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Messages - IchoTolot

#2941
Rsolved the 2 Havoc levels :)

Spoiler

1 seems ~ intended, but 2 I think is an even bigger backroute now :P

Also could you reset the level id of Havoc 5 to a new one? (There is a button for that in the editor) The Mass Replay checker matches it with the Wild version and gives out that the replay has failed. I suspect you simply altered the level and saved it under a different name ---> keeping the same id.

I even should have pointed out earlier that I played the levels on the exp version :P
#2942
I don't use the window mode, but in fullscreen I highly prefer the experimental layout.

I'll leave the discussion on if to use the older switching layout for the windowed mode for the users that are actually using it most of the time :P   

But you have to remember: The window mode on a larger screen could also benefit from the new layout, so hard locking it to the older layout might not be optimal.
#2943
Havoc finished 8-)

Replays attached.

Feedback, which contains major spoilers:
Spoiler

I don't have to mention that most timers here are irrelevant and could be culled, but doing it anyway ;P

Level 1: I think I backrouted that one.

Level 2: Decivingly hard, even though I relativly fast realised that only the upper path can be successful. Really enjoyed the music! :)

Level 3: Very good level :thumbsup:  I spend some time on it until I realsed that I could indeed build over the bottom trap from the right :XD:  The music was not my taste here (sounded too much like tinkling).

Level 4: Excellent level that I remembered from möbius stream :thumbsup:    Again great music track!

Level 5: The way redherrings are used here is excellent! I even tried going through the bottom and getting to the exit from the right! :thumbsup:

Level 6: First I thought that this would be fiddly, but no clean and nice solution! :)

Level 7: Good level, even though the trap isn't the main part there in my opinion. ;) Here the music even got on my nerves :devil:

Level 8: Well, I know that one ;P

Level 9: Excellent level, which makes great use of the temporary basherstaircase (makes me getting ideas for own levels as well ;))! Left me baffled for some time! :thumbsup::thumbsup:  I ran out of time on level 9. Is the timer there to enforce the 2nd miner builder combination?

Level 10: If this is intended it's awesome. :thumbsup: Again many possibilities here, which can leave you guessing! That little builder step trick is a thing I might consider using as well ;P Liked the music a lot. :)
#2944
Seems like I have more levels to play and they are looking very good :thumbsup:

Will get to them after I finished up some other things ;)

EDIT: Replace the 0 at the end of your music download link with a 1 and it will be directly accessable 8-)
#2945
I can confirm this. It's happening on the latest exp version.
#2946
Ok, about Sharp 3:

Spoiler
I really don't know where your problem is on this level. At least I found a solution which does not involve radiation or luck. The radiation was simply an obstacle I avoided. It's clear and fair.

Nepster's comment about Coarse 13:

Spoiler
Really that one is a problem? I basically suggested swapping it with the Spiky Zombie level, because it was an instant solve for me, while the other one involved some thinking. Sharp 13 on the other hand was one of the most difficult levels in the pack.

EDIT: Yep spent a lot of time solving Sharp 18. Hardest + best level of the pack! :thumbsup:
#2947
Quote from: namida on March 06, 2017, 03:06:18 PM
Some recent thoughts.

As a general rule, in the absence of a reason to do otherwise, the standard height for any triggered objects, as well as exits, should be 4px. This seems to be the most common value anyway, so it would be a good one to make the standard. 5px might also work. In all cases, the position should be such that, on a flat surface, a properly-placed object's trigger area would extend exactly one pixel into the ground.

For fire objects, with "pit-type" ones, the trigger area should extend exactly to the edges of the fire area.

Updrafts, for consistency with one-way-fields, should have a trigger area that matches their height exactly, but is positioned one pixel below the top of the object.

It still depends a lot on the object's design.

For a little button 4 pixels height and a narrow width is enough, but other things 5 or even 6 pixels height and a wider action radius might be more appropriate.

Example: The cavelem eyes, medieval dragon and l2 space robot trap triggers are a big bigger, because a machine gun has a bit of a fire arc and a creature's reaction radius is bigger than a little button's in my opinion.
But they are still not overly large just a bit wider + slightly higher.

