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Messages - Apjjm

#91
Here are some ideas i've had that could be interesting with a bit more of the details worked out - I can't say I've put huge amounts of thought into these but they felt interesting enough to share.

Linker/Unlinker
Spoiler

All lemmings that pass through the linker become 'linked'. A skill assignment to any linked lemming is applied to all linked lemmings simulatenously.
An unlinker removes the linked status from a lemming.

In the case of multiple linkers It would be simpler if there is only one linked state, rather than seperate groups for each linker.

Examples:

  • Get lemmings to the linker so you can make them climbers with 1 skill
  • Blocker / walker assignments to turn batches around
  • You need to reach the unlinker before you assign the bomber otherwise all the lemmings get the assignment, which would fail the save requirement.

Fuser
Spoiler

Object that combines two lemmings into one, giving the resulting lemming the sum of the permanent skills on the input lemmings.

Perhaps the fuser could hold a lemming until a second lemming enters to be fused.
Where the skills would be mutually exclusive the fuser would skip over that second lemming until one that can be fused reaches the object.

Toggle trap / water area
Spoiler

Be able to link a button to this type of trap / water area. This could serve a similar purpose to the toggle door/bridge but doesn't require the solid terrain to change. In the case of the water area, all the toggleable water would interpolate to 0 height over a X seconds when the buttons are hit. The draining behaviour could introduce a requirement to delay lemmings as part of the puzzle.

Eraser object
Spoiler

If you want to use a decorative object but not the full object. Would behave much like erase for terrain does but for objects. For clarity maybe only allow this to be applied to decorative objects and not objects with functionality?

Edit: Unless it also affects the trigger. This could be used to create water in V shapes (e.g. water supported by the stairs in the brick set), and one way walls with non-square edges. It probably shouldn't be usable on traps.

Editor only object
Spoiler

A type of objects that specifies it is only for use by the editor.

These could be used to create objects that show things like builder bridges, basher tunnels, skill assignment markers etc. Perople could create their own objects like this to bring in level plans made externally. The editor could do various things with this set of objects - the player would just need to know to ignore a certain type of object.
#92
Started playing this pack to get back into lemmings again - enjoying the pack so far :thumbsup:

I ended up finishing 2-2 (Christmas climbing) with a spare builder so It doesn't feel like I hit the intended solution here and was probably overlooking something simpler (replay attached)

#93
Forum Games / Re: Lemmings Doublets
March 26, 2017, 02:07:48 PM
I got walk->trap in the same way as ccexplore.

How about BLOCK to MINER? I found this really hard and 12 was the best i could manage.
Spoiler


  • BLACK
  • BLANK
  • BLAND
  • BRAND
  • BRANS
  • BEANS
  • BEADS
  • BENDS
  • BINDS
  • MINDS
  • MINES
  • MINER
#94
Quote from: Nepster on March 15, 2017, 07:35:00 PM
Remove or replace option "Don't Replay After Backwards Frameskip"
Apjjm is the only one using this option. Could you please tell us how important this setting is to you?
IIRC, möbius suggested this option, but complains that it doesn't work as he expects. So perhaps instead of completely removing this option, we can replace it by something that möbius and Apjjm like better?
Edit: On second thought i don't think i care too much for this option. I use click to cancel replays. I prefer not having to click to cancel after a single backwards frameskip though, as i only ever do that if i intend to edit the replay. If i could bind back 1 frame and cancel replay to the same key (never tried) i guess that would work.
#95
Attached

I mainly use the default hotkeys, but with save replay mapped to "S". I use pause through both F11 (out of habit) and P (if i remember it is on P).
I sometimes toggle the mode for seeing triggers on some levels.

Often used
Restart
Pause
Fall distance ruler
Fast forward & frameskips
Walker select & directional select
Save replay (I don't auto-save unless I am testing levels for others).

Sometimes used
Highlighting
Toggle music
Save/Load state
#96
In Development / Re: NeoLemmix Community Pack
July 26, 2016, 05:34:50 PM
I would like to submit my contest level & its harder variant (Crosstalk Conundrum) to the pack - even if ultimately one (or neither) end up getting used.

Edit: Replays attached
#97
Congratulations BulletRide - that was a fantastic level :thumbsup:

Had great fun again playing levels and making an entry for this contest, so thanks all around for the lemmings content :)
Will be submitting my level (and a second, harder version :evil:) to the community pack.
#98
Replay of my solution to my own level.

Comments:
Spoiler

You can quite freely switch the miner & digger around to achieve the same result, which some of the solutions here did. It is also possible get one or two of the buttons before digging if you so choose. There is intentionally a bit of leeway on the skills here so that you can create the "1 way gates" however you want.
#99
Using Flexi-Toolkit V1.15 (though the about tab still reads v1.14 - i *just* redownloaded the latest version in the topic to verify that i am using the latest version).

Repro Steps:

  • Open up an existing pack with a - as far as i can tell - correct folder & file structure set up (it saves fine normally)
  • Move a level up/down a ranking using the move to next/previous buttons
  • Try to save using file->Save

The program will then display the following error message:
"Cannot Create File 'PATH-TO-PACK/levels/' - The System cannot find the path specified."
And then proceed to delete a large chunk of things in the pack's directory (including levels) depending on what other things you have edited since saving. As far as i can tell it always nukes the rank signs, the talismans & graphic sets. If you are a little less fortunate it will also hit some levels (this seems to be particularly bad if you add a new level to the first rank then move it up). When i first encountered this bug, it nuked all of my levels aside from the levels in my first difficulty ranking in addition to the above data.

