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Messages - IchoTolot

#3616
Quote from: namida on September 27, 2015, 08:26:38 AM
A closer attempt on IchoTolot's level.

Spoiler
It still falls one Platformer short of actually succeeding, due to those damn traps near one of the exits (didn't notice them before).

I've also found several other things that almost work. For example, one thing I tried is having the Glider (rather than the swimmer) cover the water just before the area where the lemmings split up again. With good timing, it's possible to ALMOST set it up so that no extra delay is needed, and the climber can create the landing platform for him. However, this fails by a matter of a few frames. In my opinion, while it's hard to avoid having one or two things that almost work but don't quite; this level has a lot of such scenarios, and this is really detrimental to its value as a contest level IMO.

Comment on this try:
Spoiler
I think you can see where this attemt went wrong horribly and I thought the little 3 podests were enough hint where to put a particular skill ;)
I did not consider all the delaying things and scenarios you tried (I just made sure there is no other way than the intended) and even thought they could be helpful in any way, cause there is a very simple solving way where you just use the individual strenght of every single Lemming (so they are in "Unison") so you just have to follow the levels flow.

At least my fear that this level is way too easy is out of the way :P but as I see now it may be too hard instead :-[

As a little help: The general idea behind this level:
Spoiler
1.) begin ----> Force 4 unique Lemmings and gather them together (I think this is no big secret anymore)
2.) A simple execution with all 4 Lemmings in a special sequence and then gather them again
3.) Split them up into 4 personal exits again with them helping each other ---> end
#3617
Ok, feedback time! :)

bsmith's Quartic Egress:
Spoiler
I think namida is wrong here with the backroute thing. In my opion the point of the level is to offer 4 different ways of solving: Easy ones and hard ones. So the whole thing is to try out all the exits and see how many Lemmings you can save there and for this thing this is a good level. I attached only one exit so far, but over the days and after a possible update (if namida's is right) I will try the other ones.

Crane's Stonecrest Bay:
Spoiler
It's the same thing here! I prob choosed the easy one for my first attemd, but I think there are more difficult routes to the other ones (and maybe one where you can only save a percentage). A good and nice looking level so far (Will wait a bit here, too with attemds to other exits)

GigaLem's The Burns of Dread:
Spoiler
This is a level made for me! :P  I love puzzeling through these! And now we have the other side: All (or nearly all) exits are used for the solution in the first place (as my my own entry).
It looks great and was definitly one of my favorite Giga levels so far! :thumbsup:

I think it is important to differenciate between two styles in this contest:
1.) All (nearly all) exits are used in the main solution. (Giga and me)
2.) One (maybe two) exit is used during a solution at a time. So the level needs more solutions to be juged correctly. Otherwise you just look at the easy one and say *meh* (prob bsmith and Crane)

PS: Forgot to attach the solutions :-[        Fixed now!
#3618
Quote from: namida on September 25, 2015, 02:04:55 AM
My thoughts:
IchoTolot's Lemmings in Unison
Ooh, don't even know where to start on this one. A big downside I see here is that it's very hard to tell what is and isn't steel in this graphic set; this probably works well in L3 where it's specifically that game's workings, and you get used to it playing that; but for L1-type levels it's somewhat of a disadvantage. I will come back to this one later, though!

To aviod confusion:
As I mentioned in the tileset post:
Everything grey = steel
Everything green = normal terrain
exactly as it was in L3

#3619
I am not a real achivement fan in Lemmings (that's why I don't care about them in my own packs) and I think that the current bronze/silver/gold distribution is completely enough.
Maybe the "gold" achievement should really be reserved for extremely hard ones only and not be given away on medium challenges.
#3620
General Discussion / Re: General Comings and Goings
September 21, 2015, 11:37:50 AM
Ok! Everything seems to be fine! :) 
In a few days I hopefully can see the results by eating a nice steak or pizza without it keep getting stuck ;P

Ty for the nice comments again!
#3621
Levels for v10 or older / Re: Revenge of the Lemmings 2.0!
September 20, 2015, 11:06:55 AM
Quote from: namida on September 20, 2015, 09:09:34 AM
Can anyone confirm Armageddon 22 is possible? I've been stuck on it for a while now, and from what I hear even the creator of this level (Clam) can't remember how to solve it (and mobius has previously mentioned that the NeoLemmix conversions haven't been 100% thoroughly tested; although I would think this is the kind of level that if it works on Lemmini, it should work on NeoLemmix too). I've been able to find multiple solutions that would work if it weren't for the time limit, including some that only need around 15 seconds extra; but nothing that ultimately succeeds.

