I'll be away at my hometown from Tuesday to Tuesday. So way less activity during that time period.
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Show posts MenuQuote- Mayhem 21, "Enter at own risk" was going to be removed at completed version. I thought this level is too ridiculous and unfair, but finally included to the pack with removing. Because a very difficult level was needed for 'Buy a pizza' bet with ssam1221. (And he finished Mayhem 21 with intended solution.)
Quote"flea market"
QuoteHow about my - initially somewhat jokingly uttered - idea of recolouring Oh-Noers to the regular colour scheme
Quote from: ccexplore on August 21, 2019, 06:52:38 PM
Actually, I think we are kind of missing the point now that I review namida's original message more carefully. If I understand correctly the problem considered most severe, is specifically that you can currently do ohno -> drown -> assigned swimmer now and it swims (and recycle the lemming from impending death, to borrow IchoTolot's words). Proposal B by itself actually is meaningless for this case--you have to specifically remember that the drowning lemming was transitioned from an ohno lemming, so that either the attempted subsequent swimmer assignment is disallowed, or that it is allowed but does not let the lemming swim.
In other words, it seems like you'd need both B and C actually, if I understand the situation accurately.
QuoteThe Climber stops climbing, yes, but it doesn't "lose" the Climber skill in the sense that it doesn't suddenly fall off the wall.
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Instead, with the Climber remaining in its place when oh-noing and sort-of "standing in the air" while doing it, one could argue that Swimmers should do the same, i.e. "stand" on top of the water area an finish the oh-no-animation plus the explosion, rather than continuing to fall.
QuoteFloaters and Gliders can't oh-no, and coincidentally, Oh-Noers can neither float nor glide, because they never reach splat height anyway before exploding, as I've repeatedly outlined in this thread. So we never actually see whether they "lose" the skill, unless you'd want to argue that floating or gliding lemmings already open up their parachutes very early during a drop, i.e. even before a regular lemming would reach splat height - and Oh-Noers don't.
QuoteIf the Lemming should not behave like a swimmer that therefore renders out swimming (after the basic assumption) and exploding (as that would imply that he switch to swimming), he should behave like every other Oh-Noing and simply drown, what would be consistant with 1.) on top of that: A oh-noing swimmer should not swim anymore, but again should be "eaten" by the water.
QuoteNow, try assigning a swimmer to the ohno'er before they hit the water (you can't do this during the ohno, it must be done before assigning the bomber). Notice how instead of drowning (since swimmers can't drown), they continue falling to the bottom of the water, exploding when appropriate. This part, IMO, is fine.
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I don't know how many levels the first rank, "Skills", is supposed to have eventually, or whether these are all already. If so, 12 is a weird number for Lemmings packs - I'd suggest going up to at least 20, maybe even the standard 30, and show a little more of skill interactions.
Quote, that gliders interact with updrafts,
Quotewalkers can cancel skills
Quotethat cloners copy skills
Quotesome skills just are too complex to point out everything they do in one level, I guess.
Quote from: Dullstar on August 18, 2019, 06:51:50 PM
Looks good so far! For the most part the skill combinations make sense, but there is one that I think could use a little reconsideration: walkers and cloners, in my opinion, didn't really demonstrate the behavior of either skill very well, which could result in the player having forgotten the information about each skill presented in the text by the time a level requests them to make use of it. Show, don't tell, after all.
Behaviors of cloners not demonstrated:
- Skill continues after use.
Behaviors of walkers not demonstrated:
- Cancels skill in use.
- Can be assigned to blockers.
I've attached replays.
QuoteGeneral - some of the preview texts seem really compressed into the middle of the screen, with not much vertical spacing between paragraphs. Each line can be up to 40 characters iirc.
QuoteFor the shorter texts, I think what you've done with splitting them up into a larger number of shorter lines is actually a good thing. The font used isn't very readable in long paragraphs, but having shorter lines helps make it a lot friendlier.
QuoteI noted some small issues with the intro texts as I was going along, so when I have time I'll look through them again and make a detailed post. I also think some of them (especially the first) may be too wordy and this may be a bit tricky for new players to take in all the information. It may be a good idea to think about what's really important to say and what can be left for the player to infer.
Quote, you mention the 64-pixel splat height, but users won't be happy about counting pixels, so the splat ruler should really be introduced here.