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Messages - Proxima

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1
Reviews / Re: Level Review--Lemmings Revolution
« on: Today at 04:16:31 pm »
Is the title a reference to the 'Back Street Boys'??

More likely it's this: https://en.wikipedia.org/wiki/The_Bash_Street_Kids

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I like the "Amiga Blue" lettering. What puts it above "First Recoloring Blue" for me is that the light pixels are lighter, giving the digits a more defined presence (yeah, kind of hard to find the vocabulary for talking about things like this, but maybe you know what I mean).

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NeoLemmix Levels / Re: Lemmings Redux
« on: August 05, 2020, 12:20:11 pm »
"The Boiler Room" wins 7-5 after a very exciting contest :P It was neck and neck for a long while, then TBR pulled ahead, then WillLem's vote closed the gap a little so I couldn't call it early, but still, a clear enough winner.

For fans of "It's all a matter of timing", I've made a decision. Not only will the level still appear in the NeoLemmix conversions of the full levelpacks, but since the ABC and ABCB versions are substantially different and both did appear in official versions of ONML, I will keep both as separate levels. (Right now currently leaning towards ABCB for Havoc 12 and the ABC version in Extra Levels, but that's a decision for later.)

So, to recap, the level selection and ordering are absolutely final now. We will keep to 160 levels, with "It's all a matter of timing" replaced with "The Boiler Room" and no other selection changes. Manic 11 "Where Lemmings Dare" and Manic 31 "With a twist of lemming, please" will switch places, with no other ordering changes.

All that's left is to make a final decision regarding talismans. I'll make another post going over the options and put up a poll later today.

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Engine Bugs / Suggestions / Re: [PROPOSALS][PLAYER] New menu design
« on: August 04, 2020, 12:18:35 pm »
The "One row of cards" argument seems to me more like a "make it more like Amiga" argument anyway.

It's rude to put words into other people's mouths. I find the current stretched-out cards ugly, and having them in a line would allow them to have much nicer proportions.

Creator's Tools could be accessed from buttons in the level select menu; they don't need to clutter up the main menu.

I really don't like the suggestion for the bright blue font. It may be clearer, but it clashes with the overall colour scheme and feels out of place.

I am absolutely against making the menu a different size from the game, because this would interfere with recording software.

My preferred option for talismans is having a hotkey (maybe that works both on the preview screen and in-game) that brings up a pop-up with talisman requirements in plain text. This could be combined with icons on the preview screen to show how many talismans a level has and which ones have already been obtained.

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A backroute is a solution that's more like bypassing the puzzle than engaging with it (which is of course subjective).

There can be unintended solutions that are desirable to fix for other reasons than being backroutes.

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NeoLemmix Levels / Re: Lemmings Redux
« on: July 31, 2020, 09:04:53 pm »
May I also suggest the direction of the entrance be changed to left instead of right. Otherwise good job.

That would make it harder to trap the lemmings with a builder wall, in case the player wants to do that.

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NeoLemmix Levels / Re: Lemmings Redux
« on: July 31, 2020, 01:43:22 pm »
Sure, I can do that. I've attached the fixed version of "The Boiler Room" to this post. (For "It's all a matter of timing", either look at the current Redux pack, or Minim's post further up.)

"It's all a matter of timing", if included, will have no changes from the current version. It will keep the four hatches, with the middle two stacked, because this was the outcome favoured by two votes, and namida's separate discussion seems to have resulted in the outcome that a majority feel stacked hatches are okay.

"The Boiler Room" will have 50 lemmings (to save 40), no time limit, steel only where there is visible steel, and the fire traps along the bottom adjusted so that lemmings walking down the spikes burn rather than drop off the level. The skillset will be unchanged.

We will not add miners. I guess the suggestion was tongue-in-cheek, but to remind everyone: Redux is not a pack of derivative levels. It may sometimes seem that way with the changes we have made, but all the changes are either to NeoLemmix-ise the levels (e.g. removing time limits, removing unnecessary blockers) or to improve the playing experience (revealing traps, fixing glaring backroutes). A change that permits a solution that wasn't possible on the original level would not be okay, except where this is an unavoidable consequence of time limit removal -- and even then, we would take a serious look at whether the new solution was different enough that it might be worth making an exception and keeping the time limit on that one level.

Finally, I know you are keen on your 100% saves, but this being possible on all levels was never part of the original game and there's no reason it should be on Redux either. 100% on "The Boiler Room" was only ever possible with an unintended glitch.

