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Messages - Strato Incendus

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481
NeoLemmix Main / Re: Rising water
« on: November 21, 2020, 05:03:43 PM »
Quote
I really find it a shame to have removed this option because I liked it a lot. In fact, I don't quite agree when you say it's the same as a time limit. It's more subtle than that :

Yes, I am aware of those differences, since I've made plenty of use of them myself in my pack Lemmicks. ;) However, I am also aware that those are corner cases, around which I built the levels specifically to bring out those differences. In the most standard application, i.e. just having a continuous line of water at the bottom of the level that rises while you're playing, it is indeed similar to a time limit, except that it interferes with the puzzle solution more, by potentially cutting off relevant sections earlier.

Thus, I agree that rising water can put time limits on specific sections of a level, rather than the level as a whole. If I recall correctly, Lemmings Revolution had this option as well, where some of the "gates" (steel sections of terrain that could move in and out of walls) had a timer instead of being switchable by a lever. So every lemming who hadn't moved past them before the countdown expired would not make it past anymore (or get knocked out of the level by the closing gate, just like the traps in Lemmings Revolution knocked the lemmings out of the level cylinder).

I think it would be debatable in the NeoLemmix community to what extent time limits in general are considered part of "puzzle difficulty" or "execution difficulty".
With an overall time limit on a level, I think it's easy to make the case that this is part of puzzle difficulty, because you know in advance how much time you're going to have.
With rising water, in contrast, you can set and individual rising speed for each water object (and fire objects as well, btw! :evil: ).
In order to make this slightly more predictable, I used the same rising speed throughout all my rising-water levels in Lemmicks (=the slowest possible rising speed). But normally, the level designer is free to vary this on an individual basis. Thus, is becomes hard to predict how much time you will have until a given section of the level will be covered by water, and to plan your solution around this limitation accordingly.

Did you share your old 1.43 levels somewhere? ;) My pack Lemmicks is the only one I am aware of that was created after the culling of the gimmicks. Everything else just seems to be a remnant from former times.


Quote
(funny pseudo !)

You think so? :D Do you know where it comes from? ;)

It's not easy to find out, because by now, when you google for these two words, you're going to find more posts by me than links to the actual source of the name...

482
Level Design / Vote on the theme of my next pack!
« on: November 21, 2020, 04:40:06 PM »
So, it looks like the release of Lemmings Open Air (LOA) is finally just around the corner, after two years.
I have two further music-themed packs in development, both of which are intended to feature the final skills that get introduced (and I seriously hope it will be all four of them! :thumbsup:)
Both of these packs (Lemmings: Hall of Fame (LHF) and Lemmings, Drugs, and Rock 'n Roll (LDR)) have strong tileset restrictions attached to them, though, because they're supposed to look and feel like Lemmings 2: The Tribes and Lemmings 3D respectively.

Lemmings Open Air (LOA) will contain all skills which are currently part of the latest stable version of NeoLemmix (12.10), i.e. including the Shimmier and the Jumper.
It will be noticeable though that those skills were introduced alongside development, because the first two ranks only feature the Shimmier, as far as new skills are concerned, whereas the Jumper doesn't appear until rank 3 of 4.

However, I feel like I still want to make at least one pack using classic tilesets (like LOA) that will also feature all the skills the final version of NeoLemmix is going to have.

Once LHF and LDR are finished, I will have done music-themed packs in style of classical Lemmings, Lemmings 2: The Tribes, and Lemmings 3D. So it seems to me like the music-theme will be pretty much (over-)done at that point.

I have already decided that I will NOT make a music-themed pack inspired by Lemmings 3: An All New World of Lemmings. I've never played it during my childhood, haven't played it much either since I joined the forums, and I think it strays so far from original lemmings (including the larger sprites etc.) that it feels completely different. Emulating it in NeoLemmix would require a bunch of pickup skills, plus always providing infinite Walkers, Blockers, Jumpers etc. And I would have to be an avid fan of Lemmings 3 to do it, which I'm not.

If we do end up getting additional objects as well, specifically portals (=non-release-rate sensitive teleporters) and toggles to turn certain terrain sections on and off, I could still see myself making a music-themed pack in style of Lemmings Revolution.
However, we don't have any tilesets that are particularly reminiscent of Lemmings Revolution. Plus, an accurate simulation of Lemmings Revolution may or may not require the presence of (horizontal) level wrap.