In the Lemmini version there were 8 min and my solution took ..I think... a bit above 5 min (prob optimisable to ~ 4-5 min). It was one of my favorites of the pack, but with 3 min time limit as i saw it I wouldn't be so sure of this now ;P

Quote from: namida on September 20, 2015, 09:09:34 AM
(and mobius has previously mentioned that the NeoLemmix conversions haven't been 100% thoroughly tested; although I would think this is the kind of level that if it works on Lemmini, it should work on NeoLemmix too)

Well, at least of solvability it should be tested before releasing. >:( 
Even more if the creator himself cannot remember the solution or has a replay of it.

My advice: Scrap the time limit! (If Crane cannot confirm a 3min solution)
#3622
General Discussion / Re: General Comings and Goings
September 19, 2015, 09:37:53 PM
Hopefully the last hospital stay is comming this monday. I am crossing my fingers that I can eat 100% normally again ~ 6 days after this.
#3623
Levels for v10 or older / Re: My level pack
September 18, 2015, 01:45:12 PM
Well...... I wanted to just take a little look at the levels which ended in a solving frenzy :P

Sent you replays to all 18 levels ;)
#3624
Levels for v10 or older / Re: My level pack
September 18, 2015, 12:09:41 PM
Great! :thumbsup:   
I will play through them for sure, but right now I have some other things to be taken care of first.
But after that you will get some replay feedback from me! ;)
#3625
I can't think of a level which would break if the trap+blocker behavior is changed.
The blocker one was just annoying sometimes (you can't place a blocker here; put it elsewhere!) and the trap one will make a few levels a LITTLE bit easier.

So personally I would approve these two fixes, but would not encourage further physics changes due to possibly broken levels. But if there are any more of these little ones which are just a bit annoying and won't break sth, go ahead! :thumbsup:

#3626
Archived Bugs & Suggestions / Re: 2.00 Main menu of player
September 06, 2015, 03:01:28 PM
I must say:

Geoo's idea sounds nearly perfect to me! :thumbsup:

I would (if it is perfectly codeable and no better ideas show up) strongly enourage this.

Quote from: geoo on September 06, 2015, 10:08:14 AM
I'm just treating level packs specially here as I feel some people might want them to feel like the original game. Otherwise they could just be treated like a file tree (and I still think they should also be implemented like that instead of a binary blob, but that's a different issue).

Put away the might!
This original game feel is sth I would love to preserve and it means quite sth to me and it really impacts the reactions and feelings of people who play packs for the first time and even veterans.
I showed my work to a few non-Lemmings people in personal and the pack was WAY more impactful and attractive as a "real game" instead of the old Lemmini-like file tree stlye.
It is not just a pile of ordered levels this way and people recognise this. Logos, music, rating signs, tilesets....... everything makes this so much more personal and it gets closer to perfection if everything comes together!
Of course a file tree is more practical, but this way our work will loose a lot of attraction to new people who could get "infected" with the "Lemmings virus".
And come on: Everyone gets happy inside when they see or know people are having fun and enjoy the stuff they created and everyone wants to attract as much people as possible.

Not everything should be worked around minimalism and praticalism to the maximum.
The Presentation of our work is a very big factor and geoo's way he described is a very good compromise!




#3627
NeoLemmix Styles / Re: L2+L3 NeoLemmix Tileset collection
September 05, 2015, 07:31:19 PM
Patch 1.2:

Fixed a visual error on of the biolab steel hatch. Physics are not affected, just recolored some single pixels.
#3628
Simon here, playing Ichotolot's levels.

Bug in editor playtest mode: Double assignment isn't remembered in replay.

How to repro:
- pause
- RMB on lemming A to highlight
- RMB on skill to assign to highlit lem A. This will not advance physics.
- LMB on different lem B. This will advance physics.
- Unpause, play on.
- Hit Numpad-Minus to go back in time.
- The assignment B is not in the replay anymore.

-- Simon
#3629
Ok sounds also good. The Lemmini way of handling packs is also a very good way of handling the situation. This would also make LemMain a thing of the past and one less tool that needs to be used.
#3630
After thinking quite a bit about the upcomming changes and especially about the "core player with level packs included" method I came to the conclusion:

I would prefer this player method, but I would like to suggest it in the following way:

- Level packs will be simply dropped into the main folder
- A button in the menu lets you choose out of the main folder which pack should become the  active one
- It would be nice if after choosing which pack should be active the main logo in the main menu will be also loaded along the rating signs, which will be needed at least.

The dedicted thread to this was already closed and I remembered that this was the overall preferred method, so I made a new topic to post my little afterthoughts about it and why not make this topic about my (and maybe others aswell) overall opinions of 2.00  :8():


Overall the other 2.00 changes sound well...... Better skill icons, customisable hotkeys, higher resolution, no physic changes which screw over your levels :P   and an editor which includes the graphic set tool, LemMain and the Flexi tool kit (as far as I understood everything. I must admit I did not follow every post in the last time due to my little level creating frenzy)

One more thing which could make more space in the main ingame screen: The little things drawn left and right the minimap. They could be thrown out for possibly 2 additional skills.