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Topics - Wafflem

#121
Status: Applied change for the next update.
#122
Status: Fixed for next update.
#123
EDIT: Another topic, with more activity, on the same subject exists, therefore this one has been closed. Please see: https://www.lemmingsforums.net/index.php?topic=3193.0

BitBucket Issue Tracker: https://bitbucket.org/namida42/neolemmixplayer/issues/2/add-support-for-hints-of-some-kind
#124
Status: Fix will be included in next update.
#125
Status: Not a bug. This feature has been removed.
#126
Status: Implemented for next update. This applies to the in-game alive / unspawned lemming totals as well.
#127
Status: Acknowledged. Fix is being intentionally delayed until the level format is replaced, to avoid any messiness around "which levels were designed accounting for this bug and which ones weren't"?
#128
Status: Already a planned change sooner or later. Just not very high priority on the todo list, currently.

BitBucket: https://bitbucket.org/namida42/neolemmixplayer/issues/3/add-a-post-level-statistics-display
#129
Status: Changed to say "NeoLemmix - Single Level". Changing to the level's title would require significant changes to how single level mode is implemented (or alternatively, not immediately applying the change).
#130
Status: Rejected. DAT packs do not provide much flexibility to the creator, and will eventually be phased out altogether. The workaround exists of loading them in the editor then using testplay mode for the very small number of existing DAT packs. Another workaround, at least until further physics changes occur, is to simply use V1.36n. Given all these factors, as well as that implementing support would require significant effort, I have decided against implementing support.
#131
If one views a replay, but then accidentally presses a button on the keyboard or mouse that is not related to backwards/forwards frame skipping or fast-forwarding, the replay stops. This can be problematic for large levels where if a person has made 80% of the way through the level without saving a replay, then presses 'R' and the level replays to fix a mistake, but then accidentally interrupts the replay, all their hard work would be erased.

Can there be a configuration option so that if one presses a button that doesn't involve frame skipping, there will be a warning dialog asking the player if they want to stop the replay?
#132
Contests / New Contest?
January 02, 2016, 04:32:07 PM
Should we do a completely new contest while the LOTY contest is running? The LOTY contest is just pretty much based on past levels from 2015, and there haven't been any new levels lately from others.
#133
Currently, we can flip terrain pieces horizontally or vertically.

Can we also make it so that terrain pieces can be rotated? This obviously cannot apply to objects as graphically they would look weird.
#134
NeoLemmix Main / Teleporters: how to set target
November 25, 2015, 06:50:10 PM
So, I'm making a level that uses both two-way teleporters and one-way teleporters.

However, the problem with that level lies with the teleporters themselves. See the picture below (this is not going to be a level in DynaLems).

So, a lemming exits a one-way teleporter at Point A, then goes to the two-way teleporter at point B to the teleporter in point C. However, when that lemming goes to the two-way teleporter at Point C, it comes out of the one-way receiver at point A.

Attached is the test level (and the needed style) to see what it's like.

What I want is when the lemming enters the the two-way teleporter, it should come out of the two-way teleporter, not the one-way receiver.
#135
A minor feature idea:

In a similar vein to that you plan to have pre-placed lemmings, one-way arrows, secret level triggers, hint arrows and pickup skills as separate features instead of being part of the graphic set, is it also possible to make "markers" that you can place by pre-assigned trapdoors? These markers are no-effect objects.

Currently, the only way to mark that (e.g., as shown in the picture) gliders come out of a trapdoor is to put the gliders pickup skill on top, then put the object as Fake to prevent the lemming from picking the skill up. This can be helpful, but at the same time, since it is a pickup skill, it can be confusing (as there is also a stoner pickup skill on the right). The level in that picture have only has the pre-assigned gliders, but there could be cases where levels have trapdoors that have lemmings assigned different varieties of permanent skills (e.g. one trapdoor has gliders-climbers, one trapdoor has swimmers-disarmers-floaters)
#136
Archived Bugs & Suggestions / 2.00 Hints
July 29, 2015, 04:26:03 PM
This will be a very useful feature, but how should they be displayed?

Should they be displayed in a dialog box, or should they be displayed on the top screen like how it was in Cheapo?

Hints will also be useful for things like gimmick levels (e.g. if you have a gimmick combo, but the player doesn't want to figure out what gimmicks are being used, they can read the hint to see what exact gimmicks the level uses).

Also, there are those hint arrows that were converted from Cheapo graphic sets; those should be in every official standard NeoLemmix graphic set.
#137
Is it possible to have an e-mail notification for when a person edits their post? Currently, I can only get notified when someone replies to a topic.
#138
NeoLemmix Main / NeoLemmix Tutorial Pack?
July 04, 2015, 02:26:38 PM
NeoLemmix has been out for over a year now, and with it there have been plenty of cool features.

However, not everyone is used to the new features in NeoLemmix. One way that can help people get acquainted to NeoLemmix is the NeoLemmix Skills Tutorial Pack, which is installed with NeoCustLemmix.

I am wondering, should the NeoLemmix Skills Tutorial Pack be expanded to a NeoLemmix Tutorial Pack, with one rank being the new skills, one rank being tutorials for the NeoLemmix objects, one for gimmicks, and one rank being the changes in mechanics (such as autosteel)? Such a pack will also help newcomers get acquainted with NeoLemmix.
#139
Question for the Level Packs page:

Should there also be a separate section for individual LVL files? This could be useful for, say, if a person has created a good level but does not have the time to make a full pack with that level, but still wants other people to play that level. It could also work for the contest levels.
#140
Reviews / Level Review - MazuLems
March 04, 2015, 04:23:52 PM
Despite this one being one of the most popular Fangames by Martin Zurlinden back in the VTM days, I'm surprised that no level review has been done for this one yet.

So, why not start a level review for this one too?

Download of the Lemmix player, compiled by namida.

Images can be found in Mindless's Level Database:
Part 1
Part 2
Part 3
Extra Levels



Level 1 - A Giant Leap for Lemmingkind
50 Lemmings
96% (48) to be saved
Release Rate 1
4 Minutes
3 Climbers, 3 Bombers, 3 Blockers, 5 Builders, 2 Bashers

Good: An excellent and challenging way to begin the pack. You'll have to do this one in the correct order; if you mess up, you will have to start again. This one also uses some good tricks.
Bad: Nothing really, this is a great starter to this pack.