Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - nin10doadict

Pages: 1 ... 11 12 [13] 14 15 ... 23
181
General Discussion / Re: Simon blogs
« on: December 01, 2017, 04:44:40 PM »
I'd like a catchy sing along that teaches people proper garbage etiquette, such as how to use a compactor properly. We can't have everything we want, though...

Please don't throw chairs in the compactor, guys.

182
Contests / Re: Lemmings Forums Level Contest #13 - Results
« on: December 01, 2017, 04:40:17 PM »
I'll admit to being a bit jealous. Knowing that I've designed a lot of bad levels and that Nessy seems to be a design prodigy making top tier stuff and winning contests on his first try is frustrating. :8():
My petty quibbles aside, congrats on winning! :thumbsup:

183
In Development / Re: Lemmings Mania
« on: November 28, 2017, 12:30:25 AM »
I also figured out a way to save 100% on "No Rests Allowed." Would make for a good talisman, methinks.

184
In Development / Re: [NeoLemmix]The Hell Pack (DEMO OUT NOW!)
« on: November 26, 2017, 11:59:32 PM »
I was about to post my feedback and then my internet connection crashed and I lost it all. :XD:
Anyway, this pack was pretty good. I do have a few things to say, though...
Spoiler (click to show/hide)

My replays are attached.

185
NeoLemmix Styles / Tetris Attack lava tileset (current format)
« on: November 26, 2017, 05:32:16 PM »
I said I would make this so I spent some time cobbling something together. I'll let the pictures speak for themselves.
This is for the current format; I will probably port it to the new format once I switch over to it.

Lava drops


Puzzles within puzzles

Oh, the panel puzzle here is an action puzzle. In case you want to try to solve that too. ;)

These two levels, music, and most importantly the tileset itself are attached.
Feedback appreciated!

186
My Saturdays are actually booked for the first two or three hours of that time slot so I'll only be able to show up if the session goes quite long.

187
In Development / Re: Lemmings Mania
« on: November 20, 2017, 05:34:12 PM »
Here's a tweak of "Flow Control."

188
Lix Main / Re: Lix stress test
« on: November 20, 2017, 05:04:45 PM »
I was thinking the same thing, Arty. My sportsmanship is still a work in progress too, but at least I don't break things when I lose like I did when I was 7 years old.

189
This is a bit late but I feel like something that could have been done with the spikes is to make the tips of them a fire object and the rest of them a terrain piece. That way the base is solid but the pointy bits are lethal.

190
General Discussion / Re: Kieran's Programming Beginner Questions
« on: November 16, 2017, 11:46:29 PM »
I remember using C++ in my computer science classes in college. I hated it and my code was terrible; I basically brute-forced everything. :8(): Coding just isn't my thing. Hopefully you'll have more success with it than I have.

191
General Discussion / Re: Post some good recipes here!
« on: November 15, 2017, 11:47:47 PM »
I'm pretty terrible at cooking and can't really make anything fancy, but I do like to cook up Italian sausage, rice, and peas then mix 'em together. A simple dish, but tasty nonetheless.

192
NeoLemmix Styles / Re: Missing elements in existing tilesets
« on: November 14, 2017, 11:39:49 PM »
...I never knew that rotating arrow objects would change their behavior. I've had times when I wanted to use up arrows but never saw them as an object, which led to me being rather confused because LPIV uses them.

193
Using words like IN and OUT to mark teleporters may not be the ideal solution, but it does work. With so little space to work with in the sprite, it's hard to make a distinguishing marker that isn't just a word.
Unless the teleporters could have idle animations... That could give us some more room to work with to make it clearer what they are. If they have an idle animation it's clear right away that it's an object, and sprited correctly then telling teleporters and receivers apart should be a simple matter. The animation could then be made so that when mirrored there's a visible difference, so you can tell if the teleporters are going to change the lemming's facing or not.

194
Closed / Re: Move trigger areas up one pixel? [DISCUSSION]
« on: November 12, 2017, 02:39:15 AM »
It's a matter of getting accustomed to how it is now, so I think the change isn't necessary. Admittedly, when I first started playing, I expected that a trigger that was resting on the ground would get any Lemmings walking on the ground. Now that I have learned that the trigger must be inside the ground for it to get the Lemmings, I have grown used to it and a change would be disruptive and force me to relearn how it works.

195
NeoLemmix Main / Re: NeoLemmix - Quo vadis?
« on: 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.

Pages: 1 ... 11 12 [13] 14 15 ... 23