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Messages - Strato Incendus

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1
Glad you enjoyed it! ;) I hope the difficulty isn't as over-the-place as for Lemmings World Tour, since a) Lemmings Open Air underwent pre-release testing, Lemmings World Tour did not, and b) the levels were a little freer to move around the ranks, compared to the World-Tour levels, which were more thematically tied to the rank names.

2
NeoLemmix Styles / Re: New Styles - Lemmings Faithful
« on: May 27, 2024, 10:10:59 PM »
Both Autumn and Circuit look like new takes on existing tilesets; but given that each tileset includes its creator's user name, they should be easy to tell apart.

3
In Development / Re: [NeoLemmix] Lemmings New Worlds Demo
« on: May 27, 2024, 10:09:28 PM »
I like the tileset on "Golden Hills"! :thumbsup: Reminds me of my own Autumn tileset, but with a much higher resolution.

4
Hi kaywhyn, sorry for the lack of replies, thanks for your reminder! ;)

Quote
As it's almost been two months since your post, it looks like you got swamped with IRL stuff.

Yeah, while the main part of moving is over, right now I'm still configuring and trying out my music setup. All the equipment is in place, but of course, some technical details still need fixes (getting the cymbals on the drums to choke properly, compressing the bass better, guitar amp recording choices etc.).

I've watched all of your replays, and I've gotten pretty far into editing the levels. But as usual, there are some backroutes which aren't easy to fix.
And if I don't fix them immediately, I forget about what still needs to be done about them.
Hence, I probably need to go over the Platinum rank again, to consciously decide whether to leave certain levels as they are for the time being, or fix whatever remaining levels I can still fix.

5
The reason oh-noing is expected is because the lemming’s position marker is inside the wall, i.e. on terrain.
This is different from Swimmers and Shimmiers, for example, who have no terrain under / at their position marker.

6
I agree with mobius: Most skills get cancelled when they hit terrain they can't affect; This is the logic the first level of Lemmings World Tour tries to teach:
- a destructive skill stops and turns around when it hits steel
- a constructive skill stops and turns aroudn when it builds into terrain

If a Propeller / Twister hits his head on steel, the skill should get cancelled. Thus, even if "propelling down safely" were a feature of the skill, it would no longer work here, because the skill would already have been cancelled by hitting steel, and thus, the lemming would turn into a regular Faller anyway.

7
Arriving at the top makes more sense, and is mechanically more consisent, since all non-ranged destructive skills (Basher, Miner, Digger, Fencer) arrive at the end of their respective tunnels, too.

8
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Interesting... this then can double as a sort of psuedo-ballooner; and used simply to gain height.

I thought the same at first, but keep in mind the SLX Ballooner moves at a steep diagonal angle. What the Propeller / Twister would be doing without terrain is more reminiscent of the Ballooner as it acts in Lemmings 2: The Tribes (as long as you don't use the fanning tool).

9
SuperLemmix Bugs & Suggestions / Re: [SUG] Swimmer skill upgrades
« on: April 07, 2024, 06:34:07 PM »
Thinking about it, Swimmers being able to jump out of water should really have been a feature in the Lemmings clone for Linux, named "Pingus" :D ...
Because while we were wondering about how this is physically possible, penguins can definitely do that!

10
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I realise that, can we think of a better name for the state?

Flipper? Swinger? Inverter? Rotater? Spinner? :crylaugh:

11
To clarify: Not L3 (Lemmings 3: An All New World of Lemmings), but Lemmings 3D. ;)
The Turner was just the 3D-version of the Blocker, turning lemmings around left or right corners — rather than upward, which is what the transitioning state we’re currently talking about would be doing.

This distinction however has just made me think of what the Shimmier would look like if it were implemented in Lemmings 3D / Loap… :thumbsup:

12
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With regards to assignability, the closest relations to the Turner are the Hoister and Dangler; perhaps anything that's assignable to these 2 states should also be assignable to a Turner. This means that assigning a Walker to a Turner during the first 2 frames will have the lem drop facing in the original direction, whilst assigning during the last 4 will have them drop facing the opposite direction.

That sounds like a good starting point to me.
I guess critical questions revolve around whether the Jumper and the Walker should be assignable to the Turner state?

Also, Turner sounds confusing, because it’s the name of a skill in Lemmings 3D. Much like the “Ascender” or whatever the six-pixel-jump state is currently called used to be called Jumper in Old-Formats NeoLemmix.

13
I'm making progress in fixing the first batch of backroutes for the Gold and Platinum rank - only a few more Platinum levels left to go before I can send another version to kaywhyn.

So far, the levels didn't turn out as backroute-prone as I feared - and for the few glaring ones I left open, the fixes were usually the easiest (just some extra steel / one-way arrows). For one particular level, a trap did the trick by blocking off a route. Since this was a Shadow level, I didn't want to use one of the standard L2 Shadow stompers here (the ones with the red exclamation marks), since the top part always looks like a walkable steel square. Normally, these traps go on top of terrain - having one just by itself, without actual steel under the red exclamation mark, would be confusing. Hence, I went with the red-eyes trap from L2 Cavelem instead, which does seem to go along with the L2 Shadow tileset quite nicely. :D

14
SuperLemmix Bugs & Suggestions / Re: [SUG] Invincibility
« on: March 24, 2024, 10:42:21 AM »
Ghosts could be assigned skills in 1.43, otherwise they would have been pretty useless. ;)

I agree that pre-placed invincible lemmings should be possible. The closest thing we have to an invincible lemming thus far is the Disarmer - specifically, a multi-athlete that can survive falls (Floater / Glider / Slider) and can survive traps by being a Disarmer. This is a commonly required setup for any level where you want to force the player to get a specific lemming from A to B:

If the required skills are available on the panel or as pickup skills, it's easy to circumvent the intended solution by just having a different lemming do the job.
However, if the required skills (in this case, invincibility) exist only one one specific lemming from the beginning of the level, this can be vital for enforcing solutions which would otherwise be impossible to enforce (=always result in backroutes).

15
Neat! I somehow remember the "R" icon that grows and shrinks, but I don't know from where. Was that a SuperLemmix feature? Or from SuperLemmini?

Also, I see you were having fun toying around with the new skills on "The Grand Puzzle" from Lemmings World Tour... 8-) (I assume you took the level file from the unofficial conversion by jkapp, since there is no official release for SuperLemmix yet...)

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