Therefore, I would be perfectly fine with dropping the music theme after Lemmings, Drugs, and Rock 'n Roll (Lemmings: Hall of Fame will most likely come out first) and make my next pack about something completely different.

I've kind of always needed an overarching theme ever since I released Pit Lems, which felt a little meaningless to me because it was just an arbitrary collection of (albeit satisfactory) puzzles.
Our community is quite small, so whenever I make a pack full of references to a specific topic, I of course want to choose something that as many people as possible will "get". ;)

That's why I want to determine early in which direction I will be going, theme-wise. Mainly because the current experimental version with the new skills is restricted to classic, ONML, and Christmas tilesets.
(I do get the impression that namida did this on purpose so that I wouldn't use any L2 styles, treating those levels as if I could already make them part of Lemmings Hall of Fame :P . That's why I went with Pillar exclusively so far, because those levels can still become part of the L2 Classic tribe. :D )

I don't know how long the experimental phase for the new skills is going to last, but assuming all four skills get introduced, over the course of the experimental phase, I will probably end up with a bunch of levels in classic tilesets that stylistically won't fit into any of the packs I'm currently working on, once the experimental phase has been completed. (LOA uses classic tilesets, but level creation has already been completed for several weeks now.)



So here are a bunch of alternative themes, other nerd topics, that a future pack of mine designed around all skills equally could be based upon:

1) Magic: The Gathering.
With a player base always ranging in at least two-digit millions, and thus larger than the population of quite a few countries, a Multiverse of Lemming planeswalkers would have a high chance of containing references familiar to fellow "nerds". ;) And I could use the different tilesets to represent different planes of the multiverse. Most likely, it would not suffice to restrict myself to classic and ONML tilesets here, and some levels may tilt towards my "level painting" style again, as represented by the geography levels in Lemmings World Tour. However, I hope that pack has shown that artistic quality doesn't necessarily have to come at the cost of puzzle quality (though some may disagree on that :P ). Most level titles would probably refer to names of individual cards, though I could see references to places, names of editions (sets), or events as well. I could also use differently coloured sprites to represent various species / tribes from the MtG worlds (e.g. a recolouring of GigaLem's Millas to represent Elves).
Pack title: Lemmings: The Gathering
Rank names: Novice, Apprentice, Magician, Adept, Planeswalker

2) Horror Films. Movies were on the above-linked list of themes I made two years ago, and because that topic would be just a little too vast in my book, I'd focus on the "disturbing" side of cinema (or usually: direct-to-DVD releases ^^) specifically. A couple of years ago, I took a little dive into the cesspool of the most f*ed-up sh*t that writers and directors have come up with so far. So if you ever wanted to see a "Lemming Centipede" or play "The 120 levels of Sodom", this would be the place to go ;) .
Again, I could see myself using other tilesets than classic ones for this - in particular, there have been quite a few Horror- / Halloween related tilesets. Those tend to be more on the spooky than the gory side, though. So there would definitely also be frequent appearances of the Menace tileset for "Splatter levels". The level titles would probably just refer to the movie names, or to a quote from the movies, if there are particularly memorable or (in-)famous ones. Zombies would probably be more frequent again, and the lemming death toll per level would most likely be higher than usual. :evil:
Pack title: Lemmings Slaughterhouse
Rank names (taken from Paralems): Harmless, Disturbing, Disgusting, Abhorrent, Demented

3) Memes. We already have Rickrolling as a tileset, and Pepe the Frog on the L2 Outdoor tileset. And some memes that are based on other songs (e.g. Numa Numa, Trololo) I have already featured in Lemmings World Tour. Those few levels may therefore be worth using again, or I would just create a separate level, referring to the meme specifically instead of the song it's based on. From a Climber-introduction level named "Well that escalated quickly" over "You keep using that skill" and "I don't always play Lemmings (but when I do)..." to puzzles that are so confusing that they just deserve a straight-up Captain Picard "What the f*ck...?" meme, the level titles in such a pack should be understandable to anyone who is somewhat regularly active on the internet. ;)
Pack title: Lemmings Social Network
Rank names: P-C, Mainstream, Offensive, Edgy, Shitlord