Only thing to always remember is that the trigger area needs to be 1 pixel below (in rare design cases a point for even 2 could be made).

As long as the trigger area makes ~ sense in the object's design and it's not extremly large, tiny or out of place it should be alright.

Clear physics mode is always there to clarify your current in game situation!

By the way: I think for the next update I need to adjust the flamers in the Lemmini converted castle tileset as they don't reach 1 pixel behind the object (this should not break a ton of stuff I imagine as the case would be VERY specific :P).
#2948
Quote from: nin10doadict on March 05, 2017, 02:22:49 AM
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. :)

There are quite a bunch of easier levels, so try and see how far you will get. :)

To solve a pack the technique to make short solving bursts until you get stuck and then come back to it again and again is a good way to progress as well.
#2949
Quote from: Simon on March 05, 2017, 11:43:02 AM
How do you implement L1's ABBA spawn order on 2-hatch levels? Ignore because NL and Lemmings have different physics anyway?

Use 2x2 hatches on top of each other, paired 1 and 4 as well as 2 and 3.


I always use hatches on top of each other or place them in a different order to get the spawns I need. Never used that custom spawn option so from my point it can be culled.
#2950
1) attached

2) I use the standard layout. Most used hotkeys are: Time skips, pause, FF, savestates, hightlighting, directional select, walker select, replay, toggle music/sound.....
    ---> It would be better to list what I don't use ;P:  I select all skils via mouse, so I don't use hotkeys for skills, RR, nuke. Also the edit replay feature isn't used, I rather see the stuff. But I think that's about it.

3) never used the debug mode. ---> the editor is the debug mode     so I recommed cull there ;)  YES ICHO SAYS CULL!! :lem-mindblown:
#2951
100 levels reached, so I've updated the first post with some screenshots and the newest information concerning this topic, which also includes a renaming of the pack! ;)
#2952
If this is going to be a thing I want be assured that these won't get annoying in any way.

I don't care for hints, I don't want hints when I'm solving levels, so I don't want them beeing displayed easily by some accident and ruin my experience. I want to solve the stuff on my own and not by cheating myself hints at the solution. So as long as these hints don't ever come upon my eyes I'm ok with them. Make them hidden behind sth, but keep them away from the users eyes who don't wanna see them at all!

It should also be obvious by now that I won't bother writing hints for my packs in any way, so you either have to step up your solving game or jump right into the next level and skip that one. ;P
#2953
NeoLemmix Main / Re: Experimental Releases
March 01, 2017, 10:34:59 AM
Quote from: namida on March 01, 2017, 08:56:18 AM
Adds the following features:
- Save state now works more like an actual save state, rather than just "remember frame number" and "jump to remembered frame number".
- Can assign a hotkey to jump to previous skill assignment. ( Default key is [ )
- Can assign a hotkey to jump to the next shrugger. ( Default key is ] )

Well, [ and ] is not working for me as to type these I need a key combination (Alt Gr + 8 or 9). I've changed the layout to Page Up + Down and that works as expected.
By assigning the new keys they are labeled as "Time Skip: Jump X frames to Previous Assignment" and "Time Skip: Jump X frames to Previous Assignment to next shrugger" and this description doesn't seem right to me as the default hotkeys are labeled as "Release Mouseskip to previous Assignment" and "Release Mouseskip to previous AssignmentSkip to previous Assignment" which is just as confusing! :P

I think there is still something fishy here with the descriptions.
#2954
General Discussion / Re: Civilization Humble Bundle
February 21, 2017, 10:15:26 PM
How about a nice coop game of Civ V then in the future? ;)   (I assume the bundle also got the expansions in it)

We also could combine that with a little stream!
#2955
The option is a very good idea! :)

Quote from: Proxima on February 21, 2017, 08:28:52 PM
If it's possible to press repeatedly to go back n assignments, this completely obsoletes savestates.

I disagree there. The savepoint can be a lot faster if it is set several assignments back! One button press against several there. The savepoint option is a customisable flexible case of that option.