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Messages - namida

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1
There would need to be a lot of support, and some good reasoning, for me to do it as a per-skill thing. My current expectations are (a) this feature will likely get implemented, but (b) only as a "all or nothing" rather than per-skill thing.

2
Yes, as long as it is on a suitable board (in that case, most likely General Discussion, as we don't have a dedicated shitposting board).

3
NeoLemmix Main / Re: [PLAYER] Side-quests in levels
« on: April 12, 2021, 06:55:52 AM »
No, it means that (as far as physics are concerned) the time to "comprehensively address the possibilities that the engine presents" has passed and it is now time to focus on implementing the remaining ideas that have been accepted (or at least, discussions on have been opened), so that NL's physics can be declared finalized eventually.

Now would be the time to "comprehensively address the possibilities that the engine presents" for UI features, if that's what you want to call it, on the other hand.

I thought you'd called time on UI suggestions as well...?

I've set cutoff dates for them, but those dates have not yet passed.

4
It's a rule of the NeoLemmix Bugs / Suggestions board. So - you should not be creating polls anywhere on the NL Bugs / Suggestions boards, unless of course I specifically give it the okay (which I usually won't, unless it's eg. a suggestion being discussed on Discord and I say something like "create a topic and add so-and-so as a poll"). Elsewhere on the forums is fine, as the bugs / sugs board rules don't apply outside those boards. ;)

5
NeoLemmix Main / Re: [PLAYER] Side-quests in levels
« on: April 12, 2021, 02:44:06 AM »
Quote
I think namida was too quick to dismiss the idea, in all honesty. I understand that he's looking to get things wrapped up for NL, but surely that means that now more than ever is the time to comprehensively address the possibilities that the engine presents.

No, it means that (as far as physics are concerned) the time to "comprehensively address the possibilities that the engine presents" has passed and it is now time to focus on implementing the remaining ideas that have been accepted (or at least, discussions on have been opened), so that NL's physics can be declared finalized eventually.

Now would be the time to "comprehensively address the possibilities that the engine presents" for UI features, if that's what you want to call it, on the other hand.

6
NeoLemmix Main / Re: [PLAYER] Side-quests in levels
« on: April 10, 2021, 06:45:18 PM »
I don't really feel like digging through the closed topics, but I'm pretty sure that the "talisman unlock object" has been suggested much more recently than the gimmick / secret level cull? (As in, during the new-formats era at least.)

7
New Skills / Re: [DISC][PLAYER] New skills general discussion
« on: April 09, 2021, 09:52:15 PM »
I am reminding people again - do NOT use the level sharing topic for anything other than posting levels!

There has been a major spike in posts that are not suitable for that topic showing up lately, to the point that I am considering whether I need to start issuing warnings for it.

Just out of curiosity, why do you feel so strongly about this?

Also, it's only natural that people will want to discuss the levels and share replays in the space that feels most relevant.

To keep it relatively easy to find the levels themself, rather than having to wade through the discussions.

As a tip: You can click "quote" on a message in that topic, then copy/paste into a reply in this topic, to have the link etc preserved.

8
From the rules topic:

Quote
4. Please do not create polls in your topics. I will add polls as I see necessary, that ask questions that get the kind of answers I'm interested in finding out.

9
Closed / Re: [SUG] New talisman item - Level object
« on: April 08, 2021, 08:29:50 PM »
This would cross the line into being a physics suggestion. On top of that, this idea has been shot down in the past. That's two reasons to say no to this one, sorry.

10
I'm not sure how much traction this idea will gain, but I'm not outright averse to it.

On the technical side, the way I'd foresee this working is:
- When the save requirement is met, NL checks if any zombies are alive on the level. If not, the talisman is awarded.
- When a zombie dies, NL checks if the save requirement has been met yet. If it has, NL then checks if any zombies are alive on the level. If not, the talisman is awarded.

The postview screen is basically UI fluff at this point. Records (including talisman unlocks / completion status) are registered the moment you achieve the requirements in-game, so eg. if you reach a level's save requirement, then instant-restart via hotkey, then exit, the level will still be marked as completed in your save data (because you did reach the save requirement, even if you didn't proceed to the postview screen afterwards). I will stress that it is only recently that NL started fully working this way, V12.10 or V12.11 (I forget which).

11
This is more an extension of the shimmier tunnel one, but you can...

Spoiler (click to show/hide)

Also in general - Laserer is interruptible. There's no midstroke effect like with bashers/miners/fencers, but you can still make a shorter tunnel this way.

12
New Skills / Re: [DISC][PLAYER] New skills general discussion
« on: April 08, 2021, 06:38:02 PM »
I am reminding people again - do NOT use the level sharing topic for anything other than posting levels!

There has been a major spike in posts that are not suitable for that topic showing up lately, to the point that I am considering whether I need to start issuing warnings for it.

13
New Skills / Re: [DISC][PLAYER] New skills general discussion
« on: April 08, 2021, 06:34:29 PM »
Re-extract the copy of the default style from the download. My guess is this is happening because you're replacing "default" (or more specifically, the lemming sprites within) with a copy that doesn't include the sprites / metadata for the new skills.

With a non-standard set like Xmas, it would fall back to Default if something is missing (which it would be, as Xmas sprites for these skills don't exist, not even placeholders), but obviously if even Default is broken, not much it can do about that.

This is also why it ships with default marked as "last updated in 2100" or some crazy shit like that - so that the exp build won't auto-update that style if you click "Update All" in the style manager.

To be clear, you CAN use newer copies of default if/when such are released - just make sure to put the extra sprites (and the modified scheme.nxmi) back after updating.

14
I have elaborated on this to add cutoff dates for UI suggestions as well. There is no cutoff for bug reports at this stage.

15
See Armani's slider bug report topic, which also mentions this shimmier issue: https://www.lemmingsforums.net/index.php?topic=5525.0

As I mention there, it is technically an expected outcome of other physics details (specifically, in this case, the shimmier doesn't quite end up far enough below the level bottom boundary to actually die), but it's definitely a corner case that needs fixing.

Workaround in existing levels is to add water or fire along the bottom, or just make the bottom-touching terrain not Shimmier friendly.

This will be fixed in 12.12.

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