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Messages - nin10doadict

#301
Besides, people already make evil enough shenanigans with the release rate (myself included). Somebody could end up designing levels that would require absurd precision with multiple release rates, which is already one of the hardest things to figure out in a level as far as I'm concerned. One RR is more than enough for me to manage as is. ;)
#302
I'd like to bring out "I am A.T." from Genesis Lemmings (Sunsoft Special 2 in SNES). That digger staircase is hard to execute and until you realize that you have to curve it up sharper at the end it's quite vexing.
"Save Me" really should have been Mayhem 30 though, because "Rendezvous at the Mountain" just doesn't have the same impact.
"Triple Trouble" is terrible. The lack of builders makes it require way more precision that it would first appear and I hate it for that.
"Cascade" never really gave me trouble because it's easy to tell that it's just a race. Though the way they look while walking up the stairs is always fun to watch.
"I have a cunning plan" is obnoxious if you're trying to use the builder wall strategy, which is the only one I knew of for a while. The blocker/digger makes it a joke, though.
"Steel Mines of Kessel" is annoyingly strict as well. Another one that doesn't seem too bad until you get into it.
"Just a Minute" and its counterpart can go die. Hate 'em.
"Compression Method I" also never really gave me trouble. I just go out the left side and pin them real tight between two blockers. You just have to be sure not to bomb through the floor, which isn't that hard to avoid if you use the first blocker as soon as the lemming lands.
#303
NeoLemmix Main / Re: Experimental Releases
March 22, 2017, 05:19:20 AM
Retesting replays for all levels featuring teleporters is recommended after this update. Any levels that also require very specific timings with them may have broken as well, so be sure to check. :)
#304
Been playing Legend of Zelda: Breath of the Wild a lot. Probably too much. :-[ Is fun though... Now pardon me while I go finish 4 more shrines so I can get the Master Sword.
#305
Would definitely vouch for Minish Cap and Superstar Saga; two games I've personally 100% finished multiple times and enjoyed greatly.
As for me... I don't really know if I'll complete a game when I start playing it. Usually I don't because there's parts that are just too annoying to bother with.
#306
I actually tried to put a hidden talisman in my pack, but it didn't work when I went to get it. When I changed it to bronze, it worked fine. I think it's possible that it's already been culled but not removed from Flexi as an option.
#307
Add me to the list of people that cancel replays with a hotkey. I do that all the time, it's actually right next to my pause button. That way I don't step forward one frame by clicking the screen.
Sometimes I use next/previous skill buttons, but I find myself just clicking on the skill bar quite often too. I'm kinda indifferent about this one.
I like the success/failure jingles, at least enough to use custom ones in my pack. Then again, turning them off by default seems to be a fine idea if most people have it off anyway.
I always manually name my replays, so I'm indifferent in this regard as well.
As for a release rate hotkey, I don't use it now that I figured out you can max/min the release rate with a right click on the -/+. If the hotkey did that as well I think it would be better.
I'm fairly indifferent about the others that were mentioned.
#308
Level progress is up to 88/100.
I'm having a bit of trouble making a talisman work. I'm trying to make it so you get the talisman if you beat the level without changing the release rate, but I can't seem to make it work in the toolkit. Regardless of what I set the parameters to, the game refuses to give me the talisman under any circumstances, even if I don't change the release rate in my solution. :-\ Does anyone know how to make this work?
#309
General Discussion / Re: Howdy
March 14, 2017, 01:20:45 AM
Hi and welcome! Simon is correct, and there are many levels that are rather difficult to figure out, much more so than anything the original games had. Be ready for some brain busters.
#310
I'm kinda wondering about the same approach that 'The Incredible Machine' uses for hints. Turn them on and buttons shaped like little hands will appear and point to specified spots in the level. Click one to open a dialog box with a relevant text hint. It sort of allows multiple 'tiers' of hints; maybe just seeing certain spots pointed out would be all you need, or you could get the text if you're still stumped, or you could just leave all hints off.
#311
I hope it does stay like this, because I've also made a level that requires it.
#312
I re-downloaded this and made progress again. The level that had me stuck took about 30 seconds once I read the talisman description for it... Turns out I had made a level for my own pack that was similar in nature as a petty attempt at revenge, without realizing that the solution I devised for it was the solution for Fluffy 14 as well. I didn't put the pieces together until I read that talisman hint. :-[
#313
Indeed. Very pretty.
Sport pod isn't just going to hand you a builder and platformer, is it... No, of course not. :evil:
#314
Hm, if the pack is going to have that many levels in it then maybe I'll be able to get few some of them. Looks intimidating but very nice. I'll see how far I can get. :)
#315
I've noticed the 'sketch' objects you can place in a level using the editor, but they can't be seen when the level is loaded. Perhaps there could be a way to press a key to make sketches appear as 'no effect' objects so the player can get a hint where to use a certain skill? Sometimes one skill placement is all you need to get past the mental block.