4) Astronomy. Starting on Earth, traveling through the solar system, to Alpha Centauri and beyond, eventually leaving the Milky Way towards Andromeda until we reach the edge of the DMA universe, we will search the depths of the cosmos for other forms of unintelligent life. :evil: This presents a possible opportunity for the re-appearance of the level "I'm your Venus" from Lemmings World Tour, as well as for a follow-up level named "Uranus" from Lemmings, Drugs, and Rock 'n Roll. Apart from that, lemming space is pretty much still unexplored. ;) The different tilesets could be used to represent different planets and moons, or at least different types of worlds (rocky planets, water worlds, gas giants etc.). Level titles wouldn't come up quite as easily as with the other themes, but it should still be doable.
Music-wise, I would consider doing orchestral versions of the original Lemmings tracks this time. Those would be much easier to record, because I could do it all via MIDI. And it would be stylistically more similar to film music from actual SciFi movies and series. ;)
Pack title: Lemmings Universe
Rank names: Planetary, Stellar, Galactic, Universal (the first three are taken from the Kardashev scale, and Universal would just be the next possible utopian extension after "Galactic")

5) Music. If I were to stick to the music theme (i.e. every level title is a song title), I could try to simulate a Lemmings-Revolution experience in NeoLemmix - using Zombies for the occasional Weasels. Colorful Arty's Water Lemmings would also appear somewhat frequently. In the absence of gravity reversal, Shimmiers and other skills that can affect the ceiling (like Fencers, and eventually Spearers and Laserers) would fill that gap. If we don't get portals, regular teleporters would be used instead. And if we don't get level wrap, teleporters can partly simulate that as well. I'd have to check the Lemmings Revolution music tracks again to see whether it would be worthwhile to create self-recorded versions of those. That would be another novelty then.
Alternatively, I could create a second music-themed pack with classic tilesets, i.e. similar to Lemmings Open Air, but maybe actually easier than that.
Pack title: Lemmings Band Camp
Rank names: Noob, Punk, Shredder, Virtuoso, Maestro



I haven't decided on the size of the pack yet - it might be smaller than most of those I've done so far.
Thus, those ideas don't necessarily have to be mutually exclusive.
It's reasonable to assume though that a pack featuring all skills would require a good deal of introductory levels, and should therefore have an appropriate minimum size so that those introductory levels don't make up a majority share of the entire pack.

I gave every user two votes at first to narrow down the choices; in the end, I might put up a second poll to decide between the top two candidates, in case the race is close.

483
NeoLemmix Levels / Re: [NeoLemmix] ArtLems
« on: November 21, 2020, 02:34:35 PM »
Quote from: Colorful Arty
Why the heck were glider physics changed an a newer version of NeoLemmix? Didn't that change break a crud ton of levels across many packs? Seems rather unnecessary.

To prevent me from using Shimmiers/Reachers to have Gliders land on top of the stack they have just built. :P

No, of course not, but that was one of the side effects of that change.

I think the actual reason was an inconsistency, where Gliders would open their parachute slightly later in one situation than in others. And namida wanted to make that behaviour consistent.
If I remember correctly, they now open the parachute slightly later, which sometimes causes them to fall through updrafts that they could previously go up.

Thus, often the only fix that is required is to move the updraft area down 1-2 pixels.

In fact though, while I had some levels from Lemmings Open Air which used that Glider-Shimmier trick before, more levels actually broke in Lemmings World Tour (despite the absence of Shimmiers, just because of the Glider physics change). But only in New Formats, of course, so as long as you stick to the Old-Formats version, as you intended, none of your replays for that pack should be affected.

Funnily enough, other Glider-Shimmier / Glider-Reacher tricks are still possible, and my testers for Lemmings Open Air have even shown me their applicability in cases where I absolutely didn't intend such tricks to be used. (Even though, yes, some of the levels indeed had Glider-Reacher tricks as part of the intended solution from my side.)

484
New Objects / Re: [DISC][PLAYER] The final new object types
« on: November 21, 2020, 02:27:53 PM »
I'm completely fine with that! :thumbsup:

If any of these objects are ever going to be implemented at all, from those still eligible as contenders...

