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Messages - IchoTolot

#1801
Archived Bugs & Suggestions / Re: Fix misleading traps!
September 03, 2019, 12:17:17 PM
I think the 2 most basic fixes that would most likely not break anything would be:

1.) Expand the trigger areas 1-2 pixels further below.

That would 100% fix cases like the shown crystal trap, or the 10t masher. As objects are placed on the ground there would only be rare cases where level or replay adjustments would be nessesary.

2.) Adjust the trap's graphic 1-2 pixels higher, so that the trigger area stays the same, but the graphic is now in a more fitting place.

This would lead to no replay adjustments being nessesary, but there would be some visual adjustments nessesary on some levels.
#1802
Thanks for the feddback Proxima. :thumbsup: I will go through this when I'm fully back next week and prepare adding the next rank. :)
#1803
Great tool! :thumbsup:

The only thing I whish it could do is an option to also go into subfolders and search for more replays there as well. I have a big replay folder with 50+ subfolders and some of them also have subfolders. ;P So currently this would still take quite a bit of work. If I could simply select the whole replay folder at once it would be much easier. Of course as an option as it is not always desirable to select everything.
#1804
I hope to release the next rank soon after I come back from my trip to my hometown.

I plan to name the rank: Interactables & Functions   

For the rest I plan 2 more ranks: Basic Training & Advanced Training. This way basic tricks like "create a digger pit" are seperated from advanced stuff like "cloner+stacker step". Also this helps to keep the ranks smaller while still providing enough training. Still I 100% won't cover every single trick in the book in there and there will be stuff left out! There must be a line and covering the more common stuff is the priority.
#1805
Contests / Re: Level Design Contest #18
August 26, 2019, 03:29:16 PM
I'd love to see a few additional entries when I come back next week! :)

Get your levels ready! Deadline is slowly closing in!
#1806
General Discussion / Re: General Comings and Goings
August 26, 2019, 03:27:53 PM
I'll be away at my hometown from Tuesday to Tuesday. So way less activity during that time period. :)
#1807
NeoLemmix Levels / Re: [NeoLemmix] Deceit's Lemmings
August 26, 2019, 10:34:59 AM
Welcome to the forum, Deceit! :thumbsup:

I really loved the pack when I played through it and it's definitly among my favorites! :thumbsup:

Quote- Mayhem 21, "Enter at own risk" was going to be removed at completed version. I thought this level is too ridiculous and unfair, but finally included to the pack with removing. Because a very difficult level was needed for 'Buy a pizza' bet with ssam1221. (And he finished Mayhem 21 with intended solution.)

This is actually my favorite level out of the pack and I don't think it's ridiculous/unfair at all! It is just very very hard and you 100% need to know the mechanics of the game. It doesn't use any kind of bug, glitch or hidden stuff to deceive the player and all needed tools are there in plain view just before your eyes.

All in all the pack really helped me increasing my solving abilities and I used that gained knowledge as well when creating Lemmings United. Great job on it again! :)
#1808
Quote"flea market"

In germany it's like a garage sale on the town's market place where everyone can open their own little stand to sell (mostly) old things.
#1809
You are right that blockers would be the odd one out here.

They are not athletic, but I think even if I used the word permanent it doesn't mean the same permanent as the permanent skills (I know how this sounds :P). The blocker is permanent as long as he is standing on solid ground, or has been assigned a walker or bomber. These skills or the loss of the solid ground will make him loose that ability (the bomber still after the Oh-Noing). I couldn't think of another wording other than "permanent as long as X" to describe the blocker. Athletic skills so far are "more permanen"t and losing them usually means the lemming dies in the process.

I still think even with that one not fitting blocker case that the b + c approach ("ohnoers lose their permanent skills") fits best here.

QuoteHow about my - initially somewhat jokingly uttered - idea of recolouring Oh-Noers to the regular colour scheme

I would be fine with that, as long as style themed recolorings are preserved. :)
#1810
Quote from: ccexplore on August 21, 2019, 06:52:38 PM
Actually, I think we are kind of missing the point now that I review namida's original message more carefully.  If I understand correctly the problem considered most severe, is specifically that you can currently do ohno -> drown -> assigned swimmer now and it swims (and recycle the lemming from impending death, to borrow IchoTolot's words).  Proposal B by itself actually is meaningless for this case--you have to specifically remember that the drowning lemming was transitioned from an ohno lemming, so that either the attempted subsequent swimmer assignment is disallowed, or that it is allowed but does not let the lemming swim.

In other words, it seems like you'd need both B and C actually, if I understand the situation accurately.

You are right there, this currently only cover the case the swimmer was assigned before. In the uncovered case assigning a swimmer to that specific lem should be prohibited. General rule could be for all Oh-Noer cases: No more skill assignments to a lemming that was already an Oh-Noer --> Oh-Noers are untouchable.

