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Messages - IchoTolot

#1681
Closed / Re: Fix misleading traps!
September 06, 2019, 08:44:28 PM
QuoteI now think that only two trigger areas need changing: the "ghostbuster" trap in the crystal style (which should be moved down 1 pixel), and the rope trap in the pillar style (which should be moved down 2, or maybe 1 -- and maybe also shrunk a bit).

I would agree moving the rope trap by 1 pixel, but not shrink it. For the 2 pixel difference variant I would move it by 1 and extend by another 1. As 6-7 pixels I would still call reasonable.

For the ghostbuster trap I would still tend to extend by 1 rather than to move by 1.
#1682
I must admit, I like the current colors and that they are changing.

But the idea of giving major object types their own color sounds like a nice feature. :)
#1683
Quote from: namida on September 06, 2019, 07:48:02 PM
Please hold off on the update. Some new custom pickup skill objects have slipped in, despite the rule that no new ones will be accepted (only updates to existing ones) until V12.7.0 is released. I am preparing a new copy of the update that excludes these objects.

If you have already downloaded it, please do not use any custom pickup skill objects that are new to this update. (It is okay to use those that existed before, but have been updated.)

Most such objects are in GigaLem's styles, though there are others.

Welp, downloaded it and don't know which objects are new. Could someone give a list which styles are affected? ???
#1684
V 0.05 is out! Please delete your old folder while updating as the old rank name won't be overwritten!

- Renamed "Interactables" to "Objects" (even if the rank also introduces steel ;P)

- 1 02 mentions skill shadows now

- A TON of rewritten/corrected texts.

- 2 01 removed a bit of the decoration.

- 2 09 swapped 2 teleporters

- 2 10 uses extended updrafts now

- 2 12 was reworked into a simpler version (original version will probably return in a later rank)

- 2 05 <--> 2 06


Quote
Level 5 "Set Your Priorities Right" - I suggest making the floater section a bit higher, because currently, floaters (whether the pre-assigned or the skill panel ones) aren't actually necessary here. Maybe this depends on exact positioning, but IMO it makes more sense for them to be always required.

I've decided against the certain splat-fall here for more simplicity, even if the floaters serve no other use other than demonstration as a result.

A nice second round of feedback would be nice after this patch as I could have easily forgotten something. :P
#1685
Will prepare a patch later. Thanks for all the feedback. :)

Quote from: Dullstar on September 05, 2019, 07:34:15 AM
Might I suggest swapping levels 5 and 6 in the new rank?

Level 6 is the actual introduction level for OWW, though they are used in Level 5. However, the skills taught by Level 5 are not particularly important for Level 6.

Total screw up from my part! :-[   Yes, those need to be swapped.
#1686
@namida: Thanks for the feedback. :)

QuoteGeneral - Note that I wrote this after seeing the first level. I'm just going to kind of assume it's the same throughout the whole thing. Anyway: NeoLemmix by default pushes users towards the "Functional layout", but your texts reflect the Traditional layout. But instead of relying on this - it should be easy enough for me to introduce a feature where you can put, say, [HOTKEY:PAUSE] in the preview text, and it'll get replaced with the actual pause hotkey. The only question is how to handle cases where more than one key is assigned to the function - which Pause would indeed be an example of.

Then I will wait for that function before any changes in that section. I have no idea what the "Functional layout" is and with your described function I would catch all cases.

QuoteAlso, the feature has consistently been termed "clear physics mode", not "true physics mode".

That one is on me. ;P

Level 1 and 2: Yes, those would benefit from the 10 sec skip, but I wanted to keep all framestepping actions together as a theme, so I aimed to introduce FF as fast as possible here as a temporal relief. Also the preview texts here are quite at the limit as the levels already introduce quite a bit. Especially the 1st level should be an example of suboptimal level desgin: Large landscape with not much going on so that FF feels better. I could turn down the decoration though to reduce lag.

Level 4: "Basic" traps were already introduced in rank 1 with the disarmer as that was unavoidable. This is more about single-use ones and also an opportunity to show more traps to the player.

Level 5: Well, the floater were more than an afterthought to show pre-placer can have permanent skills and the skill panel ones were just an emergency addition so that no situation can become very problematical. I could place the tunnel higher though.

Level 9: Seems reasonable.

Level 10/11: Ok, I should mention this. And I constantly forget that I can indeed resize!

Level 12: Yes, that could be an easier suitable variation and I could reuse this version in basic training as an expansion/returning level. I want to hear more oppinions first though.

Level 13: Quick fix.


Anyway the next update will not happen today in order to let more feedback trickle in.
#1687
V 0.04 is out!

- Added the 2nd rank: Interactables & Functions 

- Included a lot of pre-level text changes according to user feedback (mostly the majority of things mentioned in Proxima's post).


The updraft, splat-pad, anti splat-pad level is obviously still missing the anti splat-pad. That one is currently replaced by another updraft.

The new rank 2 pre-level texts are more wordy than the rank 1 ones, but trying to explain framestepping + hotkeys in 1 screen is a challenge let's say. ;P   Again if you have a shorter/better text with the same information value: Post it and I may change it. :)

QuoteFor the level titles, title case usually doesn't capitalise articles or prepositions ("a", "the", "at" etc.)

This you can count towards my general style that i developed shortly after Reunion. I usually capitalise every word in a level title, because I think it looks better. And as everybody does it differently anyway I normally stick to my style in this case.
#1688
Closed / Re: Fix misleading traps!
September 03, 2019, 06:43:46 PM
Quote from: Proxima on September 03, 2019, 06:09:36 PM
My preferred fix is simply to move the trigger areas 1 pixel down (2 in a couple of cases). This would only disrupt levels where the trap is, right now, at the exact height where it looks deadly but is safe. In that case, either the designer intended it to be deadly and we'd be fixing the level, or they intended it to be safe even though it looks deadly. I won't be shedding any tears over such designers having to fix their levels.

That also would catch the cases where the height of the trap trigger area is used to block lems to a certain degree trying to get over it, or trigger area blocks in general.

An extension like in 1.) still has the least impact on the content as a whole while also fixing the problem.
#1689
Contests / Re: Level Design Contest #18
September 03, 2019, 06:02:53 PM
Only 4 days left! Get your entries in! ;)
#1690
General Discussion / Re: General Comings and Goings
September 03, 2019, 12:19:38 PM
I am back at my place again and will continuw to work on the next major beta version of the NeoLemmix Introduction Pack. I aim to release it during this week. :)
#1691
Closed / 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.
#1692
Thanks for the feddback Proxima. :thumbsup: I will go through this when I'm fully back next week and prepare adding the next rank. :)
#1693
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.
#1694
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.
#1695
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!