Quote from: namida
Willing to consider
- Portals (teleporters that are constant rather than triggered; ie: a portal is to a teleporter, what a fire object is to a triggered trap)
- Toggle buttons or switches (perhaps with a limited scope on what they can toggle; but this could possibly include terrain - with the catch that any toggleable terrain must be steel)
- No-assignment field
- Permanent skill assigner
- Zombifier / Neutral-ifier (and/or reversals thereof)
- Downdraft
- Paint (specific object type for only-on-terrain effect, to replace that effect in general)

Strong contenders
- Permanent skill remover
- No-effect triggered animations (this one will happen unless there's significant opposition to it)

I'd only really be interested in Portals and Toggle buttons / switches, as both would allow for more Lemmings-Revolution level design.

And maybe permanent skill assigners and removers, which would allow for level design in style of the puzzle game Star Wars: Pit Droids.
Interestingly though, I'd actually care more about permanent skill assigners than removers. Because basically, that would be a halfway reintroduction of instant pickup skills :P , albeit just for permanent (=athletic) skills, not e.g. Builders.

But I can do without any of those, as long as we get to keep all the new four skills! :thumbsup:

485
Closed / Re: [DISC][PLAYER] New skills general discussion
« on: November 21, 2020, 02:16:03 PM »
I fully agree with everything IchoTolot has outlined in his second-to-last post! :thumbsup: (Well, except of course that I have always liked the Slider from the getgo, but since we're both endorsing the "keep all four skills" position now, in the absence of "skill-slot scarcity", we won't have to argue about the Slider anymore :P .)

I've been maintaining for the longest time that the main problem with Lemmings 2: The Tribes was not the abundance of skills itself (even though the game is infamous for that), but
a) the redundancy of some of them (Basher / Club Basher being the most glaring example) and
b) the execution difficulty, especially for skills involving the fan (which we don't have in NeoLemmix anyway, so that problem is irrelevant)

I don't see any redundancy with the skills we have in NeoLemmix so far. Not even for Laserer vs. Fencer - and if somebody wants to make that case, I'd still consider Stacker and Stoner as having much more overlap than those two. And yet, Stacker and Stoner have been a staple of NeoLemmix for many years now, and the community has found enough cases where the difference between them is indeed very much relevant.



So I'd definitely rather have more skills (that is, all we have now in the latest experimental, not "more in addition to those" ;) ) than new objects.

In fact, I could do without most of the objects that are being proposed in that new-objects thread. Of my favourites, only 2-3 are remaining as possible contenders. But I'll outline those in the appropriate thread.

486
NeoLemmix Main / Re: Rising water
« on: November 21, 2020, 02:03:40 PM »
Hi David,

Thanks for confirming what I have always been prophecizing: That new forum members would miss these former, now culled features after finding out about them ;).

Both timed Bombers and Rising water are things that would most likely be regarded by the majority of the NeoLemmix community as things that add execution difficulty without adding much to the cognitive challenge, i.e. the puzzle solution itself.

Rising water in particular was one of many gimmicks, which were pretty much removed all at once, as far as I know. The only gimmick that remained was zombies, because they were apparently comparatively popular. The others however of course caused lots of complexity, especially when several gimmicks were combined. If New Formats still had all the gimmicks, introducing any new skill would be a lot more effort, I reckon, because not only the standard behaviour of that skill and all its interactions with other skills have to be programmed, but also its behaviour modification under all possible combiations of gimmicks.

I doubt that rising water will ever be introduced into New Formats.
a) Because NeoLemmix is approaching its final version
b) Because most things that rising water adds to puzzles (=timing restrictions) can also be achieved by simply adding a time limit to a level (exceptions being using waters as "lifts" for Swimmers, to free Swimmer-Blockers, or break falls; or having fire objects rise as well)

You can still play levels with rising water and all the other gimmicks by using NeoLemmix 1.43. Go to the link in my signature to my 1.43 pack "Lemmicks - Lemmings with gimmicks!" You can also download the old editor there, as well as all the graphic sets that were available for that version. That way you can design levels with gimmicks yourself.

