Recent Posts

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1
OK, this one's a tail-chaser. I'm calling it here: for now, we don't get Preview/Postview text when in Playback Mode.

Hopefully I can find a fix at some point, but I don't want this to hold up the feature for now. Commit 070cb3a implements the band aid.
2
OK, some clues:

What's happening is that the level with the Preview text is skipping to whatever Current Iteration the previous level finished at.

So:

Level 1 finished at CI = 1279
Level 2 starts at CI = 1279, regardless of user input. The game is always paused and must be unpaused.



Some tests:

Level 1 has ONLY postview text, began at CI = 0 (normal speed), finished at CI = 826
Level 2 has ONLY preview text, began at CI = 0 (paused), finished at CI = 1851
Level 3 has BOTH preview and postview text, began at CI = 1282 (speed unknown), finished immediately at CI = 1282

Level 1 has BOTH preview and postview text, began at CI = 0 (normal speed), finished at CI = 1282
Level 2 has ONLY postview text, began at CI = 0 (normal speed), finished at CI = 826
Level 3 has ONLY preview text, began at CI = 0 (paused), finished at CI = 1851

Level 1 has ONLY preview text, began at CI = 0 (normal speed), finished at CI = 1851
Level 2 has BOTH preview and postview text, began at CI = 1282 (speed unknown), finished immediately at CI = 1282
Level 3 has ONLY postview text, began at CI = 0 (normal speed), finished at CI = 826



Possible conclusions:

Preview text causes one of the following:

i) a forwards skip to the finishing iteration of the previous level, and paused game speed, if the previous level also had preview text
ii) paused game speed at CI = 0 if the previous level had no preview text.
3
Ran into a particularly nasty bug with this today. If the level has preview screen text, when the level loads, it takes on all of the user input from the previous level (pause, fast-forward, etc). So, for example:

Level 1 is loaded, user fast-forwards through the level and then presses pause. They then exit the level.
Level 2 is loaded, and it has preview text. Once the level actually begins, it loads to some distance into the level and is paused :lem-mindblown:

I can barely explain it, let alone find a cause.

It might be that we'll just have to not show preview screen text (and, probably then postview screen text) when Playback Mode is active if I'm unable to figure out what's going wrong here.
4
General Discussion / Re: geoo visits Simon, May 2024
« Last post by Flopsy on May 29, 2024, 03:36:49 PM »
Nice that you two got to meetup again even if it was brief this time.

This neutral Lix feature looks well implemented so far, is there an option to have coloured Lixes score in addition to neutral Lixes as well?
I'm guessing overtime is set to zero in the above gifs but is there an option to not have the level end when a neutral exits also?

I am looking forward to seeing this feature in a Lix release build because there could be a groundbreaker for more level creation possibilities :lix-grin:
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SuperLemmix / Re: [SLX] Lemminas Origins - 120 Levels (Difficulty: Medium)
« Last post by WillLem on May 29, 2024, 12:04:11 PM »
Version 2.0 uploaded

Fixed some backroutes from paiy's replays and added a couple of Talismans, details here:

Changelog (click to show/hide)

Download the new version from the OP.
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In Development / Re: [NeoLemmix] Lemmings New Worlds Demo
« Last post by Mobiethian on May 28, 2024, 10:08:08 PM »
I like the tileset on "Golden Hills"! :thumbsup: Reminds me of my own Autumn tileset, but with a much higher resolution.

I'll have to look up your tileset to compare. :) Dex did an excellent job on the entire set of tiles, I immediately jumped onto the opportunity to use them, with permission of course. In this pack it uses only the tilesets that were made so beautifully in the selections.

Also, I am nearly finished with the entire pack and it will be released after playtesting.
7
SuperLemmix Bugs & Suggestions / Re: [SUG] Invincibility [POLL]
« Last post by jkapp76 on May 28, 2024, 05:11:39 PM »
I voted YES, but option 2 to possible consider a time limit.
Seems a bit mario-like for invincibility to end after a time, which I like. I think he should be able to exit too.
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NeoLemmix Levels / Re: [NeoLemmix] Lemmings Open Air [Difficulty: Medium - Hard]
« Last post by Swerdis on May 28, 2024, 04:28:25 PM »
Having played the first rank and the first levels of the second I would say that it's even a bit harder than LWT at this point of the pack. I like the level design better here since these are real puzzles, every level is a challenge. Unfortunately, progress is slow at the moment, but that's because of private issues - I'm optimistic to find more time in the near future. Still a lot of packs want to be played ;)
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SuperLemmix Bugs & Suggestions / Re: [SUG] Invincibility
« Last post by WillLem on May 28, 2024, 11:44:55 AM »
Added a poll.

We've had a chance to sit with invincible lems having free skills for a bit. No levels have been created yet (apart from those in the SuperLemmix Welcome Pack), but I wonder what people's thoughts are on this particular aspect of the invincibility state at this point.

If you haven't already, please do check out the SuperLemmix Welcome Pack for several examples of levels featuring invincible lemmings. I'm in two minds as to whether the levels are actually improved by allowing the lem free skills. My instinct is the state should feel somewhat OP and game-breaking, as it's what I'd expect from invincibility in video games in general.

Maybe free skills is a step too far, though. Perhaps it would be more acceptable if the state had some other limitation (such as a time limit, or inability to exit whilst invincible). This is a possibility.

So far, I don't think anybody who has replied to this agreed that free skills is a good idea, sadly. Now that we've had a chance to play with it for a bit though (and still will until at least version 2.9, I imagine), what do we think now? Do people still feel the same way, or is having free skills not too bad in practice?
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SuperLemmix Bugs & Suggestions / Re: [SUG] Invincibility
« Last post by WillLem on May 28, 2024, 11:38:29 AM »
Added a poll.

We've had a chance to sit with invincible lems having free skills for a bit. No levels have been created yet (apart from those in the SuperLemmix Welcome Pack), but I wonder what people's thoughts are on this particular aspect of the invincibility state at this point.

If you haven't already, please do check out the SuperLemmix Welcome Pack for several examples of levels featuring invincible lemmings. I'm in two minds as to whether the levels are actually improved by allowing the lem free skills. My instinct is the state should feel somewhat OP and game-breaking, as it's what I'd expect from invincibility in video games in general.

Maybe free skills is a step too far - it could perhaps be more acceptable if the state had some other limitation (such as a time limit, or inability to exit whilst invincible). This is a possibility.

So far, I don't think anybody who has replied to this agreed that free skills is a good idea, sadly. Now that we've had a chance to play with it for a bit though (and still will until at least version 2.9, I imagine), what do we think now?
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