So in the end it would be: b + c (in the no-assignment case)
#1811
QuoteThe Climber stops climbing, yes, but it doesn't "lose" the Climber skill in the sense that it doesn't suddenly fall off the wall.

That's because the climber is actually placed 1 pixel inside the wall. The Oh-Noer is standing inside the wall and is in no need of the climbing ability.

Quote
Instead, with the Climber remaining in its place when oh-noing and sort-of "standing in the air" while doing it, one could argue that Swimmers should do the same, i.e. "stand" on top of the water area an finish the oh-no-animation plus the explosion, rather than continuing to fall.

That would disarm the "Simmers should stand on water" argument, as the climber Oh-Noer stands on solid ground on the most outer wall column.

QuoteFloaters and Gliders can't oh-no, and coincidentally, Oh-Noers can neither float nor glide, because they never reach splat height anyway before exploding, as I've repeatedly outlined in this thread. So we never actually see whether they "lose" the skill, unless you'd want to argue that floating or gliding lemmings already open up their parachutes very early during a drop, i.e. even before a regular lemming would reach splat height - and Oh-Noers don't.

If a glider or floater digs and before turning into a faller the digger is given a bomber in mid-air, he turns into an Oh-Noer and falling like a normal lem ignoring the glider/floater ability to fall slower/glide forward hinting at that the lemming has lost the skill --> supporting my argument for the drowning swimmer in my last post:

QuoteIf the Lemming should not behave like a swimmer that therefore renders out swimming (after the basic assumption) and exploding (as that would imply that he switch to swimming), he should behave like every other Oh-Noing and simply drown, what would be consistant with 1.) on top of that: A oh-noing swimmer should not swim anymore, but again should be "eaten" by the water.

As that would then not only be consistent with disarmers and climbers, but also floaters and gliders.
#1812
It still feels right to me that the oh-noer should not be a special case that doesn't react to water at all. So I think a reaction should be there.

Now is the question: Explosion, swimming or drowning?

Swimming I think should be out as that would recycle the Lemming. That seems to be in the minds of most people here.

And between an instant explosion (which seems very weird to me) and the drowning I still think the drowning is the answer even if the Lem is a swimmer. The Oh-Noer I think should cancel out the other permanent skills. Also this would create a completely new type of special case where an Oh-Noer can be cut short for a faster explosion.

Let's take the following line of thinking under the basic assumption "Swimming should be out of the question as that would recycle the Lemming":

1.) An oh-noing disarmer should not be able to disarm traps anymore, although he can be eaten by them. (A oh-noing climber also stops climbing for example)

2.) A swimmer being assigned a bomber explodes instantly, but this is a no Oh-No case and he does not swim anymore right after the assignment and just explodes.

3.) In our problem we have the case that the Lemming is already Oh-Noing and does not already swim.

4.) We have situation 3.) now and under the assumption "Swimming should be out of the question as that would recycle the Lemming" the Lemming should NOT behave after 2.) as that would be the exact reaction of a swimmer in water, therefore impling that he briefly switched to swimming in order to interrupt the Oh-Noing to explode instantly.

5.) If the Lemming should not behave like a swimmer that therefore renders out swimming (after the basic assumption) and exploding (as that would imply that he switch to swimming), he should behave like every other Oh-Noing and simply drown, what would be consistant with 1.) on top of that: A oh-noing swimmer should not swim anymore, but again should be "eaten" by the water.

As a result, I would still go with b.) "Ohnoers always drown, even if they're swimmers", as this avoids new special cases where Oh-Noers can prematurely explode and does not have any kind of hint that the Lemmings was recycled from an Oh-Noer to a Swimmer, even if the Swimmer explodes instantly and does not swim. :)
#1813
I would say b) is the most logical case for me. An Oh-Noer uses his hands to explode --> therefore cannot swim if that makes sense.

a) seems very weird for me when they just fall through the water. This would be my least preferred case.

As a result this also seems like the bug for me:

QuoteNow, try assigning a swimmer to the ohno'er before they hit the water (you can't do this during the ohno, it must be done before assigning the bomber). Notice how instead of drowning (since swimmers can't drown), they continue falling to the bottom of the water, exploding when appropriate. This part, IMO, is fine.


Normally traps catch any type of falling Lemming regardles if he is a disarmer or oh-noer.

#1814
With the new update the pop up boxes where you choose files for example are not resizable anymore. With the very small standard size it is quite a hassle to select files in bigger folders now.

Also the style of the boxes seems to have changed from a small modern Windows Explorer to an old Win98 like selection window if that helps in any way to identify the problem. I even guess the change here is the main problem as there might be an option in the new Delphi to get an Explorer like window again.  Example on how they looked: https://www.youtube.com/watch?v=qKHTTtGW4n4

It would be nice if they are resizable again. :)
#1815
Is it normal that the "choose file" boxes are not resizable anymore? It is kinda really annoying that it is forced that they stay so small now. :(   (I had them quite large before the update to display more stuff at once)