I accept that at the moment, there is no level that really shows breaking through a ceiling with non-bomber destructive skills; if we felt it urgent to have such a level, we could have included Wild 9 "Ice Station Lemming" or Blizzard 7 "Break on through". But at this stage, I feel it's too late to consider either level, when we've just voted to keep the pack at 160 levels; those two levels lost out in the original selection process; and both are execution-over-puzzle types that would be unlikely to win a vote-off against any currently included level.

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You should join the discord so we can chat about Repton some time 8-) Or if you're on the Lix IRC, that might get me to visit there more often, which I know Simon would be happy about :lix-cool:

Have you played the PC remakes of the Repton games? I've made quite a lot of levels for those.

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NeoLemmix Levels / Re: Lemmings Redux
« on: July 29, 2020, 09:30:54 pm »
Sure. Just doing my best to summarise all the arguments, strong and weak, so that I'm not favouring either side in the vote. It's interesting to see that it's pretty evenly split so far!

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NeoLemmix Levels / Re: Lemmings Redux
« on: July 29, 2020, 06:05:03 pm »
Thank you, that's a good idea. If we use "The Boiler Room" then I'll tidy it to meet NeoLemmix standards as we've done for every other level in the pack.

11
From quirky I found Prelude stuck out as a lot easier than the most of the rest. (btw I hope there are remakes of that level called Toccata and Finale?).

Ooh! Are you a Repton fan? 8-) (I know that all three names are musical terms, but that you zeroed in on those particular names makes me suspect that you spotted the Repton connection....)

There are later levels in the pack called Toccata and Finale, and all three are based on levels I originally made in Cheapo, an earlier engine that was less fussy about using copyrighted graphics, so I made tilesets for it using Repton graphics. (You can still see traces of this in the Lix remakes of the levels, of course. Another of my levels, The Crimson Room, is based on Repton in a different way.)

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NeoLemmix Levels / Re: Lemmings Redux
« on: July 29, 2020, 01:54:51 pm »
Okay, time to wrap this up.

Eight people voted, which is fewer than I would like for such an important decision, but just about enough to give me confidence in making the call.

Six voted for keeping the pack at five ranks, which is a sizable majority, so that is the final decision. Five voted for a smaller number of levels (160 or 162) and the other three voted for both a fewer-levels and a more-levels option, so again, that's enough of a majority to call it for sticking to a smaller number.

So, we will stick with the current setup of five ranks, 32 levels each, and that is absolutely final from here on.

Regarding the recent discussion of possible levels to add if we did add some more: several decent suggestions came up, but none that stood out as must-haves, especially as it's now agreed that the official conversions of the full original levelpacks will remain, so all the levels excluded from Redux will still be maintained in NeoLemmix.

However, there's one possible inclusion/exclusion I want to settle with a separate vote, and then this discussion is completely wrapped up and we can move on to talismans (as well as other possible changes, if any). Of all the proposed inclusions, "The Boiler Room" stood out as having fairly strong reasons for inclusion, and ranked joint highest in the recent vote. "It's all a matter of timing" is the one level I would consider dropping, partly because it's not especially interesting as a puzzle; partly because it's problematic because of the stacked hatches (although the separate discussion topic seems to have reached a consensus that stacked hatches are okay, it's a bit weird to do this for just one level).

Obviously, there are arguments on the other side as well. In favour of including "It's all a matter of timing", it is substantially different from every other level in the pack, and it's interesting to have a builders-only puzzle. Against "The Boiler Room", there is a previous level ("Don't leave any Lemmings" from Genesis) showing bombing through a ceiling, so it lacks some of the shock value it had in the original game.

So, yes/no vote on whether we replace "It's all a matter of timing" with "The Boiler Room".

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Lix Main / Re: Unintentional "solution"?
« on: July 27, 2020, 12:40:36 pm »
Yes, that's intended 8-) Although very simple, a lot of people miss this solution!

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Second round (click to show/hide)

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To quickly summarise a discussion we just had on discord:

I agree with Nessy that with the participation level being so high, it makes sense for each round to last longer than the originally planned 3 days, so that people have time to listen and respond to each other's picks. However, participation level will probably stay high, so it would be best to stick to the same round length throughout the game. I felt that going all the way up to 7 days would slow things down too much, as while it's nice to have time to respond properly to each other, I'm also excited about getting the next set of prompts. I think 5 days per round is a good compromise.

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