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Messages - IchoTolot

#1696
Nice to hear! :thumbsup:

Final advice from me for reverse levels would be to rely as little as possible on builder heavy levels and unnessesary time limits. Only use timers when they are needed to enforce a certain quick solution or block certain backroutes.
#1697
Next round is up! Let's determine the 2 finalists! :)
#1698
I've downloaded your level (LVL00.lvl) and I can simply open it with my editor. It's Tame 1 with the entrance and exit swapped. Also for the pack conversion, if you get to that stage: Try to reduce the levelsize to the actual playing area. Nobody needs 1600 pixels everytime.

There seems to be something wrong specifically with your version. Could you maybe give a download link with your whole NL folder so we can try to examine it. There should be something wrong somewhere, given that there were already misunderstanding with all the different engines and stuff.

I noticed in your video that your files don't have ".lvl" at the end while loading, maybe that could be a reason. I am slowly starting to run out of ideas though. :P
#1699
Ok, I've attached a video of me opening an .lvl level with the editor now.

For record I use the V12.6.5 editor (https://www.lemmingsforums.net/index.php?topic=4339.0) and NOT the one of the experimental release candidate V.12.7.0-RC (https://www.lemmingsforums.net/index.php?topic=4444.0), as V.12.7.0-RC is still in experimental testing. BTW, as I read this question popping up: Cleanse levels is F8 on the main menu there.
#1700
QuoteSo... old .lvl levels can be converted using the new NL Editor? I have the latest version and can't use it to open .lvl files. Hence all of this, really. It seems I have to use older software to make the necessary conversions.

If you know of a way to convert them using the new Editor, please let me know!

Well, that's what was said quite a few times in various topics. :P   It can open .lvl but can only save in .nxlv.

Just open the .lvl file, it's as simple as that. Just have it search for .lvl files indeat of .nxlv files while searching for the levels. There might be a few inaccuracies though, double check the level afterwards it might need minor adjustments.
#1701
Ok, I think a quick heads up in terms of formats is nessesary here:

".ini" levels: Format used for Lemmini and SuperLemmini only. Can be converted to ".lvl" with the Lemmix/ old format NL editor.

".lvl" levels: Format used for Lemmix and very old NL versions. Can be converted to the newest ".nxlvl" format with the newest NL editor (not to ".ini").

".nxlv" levels: Format used by the up-to-date new format NL versions.


For packs:

Lemmini and SuperLemmini packs only accept ".ini" levels.

Lemmix and very old NL versions use ".lvl" levels or in the NL case old ".nxp" packs.

New format NeoLemmix only uses ".nxlv", otherwise you already saw that it doesn't work properly.

QuoteOK, thanks. I'll get on this ASAP, I think this is going to make everything a lot easier. Convert to .nxlv and use the toolkit (which is very friendly btw).

Again be careful where you save with the toolkit. Better make a backup.

Insert your data, save inside the pack's already created empty folder (inside NL's levels folder) when you are ready.

You can also open/load a folder inside NL's levels folder with it to edit a pack.

#1702
Well, the obvious thing would be removing the ".txt" in the file names. For example my packs simply have "info.nxmi". Again, I advice to use existing packs as blueprints.

Also, even though namida stated that it's outdated, I personally still use the PackToolkit to create packs as I just find it much easier and quicker to use than to write files. I attached my version of this.

EDIT: Be careful saving with the toolkit -- it deletes and re-writes everything new inside a pack folder!

#1703
I created a Lemmini pack waaaaay back in the days and the way I did it was to look at a "levelpack.ini" file from an existing pack in the levels folder and write a new one specifically for my pack based on that blueprint.
I had a quick look and SuperLemmini seems to be structured the same. Quite a bit of writing will be nessesary as every level, musictrack etc needs to be mentioned correctly there - use your chosen blueprint as a guide and follow it. Afterwards the levels and your new "levelpack.ini" file need to be in the levelpack's folder inside the levels folder. Music goes into the music folder.