Just be aware that version 1.43 comes with quite a few drawbacks. Of course, there are no new drawbacks added to that version. But the furher New Formats NeoLemmix develops, the more "backwards" that old version will feel. ;)


namida discourages creation of levels for "outdated" versions. I for one consider NeoLemmix 1.43 effectively a completely different engine by now: A different file format, different skill set, different objects (radiation and slowfreeze), Ghost lemmings, plus all the gimmicks.

So it's not outdated, it's just different. And yes, probably in sum inferior to New Formats NeoLemmix. Just like I consider SuperLemmini, Lix, WinLems, and Lemmix inferior to NeoLemmix. But at the end of the day, that is up to taste. All of these other engines enjoy just as much of a loyal userbase.

If you want to use gimmicks, you need to use NeoLemmix 1.43 (player, styles, and editor).
If you want to use timed Bombers (as I wanted as well when starting out), you can use Lemmix.
That is the predecessor to NeoLemmix (not to be confused with Lemmicks, which is my aforementioned pack with rising water and other gimmicks for NeoLemmix 1.43 ;) ).

487
Closed / Re: [DISC][PLAYER] New skills general discussion
« on: November 21, 2020, 11:44:01 AM »
...and here's another one using the Grenadier as well!

Turning around Sliders anywhere you want just by using a Builder is a really nice thing to have.
Especially when they're also Climbers, so that you can't simply place a Stacker in front of them as with regular lemmings.

Note that the pioneer lemming would die at the end of this solution if he weren't a Slider. Because he's a Climber as well, which would cause him to go over the stack he placed for the crowd, and walk into the trap.

Some curious cases about this level, I just want to clarify whether this is intended:

- When a Climber-Slider reaches the top of a wall and falls back down again, he slides. This is great to break a Climber's fall, of course (not relevant in this level), but is it intended? How is this handled in Lemmings 2: The Tribes? I thought a Climber bumping his head would always turn back into a regular Faller? (Not that we would have to stick to L2 behaviour, of course. As long as the Slider turns around when reaching a "closed" wall at the bottom, so that he doesn't get stuck in a loop of going up and down the same wall, everything is fine.

- You can try out the nuances about this "does the Slider turn around or not?" depending on where you place the Stacker on the stairs on the left side of the level:
Stack on flat ground and the Slider will turn around when reaching the bottom of the stack.
Stack in such a way that the stack is protruding over the staircase, and the Slider will have his feet in the air when reaching the bottom of the stack. He will thus turn into a Faller briefly, still looking into the direction he was facing while sliding, and walk back into the direction where he came from (in this case, into the trap).

- When a Slider slides into the water pool and is also a Swimmer, he immediately hops out of the water again, because sliding causes him to face the shoreline. :thumbsup:


PS: If you use the Grenadier close to a wall, it technically acts very similar to an L2 Bomber (=the one that doesn't kill the lemming, because the original Bomber has been renamed to Exploder in L2). Very useful to have / know as well! ;) Almost two skills for the price of one.

488
Closed / Re: [DISC][PLAYER] New skills general discussion
« on: November 21, 2020, 11:14:18 AM »
Alright, here's my first level (I had this idea in mind for a while), and two ways to solve it.

The first solution involves two Laserers and doesn't use the Spearer. The second solution replaces the first Laserer with two Spearers, with the Shimmier landing on top of those spears to fence instead. Note that one Spearer is not enough, because the Shimmier will shimmy into the spear and slide down instead (given that it's also a Slider).

Note that the replay using the Spearer still requires one Laserer to free the Blocker at the end. Doing this with another Fencer would require an additional Builder to connect to the wall, plus an additional destructive skill to remove that staircase again later on.

The Spearer solution is a 100% solution. This is because the Spearer causes the Slider to turn around an additional time, thereby preventing him from walking off into the water and dying.

There you go: Interactions of the new skills! :thumbsup: The Spearer improves the solution even further!

All four new skills have to stay in my book!


PS: Yes, I'm aware that the Spearer allows you to backroute the level as it currently is, by simply using it to break the fall on the right side. ;) I just put it into this level to allow for both solutions. If all the skills do indeed remain in the stable version and this level can thus become an actual level, I will obviously make further changes to it to either enforce the Spearer use at the right spot, or go with the 2-Laserer solution instead (i.e. not providing any Spearers).