Exiting out of the pack and attempting to reload the pack it overwrote gives a message about the pack needing to be updated for the latest version of the flexi-toolkit.
#100
From what i can gather the reason the toolkit needs to delete levels (and i guess other resources) is that it makes copies of them. Perhaps the toolkit could just not take copies of the files, then it wouldn't need to delete anything? But before i describe my suggestion i would first like to describe my current usage of the toolkit.

Currently i version the pack i am working on using git. I have my folder structure for my pack set up similar to below:

Pack - Packs root directory
Pack/Dat - Contains all the stuff like rank signs & the .dat files used by flexitoolkit.
Pack/Dat/Levels - Contains all my levels
Pack/Replay - Contains replays for all levels
..And some other folders


As you can see, i store my levels in the dat/levels folder as i find it annoying to have to remember all the levels i updated since i last opened up the flexi-toolkit which i then need to go through and replace - because otherwise it would have outdated copies (I have already almost sent out versions of my pack with levels to test where i forgot to update something quite a few times). However, this means that the toolkit likes to delete any levels that are not included in the pack already. If it encounters an error during saving it can wind up deleting lots of levels! (Bug topic incoming on this)

Therefore i would like to propose the following system for storing level files:
Flexi-toolkit should not use a "levels" directory for storing levels at all. Instead it will store one .ini file per rank in this folder instead (maybe rename it to ranks). Levels being here will be entirely optional, maybe discouraged.
Each .ini file will list, in order of inclusion, a path to each .lvl file in that rank (The toolkit appears to somewhat support this already for hand edited .ini files - but it still makes a copy and resets the path on save).
There will then be a file called ranks.ini which will list the name of each rank, in order.

Example:

Pack/Levels/ - Folder where all the levels are stored in this example.
Pack/Dat/ranks.ini:
    easy
    hard

Pack/Dat/levels/easy.ini
    ../../Levels/just dig.lvl
    ../../Levels/we all fall down.lvl

Pack/Dat/levels/hard.ini
  ../../Levels/no added colors or lemmings.lvl
  ../../Levels/save me.lvl

If the toolkit encounters an error loading a .ini file (For example, it was deleted by the user, or moved), it can present an error about the missing file and continue on - it doesn't need to worry about leaving any copies behind, because at worst there will be an unused .ini file. The toolkit could either automatically clean up unused .ini files on save, or just list them in a separate tab with checkboxes and give the user a delete selected option. This  cleaning process shouldn't really need to be done often, as any dangling files can probably be treated as some kind of warning, if the user was exclusively using the tool these should not be present unless something already went wrong - in which case the best thing the tool can probably do is not make recovery harder by deleting things until the user is happy they have fixed the problem.

Ultimately it would be nice if all the settings in the toolkit were stored in a human readable way (I.e. do away with .dat files entirely) with path references to resources & that graphic sets / music / custom images etc could be stored using a file layout which is most amenable to the user's workflow rather than how the toolkit necessitates. Of course, this adds some responsibility to the user to structure their data in a reasonable way so that they don't end up breaking all the paths, but i would have thought people working on a pack does something like that already, if only to make it easier to make backups of anything they are working on.
#101
In Development / Re: NeoLemmix Community Pack
May 10, 2016, 09:52:33 PM
I'll submit my contest #9 level too (attached) - Had fun making it :). Though i did read you wanted to avoid the sega tileset, I can remake the level in another tileset, but if i'm going to do that i might just end up making a different level altogether anyway at that point.
#102
Had a lot of fun playing the levels in this contest and making an entry - Congrats to flopsy for winning :thumbsup: - Looking forward to whatever/whenever the next one is.
#103
Updated "Thrown Out with the bathwater" to version 4.
This update is a minor update. It doesn't remove or prevent any new back-routes, it just changes how a few back-routes are prevented & has some tweaks to the level to make it look a little nicer.

Change notes:
Spoiler

V4:
- Removed the arrow wall added in V3, and replaced it with a higher water level below the plug to prevent the bridge & bash solution in the bottom area from V2.
- Extended level a little to left so it looks more symmetrical, also some extra protection against back-routes which involve bridging to the level boundary.
- Tidied up the 45 degree walls so they look nicer.

V3:
- Moved one way wall to a more restrictive location
- Inserted some extra decoration in the first eraser area

V2:
- Removed a solution which don't use all the skills by sending a basher through from the left side
- Tidied up some of the tiles to look a little nicer
- Changed the under-sink/plug area to look a little nicer, and maybe remove some potential back-routes caused by using multiple platformers to fill the gap
#104
Solution for IchoTolot's "A Silent Scream"
Spoiler
This was a tricky level, I spent a while going down the wrong track of using a cloned platformer from my stoner near the start, then trying to work out how to bypass the traps at the end using the few skills I had left, rather than just letting the traps eat a lemming or two.
#105
Replay for flopsy's level (Version 2) attached.
Spoiler
This puzzle was a lot trickier with the stoner backroute removed :thumbsup: - I managed to have a spare walker leftover in my solution though.