Let's just say it took a few hours to get it right. ;P It's quite a bit of a hassle writing these!
#1704
V 0.10 is out!

Following changes have been made based on namida's feedback:

- 3 16 Added another diagonal drop.
- 3 17 The walker is now a pick-up skill, RR locked and lowered.
- 3 22 Preview text had been made clearer.
- 3 23 A lot of skills are now pick-ups to greatly lower entropy.
- 3 24 Enforced the builder canceling.
- 3 25 The miner is now a pick-up skill to block a backroute.

New levels based on the plans I posted before will be coming when they are ready. :)    Better save replays by level name and not by position as quite a few position switches will be happening.
#1705
Alright, here are my answers:

Spoiler

Quote"Steps and Pixels"
An additional diagonal drop near the exit is a good idea.

Quote"Stepblocked"

Will make the Walker a pick-up, lock and lower the RR.

Quote"Concentrated Force"

This is a slight introduction/training to timing things as well. To the compression tutorial it adds nothing, but I also want to enforce a bit of timing/precision from time to time. Players need to learn it and this is a rather clear and easy case.

Quote"Combine & Conquer"

Will rework the text + make an extra training level with the fencer.

Quote"Equal Distribution"

That's very surprising! Will lower entropy through pick-ups again.

Quote"Special Staircase"

Will rework the builder part.

Quote"Stepping Up To The Stars"

Will enforce the additional canceling.


As I completely forgot a basic trick (Builder Walls), the fencer+builder case should be trained and I was already unsure to place digger stircases in advanced, the Basic Training rank will get 5 additional levels!

So new plan for additional levels:

Basic training:
- Precise Digger/Miner/Basher top-down Staircases
- Builder blocks
- Fencer+Builder Training
+ 2 more

Advanced Training:
- Miner+Platformer,Basher+platformer staircases
- Basher through parallel builders
- Stoner+Stacker step-up
- Digger assignments at the last moment before he falls
- Basher staircases without builders/walkers. 3 parts: 1) Block+Bomb. 2) Block+Dig+Bash/Dig+Block+Bash. 3) Without a crowd and 2 bashers: Block+Dig+Block+Bash
+ X

As for fixes:
Spoiler

- 6-pixel step up, Stepping through Terrain (diagonal drop at the exit)
- Training: Step-up (Walker pick-up, lock+lower RR)
- Platformer+Basher, Builder+Miner, Digger+Stacker (change pre-text)
- Training: Miner+Builder, Cloner (lower entropy)
- Walker Interrupt: Platformer, Builder, Basher, Miner, Fencer, Stacker (enforce Builder interrupt)
- Training: Walker Interrupt (enforce last interrupt)
#1706
V 0.09 is out!

Following changes have been made based on namida's feedback:

- 3 05 Increased lem count from 80 to 100.
- 3 07 The builders are now pick-ups to give the player a clear hint.
- 3 09 Platforms expanded to decrease precision.
- 3 11 Hopefully blocked the loops with flamers.
- 3 13 Most of the skills are now pick-ups to greatly reduce entropy.
- 3 14 Moved a platform to decrease required precision.

#1707
Onwards to the mixed group stage! The top 3 will be ensured by tiebreakers now! :)
#1708
Response:

Spoiler

Quote"Chalk Walk"
Will be fixed with a trap and a flamer most likely.

Quote"Hidden Crystalline Temple"
Really overcomplicated. ;P  But I think I can maybe restrict the skillset with pickups to lower entropy (only give like 2 stackers+2stoners at the start). I've attached the intended way for you to inspect.

Quote"Dig The Trench"
Should be no big deal to ease the precision.

#1709
Thanks for the feedback. :)

I think there are a few misunderstandings though that the only tutorial levels here are the ones that introduce mechanics. The other ones are just training levels where the player should be on his own learing what works and what not and maybe re-apply already learned tricks.