489
Closed / Re: [DISC][PLAYER] The final new skill
« on: November 20, 2020, 09:09:10 PM »
Thanks for putting them all into one experimental version, namida! :thumbsup: And IchoTolot did his best too immediately bring out nice skill interactions right away.

That begs the question though: If you've already done all the work anyway, including taking care of all interactions between those four new skills (which wouldn't have been the case with separate experimentals) - what's stopping us from just keeping them all at this point?

Are there any bugs or unexpected difficulties left? Does anyone consider any of these skills too complex or redundant?

Given that these are definitely going to be the final skills, and a few levels by a master level designer and solver such as IchoTolot are already enough for me to demonstrate their huge potential - I'd say just leaving them all in, as it is the case in this experimental right now, is most likely the only way to keep the entire community happy long term. :D

The Laserer and Slider perform great as expected. But even the Spearer and Grenader, about which I was most skeptical for a long time, seem completely worthwhile to me now. Especially those interactions (shimmying along a spear into a Laserer tunnel :lem-mindblown: ). Or freeing the Blockers with grenades. Just... wow!

490
+1 from my side as well. Opening the save dialog would also make it easier to tell if you have already manually saved a replay or not. Otherwise, you might press U several times during the level, just to be on the safe side, and potentialy create a bunch of redundant replays that are hard to distinguish in hindsight.

491
General Discussion / Re: Where's Gronkling?
« on: November 18, 2020, 10:03:56 AM »
Welcome back, Gronkling! :thumbsup: I've been using a lot of your tilesets recently for level creation, thanks again for making all those! ;)

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Now I just need to figure out what changed in the last 2.5 years. Other than these new emoticons

Well, to start with, we have two new skills - the Shimmier and the Jumper - and there is most likely at least one, if not several new ones coming when NeoLemmix reaches its final version! ;)

The current candidates are Slider, Laser Blaster (Laserer), Spear Thrower (Spearer) and Bazooker / Mortar (Grenadier). The last two form a unit of "destructive and constructive projectile skills".

The new emoticons were made by WillLem, as far as I recall. ;)

492
You could try Arty's SubLems as well; it has a very nice and steady difficulty curve, and it has recently been made available for New Formats at last.

Most likely, it will be too easy for you overall, but if even Lemmings Migration had a couple of levels that managed to stump even you for a while, then at least the Hellish rank of SubLems might still have some challenging surprises for you. ;)

493
A sounds good, but how does the engine track which lemmings are clones and which aren't? ???

I thought after a clone has been created, it's just treated like any other lemming?

494
Sounds like I really need to start watching your LPs, kaywhyn! :thumbsup: Even if Arty leaves the Let's-Play community eventually, I'm confident you will be able to fill that gap!

Especially with regards to harder packs, since you're one of our most adept level solvers. Some of the packs that Arty considered too hard to play on video could then get their time to shine if it's you who's let's-playing them.

Of course, there are IchoTolot's replay videos, but those are things I really just use when I need a "walkthrough" or hint on some level. Not something I watch for entertainment; that requires a human voice in the background at least. (Which is why I've enjoyed IchoTolot's LP of Lemmings 2: The Tribes very much, in contrast! :thumbsup: )

namida used to do Let's Plays for a while as well, but even he got stumped by NepsterLems eventually on the Black Hole rank. I'd be curious to see whether anyone can solve it live and on camera in its entirety...

495
Closed / Re: [SUG][PLAYER] No space bar for advancing menu screens, please!
« on: November 15, 2020, 10:52:01 AM »
Thanks for bringing this up, WillLem! ;) I'm glad I'm not the only one who was irritated by this.

Quote
I will however note that the forward skips are not intended to be used as a pseudo-fast-forward, and that that itself could stop working at any time (instead becoming that the frameskip only responds to tapping)

Well, why make that change if all it does is increase wear and tear on people's keyboards? :P

10 seconds is usually too large of a jump to be used while solving, except for Builders and Platformers, where it fits exactly (but only when done right at the beginning of building / platforming).

Most people will indeed use it to speed up the crowd moving to the exit at the end, i.e. like fast forward. Forcing the players to hit the space bar several times for that purpose just seems like an unnecessary hassle.

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