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Messages - Proxima

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1
Challenges should be fun, but they aren't just games. They should set a clear goal, and be our best attempt at meeting that goal.

Here, the goal is clear: to determine which levels can be beaten with (any quantity of) the new skills, but none of the old ones. The fact that there might be 15 new skills, but only 10 can fit on the panel at once makes things awkward, but doesn't excuse leaving any skills out. So the rule will continue to be: you can edit the level to provide whatever new-skills-only skillset is most appropriate to beating the level with the smallest number of skills.

2
V12.11 Skills / Re: [LEVELS] New skills levels
« on: November 23, 2020, 06:40:08 am »
Version 4 of You Scratch My Brick (slider, spearer and grenader)

I've used the Marble tileset's fire object for now, since the experimental is limited to the original styles; for the final release (if one ever happens) I would use the fire object from proxima_tile.

3
V12.11 Skills / Re: [DISC][PLAYER] New skills general discussion
« on: November 22, 2020, 05:26:18 pm »
Okay... "You Scratch My Brick" may not be completely unfixable. Here's version 4.

4
Level Design / Re: Vote on the theme of my next pack!
« on: November 22, 2020, 03:07:58 am »
Not just four. As of right now, eleven people have voted for astronomy, putting it far out in the lead! :lem-mindblown:

Phobos and Deimos are named for the Greek for "fear" and "terror", which makes it appropriate that the videogame Doom is set on the two moons. Maybe that connection could inspire a level or two :P Incidentally, I just found out now that I've been pronouncing Deimos incorrectly for years -- it's "die-mos", not "day-mos" (at least in English).

You might be able to guess that I have a fondness astronomy. I don't know... something about my profile might be a slight hint :P

5
NeoLemmix Main / Re: Rising water
« on: November 22, 2020, 02:12:30 am »
I would greatly support the return of Rising Water, Timed Bombers, Superlemming and Karoshi - all of which are perfectly acceptable game elements which I enjoy. However, they were unfortunately lumped in with a lot of other much more tiresome gimmicks (in particular, those that directly affect the skill assignments) which very quickly lose their novelty value.

Timed bombers were not part of the gimmicks removal. They were removed in January 2016, after a period of time in which NL offered pack designers the option of either timed or untimed bombers on a per-pack basis (as opposed to gimmicks, which were set per-level). Everyone had chosen untimed bombers, with the sole exception of GeoffLems (and that might be because it was exported from Lemmix), so namida asked the community whether the option should remain at all. The topic only got a couple of responses, all supporting removing the option.

Entirely separately, in February 2016 (I hadn't realised until I looked back at the dates that they were so close together!) namida started a topic suggesting reducing the number of gimmicks; that thread got a lot more attention, with a lot of people giving a full list of which gimmicks they liked and didn't like. I don't think anyone called for the removal of all gimmicks; that was (at the time) a very surprising outcome, and the decision certainly wasn't made on the basis of "forum culture". I don't want to speak for namida here, but I think that since he knows the code better than anyone, he wanted to get rid of all the gimmicks to make the code cleaner and make it easier to add new features.

6
V12.11 Skills / Re: [DISC][PLAYER] New skills general discussion
« on: November 21, 2020, 06:26:10 pm »
Since others are already giving their opinions of the new skills, I will too, with the obvious caveat that this may change as I spend more time playing with them.

The spearer and grenader are huge fun -- for some reason, it is really satisfying to see the projectiles flying around, and to construct solutions where lemmings in one place affect things in another place. The two skills complement each other really well; spearer is the more versatile of the two, but the grenader is not far behind and also has a very interesting unique use case, being able to release a blocker without having to give the player any of the line-based destructive skills. In short, both skills are great and I'd love to keep both.

However, I still feel the arc is too broad, making these skills a bit too powerful, which will be a continuing nightmare from the backroute-prevention point of view. My preference would be roughly what I suggested earlier: same height, about 3/4 of the current width. But if they make it in with the current arc, they are still great skills and I'll be happy to use them.

I don't like the laserer at all; I just can't think of anything interesting to do with it. Its two main uses -- digging diagonally upwards, and affecting ceilings from a distance -- are covered by the fencer and grenader respectively. I still think a steeper laserer (such as 3:1) would be more interesting. But I guess we're not going to get to play with that possibility now.

The slider is still the best of the new skills :P

7
V12.11 Skills / Re: [DISC][PLAYER] New skills general discussion
« on: November 21, 2020, 02:39:05 pm »
Looks like that's it for my first level. I can accept Icho's solution, which uses the main trick, and even shows off another interesting trick with the new skills that I didn't intend; but I can't see any way of fixing Armani's without breaking the intended solution.

I guess it just goes to show how powerful the new skills are :P

8
Actually, this topic is about the editor hotkeys, which are not remappable :P

9
V12.11 Skills / Re: [DISC][PLAYER] New skills general discussion
« on: November 21, 2020, 12:24:57 am »
Here's my first new-skills level 8-) Already on version 3 after backroutes by IchoTolot and namida!

10
More accessible hotkeys would be extremely welcome. My suggestion would be the corresponding number key, e.g. 5 for F5 and = for F12.

11
Lemmings Main / Re: Fun with WAFD
« on: November 20, 2020, 02:24:52 am »
This thread seems to be discussion of WAFD without a challenges focus, so I'm moving it to Lemmings Main.

12
Challenges / Re: [NeoLemmix] Minimum total skills
« on: November 19, 2020, 02:22:36 am »
Results up to Zany 12 filled in. The most noteworthy ones are:

* Quirky 32 "And then there were four", 15 skills. I haven't watched Minim's 17, but I guess he used unnecessary crowd control for the lower entrances -- the RR is so slow, spread among four entrances, that you can do without crowd control and still save enough.

* Zany 12 "Twins", 7 skills. This is the builders-only solution I did for SYCLW, but looking at the SYCLW topic, I posted a replay for 4 builders, but not one for builders-only, so here it is.

13
I'm working on integrating the new additions into the proxima_persia style, after which davidz_persia shouldn't need to exist separately.

* Entrance and exit have no problems.

* Button and locked exit are okay for now, but the locked exit needs to open to reveal stairs rather than the plain teal rectangle. I can do this, but I won't get to it tonight.

* I like your idea of the floor spike holes being a trap (while the "out" spikes will still be a fire object), but if we're going to make that change, the holes have to become part of the trap graphic; I'm not happy about the idea of just trusting that designers will use the trap together with the terrain holes. Again, I can do this myself but I don't know when I will have time.

14
NeoLemmix Styles / Re: Proxima's tilesets
« on: November 18, 2020, 11:59:14 pm »
Updates:

proxima_tile: Removed a file ("brick_01" in Objects) that had been left there by accident.

proxima_persia: Added some pieces from David's additions, and a new piece of my own:

* button
* entrance (David's piece, replacing the old entrance)
* exit (David's piece, replacing the old exit)
* exit_locked
* terrain/floor_backdrop. The purpose of this piece is to be placed behind the new button so that lemmings can walk over it.

An example of how to use the button appropriately, with floor_backdrop behind it:


15
Tech & Research / Re: Glitches in Lemmings
« on: November 18, 2020, 09:08:18 pm »
Clam probably won't know since he doesn't frequent the forums these days. The link is here.

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