Spoiler

Quote"Tower Of Training"
Again, it's not a tutorial level. The goal is to simply give the player a bunch of tools and the rest is up to them. They can stick to 2 tools, they can choose otherwise. They should do what they think fits best for them. If the low-variety approach works and is ok with them, they should be able to do this. Finding out what works is the challenge.

Quote"With Minimal Efforts"
Yes, the crowd can be bunched up, that's a goal of the level actually and why the save req is only 20. Be ok to loose a few if the level allows it is the message here. I also want to hammer it in a bit that stoners are easy fatal fall killers. Again the goal of these levels are not to enforce variety, but rather drop the player into a (skill) pool and let them figure out to swim (solve).

Quote"Blocker Rocker"
"block under entrance / fall, dig later" I would consider a very essential and basic tool. I judge tricks not only on precision and difficulty, but also on occurance and usage and this is a method I use all the time and saw many levels requiring it. That's the reson it's here and early.

Quote"Steely Halls"
Exactly. Nothing new, just training --> no text.

Quote"Limited Release"
I will increase the lem count by a bit then. Again, I want to hammer the digger release in.

Quote"Reach-Around"
I gave extra little builders to make the player realise that building from 1 side doesn't work and every other thing in the level is just a re-telling of the last level. I don't see the high difficulty here to be honest. If the "sending a worker around part" isn't difficult then the bridges won't be as well in my book as the main reason to send a lem around is the bridge. But I want to hear more voices here. If more people feel this is too tricky I will include a level before this which introduces the 2 bridge approach specifically.

EDIT: I think I've got the idea for the level: Place pick up skills on each sides with the builders. That should hint at the 2 side approach as you NEED to get the pick-ups

Quote"It's A Stretch"
Ok, I can make each gap a bit more forgiving.
#1710
V 0.08 is out!

The update introduces the "Basic Training" rank with 25 levels!

The single levels intend to teach the following topics:

Spoiler
- Basic Training
- Basic Training
- Blocker release: Walker, Bomber, Basher, Miner, Digger
- Training: Blockers
- Training: Blocker Digger Release
- Basher Ascend, Climber+Shimmier
- Training: Basher Ascend, Climber+Shimmier
- Training: Blockers, Uneaven terrain
- Builder/Platformer Stretching, Basher positioning.
- Crowd Delaying
- Training: Crowd Delaying, Builder Stretching
- Training: Sorting, Planning
- Blocker Substitudes: Stacker, Stoner. Deployment Speed of Stackers and Stoners.
- Digger Holding Pit
- Training: Digger Holding Pit
- 6-pixel step up, Stepping through Terrain
- Training: Step-up
- Builder+Blocker, Miner+Blocker, Digger+Blocker
- Compression Method
- Training: +Blocker Combo, Compression
- Satcker+Cloner, Builder+Cloner, Glider+Cloner, Miner+Cloner, Climber+Bomber
- Platformer+Basher, Builder+Miner, Digger+Stacker
- Training: Miner+Builder, Cloner
- Walker Interrupt: Platformer, Builder, Basher, Miner, Fencer, Stacker
- Training: Walker Interrupt

Now, I need some feedback again on where I screwed up some texts or maybe missed some things.

If this rank becomes somewhat stable again I will start creating the "Advanced Training" rank. Currently I plan to cover the following things there:

Spoiler
- Precise Digger/Miner/Basher top-down Staircases
- Basher through parallel builders
- Stoner+Stacker step-up
- Digger assignments at the last moment before he falls
- Basher staircases without builders/walkers. 3 parts: 1) Block+Bomb. 2) Block+Dig+Bash/Dig+Block+Bash. 3) Without a crowd and 2 bashers: Block+Dig+Block+Bash

If you have more things that should be covered please post them here and I will consider them.

Changes to rank 2 will be made after the release of the next major NL version to cover anti-splat pads and neutral lemmings.