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Levels for other engines / Re: [Lemmings 2] Lemmings ... In Space!
« on: March 01, 2019, 12:06:18 AM »
Today I was only able to take a real quick look at the two levels you updated. I was able to mess around for a bit but didn't have enough time to really sit down and solve them. They look like they're going to be interesting, though! I'll try and play them as soon as I have time.

Levels for other engines / Re: [Lemmings 2] Lemmings ... In Space!
« on: February 27, 2019, 03:44:28 PM »
I played through the levels and I liked them a lot! :)

In general I think the puzzles were pretty good difficulty, and the execution was what's pretty normal for Lemmings 2. I got the intended solution on most of the levels, but I did find a few backroutes.

Spoiler (click to show/hide)

Overall I really liked this pack. Liked you said, it wasn't too difficult, but I think it had the right amount of challenge to be fun. :thumbsup:

Screenshots now attached. :-[
(To previous post)

I'm sad to say that I found some more backroutes, but I think I found an intended solution!

Spoiler (click to show/hide)

I've finally had time to take a look at the levels, and I managed to complete the Beach tribe.

So far these levels are great! :thumbsup:

Detailed level feedback:
Spoiler (click to show/hide)

Closed / Re: [Suggestion] Cull the zombie noise
« on: April 09, 2017, 01:42:14 PM »
Quote from: namida
^ Not always true. Some levels may have a zombie-spawning hatch but no preplaced zombies.

I didn't think about zombie hatches, so perhaps the sound should be played when there is one of those, but not when there are only preplaced zombies?

Closed / Re: [Suggestion] Cull the zombie noise
« on: April 08, 2017, 03:41:42 PM »
I think it's good if a noise plays when a lemming is turned into a zombie, but having that at the start of the level seems pointless to me because zombies are just as visible as preplaced lemmings, and no different noise plays when those are in a level. I would also suggest finding a new noise which is not as jarring.

In Development / Re: ArtLems - Development Topic
« on: April 02, 2017, 11:38:29 PM »
It's happened to me before. :-[

I would suggest trying to solve it, and if you don't manage to do so (perhaps you're better at making difficult levels than solving them), ask somebody on the forums via PM to take a look if they have time. There's also the possibility of you having made a change you forgot about that made it impossible to solve (for example, you could've been making a change, realized you wanted to do something else, saved the level while it was impossible/still in the process of being changed, and later forgot to complete the change).

NeoLemmix Main / Re: New skill: Farter
« on: April 01, 2017, 01:00:04 PM »
This should make for some really interesting puzzles! :thumbsup:

However shouldn't the skill be instant, like bombers already are? I feel like it would then conform to the other "exploding" neolemmix skills (viz. bomber and stoner). ;P

These aren't in any order, since it's not really easy to compare the difficulty of lemmings levels because of the different factors that go into it. I might be forgetting some, as these aresults just the ones that I can think of.

Save Me - reasons pretty obvious
No added colours or Lemmings - great puzzle, IMO best level in the game
The Great Lemming Caper - it took me a long time to finally figure this one out, despite there being many possible solutions
Just a Minute I and II - the timing is very frustrating, especially on versions with faster clocks than DOS
Call in the Bomb Squad - for some reason, I had a very hard time figuring out the pretty obvious trick to this one
Compression Method 1 - it took me a while to realize what I had to do to get through the bottom
I have a cunning plan - the trick in this one requires some creative thinking, took me a while to figure it out
Postcard from Lemmingland - great puzzle, took me quite a while to figure out
Triple Trouble - very hard execution, frustrated me a lot when trying to solve it
Curse of the Pharaohs - same as Triple Trouble

After I returned to lemmings a few years ago though, I found that looking for a lemming that you can clearly make out can help with assigning in a crowd, since the order in which the game displays the lemmings is similar to the skill assignment priority, making levels like Curse of the Pharaohs a bit easier.

Reduce options in "Manually Saved Replay Naming"
It seems that adding timestamps supersedes asking for overwriting files, so I suggest culling the option "Auto, Confirm Overwrite".
Regarding "Auto, Overwrite Old File": Exit is the only one using it. As Exit auto-saves all replays anyway and does not use the "Save Replay" hotkey, I suspect this setting gets very little usage as well. Exit, are my assumptions on your usage correct? If so, I would recommend culling this option, too.

You are correct, so go ahead and remove the option. I set this setting so that I wouldn't have to save replays manually, thinking I would need them, but I don't do much with replays anyway (or at least not enough to need to save one for each level I play :P).
Next/Prev Skill: Only Exit is using this hotkey. Given that we have specific hotkeys for skills and buttons on the screen, I wonder whether these hotkeys should be kept. Depending on Exit's opinions, I would either cull this hotkey completely or at least do not assign any default key to these functions.

I actually often find myself using the mouse to select skills, so this hotkey would not be missed. I would suggest outright removing this option.

Add a hotkey to w[r]ap between the minimum and maximum RR
There has been a discussion in IRC some days ago, how to make the RR hotkeys more useful. One suggestion was to have hotkeys that  jump to the most frequent RRs, namely the minimum and the maximum 99. To avoid having too many hotkeys, I therefore propose to combine these two hotkeys, which jumps to RR 99 whenever the current RR is less, and it jumps to the minimum RR if the current RR is 99.

If very few people use the hotkeys to increase and decrease the release rate, wouldn't adding this be somewhat pointless? Since most people use the mouse to interact with the skill bar, I don't think this would see much use. If it is added, I would suggest not having a default binding like you proposed for the increase/decrease RR hotkeys.

1) Attached

2) Things I use: pause, zoom in/out, clear physics mode, frame skips, next/previous skill (i.e. the hotkeys that scroll along the skill bar), fast forward, fall distance template, restart, and quit.

3) Never used any of the debug options.

Engine Bugs / Suggestions / Re: [SUGGESTION] Optional hints for levels
« on: March 03, 2017, 02:45:48 AM »
I agree with Icho. Lemmings isn't really a game for hints, but rather for experimenting with the various skills in different ways to find the solution, and using hints would ruin the whole experience of playing the game.

Having easy access to hints, and even just having hints at all, will encourage players to take the easy way out of solving a level: not having to work for the solution. In the extreme, this could lead to lazy players and diminishing interest in the game because such players will get accustomed to using hints to solve levels and will skip those levels which require thinking and effort. Additionally, players experimenting with levels leads to the discovery of bugs, new tricks, etc., meaning that the amount of those things found will decrease if usage of hints comes into being and increases.

If you really want to have hints for a level pack, including a text document with the download shouldn't be that much trouble, especially for namida and Nepster because they won't have to include a hint feature. :P I feel that a text document is a better way of giving the player hints as it isn't readily available and requires that the player does more than just press a key, mitigating the possible negative effects aforementioned.

Personally, I won't use hints if they are added. If I really want to know the solution to the level, I'll just find a replay or check youtube.

NeoLemmix Main / Re: Manuals for everything Neolemmix?
« on: February 25, 2017, 01:58:46 PM »
Wikis generally cover the gameplay of a game (levels, secrets, weapons, etc.), not the directions for use of tools and utilities pertaining to the game. I think a manual of sorts, which would perhaps be included with the Neolemmix download or on the Neolemmix website, would be better and much easier to maintain than a full wiki. Plus, searching a wiki just to find out exactly how to do something with a certain tool would be more trouble than just going to the forums and posting the question there.:P

It looks very nice! However, will you still include an option to just show the minimap, and not the extra buttons? Personally, I don't use those buttons when playing and just use hotkeys.

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