the base level
    - Skills and skill counts must be equal to or less than what's given to you in the base level (you are allowed to remove a skill completely)
    - Total number of Lemmings must be the same as the base level
    - Lemmings to be saved must be equal to or higher than the base level
    - Release rate must be equal to or higher than the base level, and cannot be locked (unless it's 99)
    - As a guide, your solution should work unmodified in the base level
    - You can't have pick-up skills because it's adding to the base level.
    - Some levels have 100 Lemmings, but on the PC version is reduced to 80.  If this is the case, especially if you don't know if a level originally had 100 Lemmings or actually had 80, then either Lemming count is valid.  Just make sure you don't mix up the number of Lemmings you have to save between versions (e.g. "If at first you don't succeed..." originally had 100 Lemmings with a save requirement of 99 - in the PC version, this is reduced to 80 and 79 respectively, so you can't have 100 Lemmings with a save requirement of 79... or even 98, to equate the 98% that was displayed).


Rule 3 - Specialists

    - You may have at most two different skills. How many you have of each doesn't matter (e.g. 20 Builders and 20 Platformers, or just 10 Diggers).
    - Lemmings can enter the level with permanent skills already applied to them.
    - You can have pick-up skills, but they must be one of the two skills that you start the level with (i.e. you can't add a third type of skill, since this will appear as a third skill in the toolbar).

Submission phase ends September 7th 2019 at 00:00 UTC. Normally I would set this to the end of August, but I will be at my hometown during that time period, so a few extra days for everyone to think about a level. :) Deadline for the playing / update phase will be announced when it begins.

Ruleset in detail again: http://www.lemmingsforums.net/index.php?topic=2246.0

Send me a personal message with your level/s and if needed tileset/s to participate. It would also be nice to also tell me the rule which each level satisfies.

Please use the following naming format:  User1_Levelname_R3V1.lvl ---> Level "Levelname" by User1   for Rule 3   Version 1 of the level   

Prize selection:
- US $5.00
- One month's advertising on the forums news ticker
- Pick next contest's rules

Entries so far: 12

- Crane (2)
- IchoTolot (2)
- Colorful Arty (1)
- namida (1)
- SQron (2)
- Proxima (1)
- Minim (2)
-Nessy (1)
#1845
I've added some diffuculty estimaters to the content I am maintaining:

United: Hard-Extreme
Reunion: Medium-Hard
PimoLems: Medium
DoveLems: Easy-Medium

My format currently is: [Engine] Packname [Difficulty: Difficulty-Rating]