Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - IchoTolot

Pages: [1] 2 3 ... 190
1
Thanks for the replays! :thumbsup:

All solutions are acceptable and your suspected backroutes are cases where I either gave more skills than nessesary or allowed some alternatives. :)

Good luck solving the next rank. :)

2
NeoLemmix Levels / Re: [NeoLemmix] DoveLems [Difficulty: Easy-Medium]
« on: November 25, 2020, 08:11:52 pm »
V 3.4 is out!

Backroute fixes thanks to a bunch of SYCLW replays:

- 1 20 (blocker+bomber count is now 1)
- 1 25 (extended the water downwards)

- 2 21 (added a OWW)
- 2 25 (added a OWW)
- 2 30 (moved+combined 2 pick-up skills)

3
Quote
I can understand what you're saying about not every user wanting to mess with the sound files, but it really is a simple case of swapping out the file for 1 second of silence. I'd be prepared to provide that myself for any users who are against the idea of an RR sound.

In fact, here's one! (see attached) This file can be used to replace any sound in the game that you'd rather was silent. Simply rename it to whatever the original sound file is, and then replace it in NeoLemmix>Sounds. It takes less than 30 seconds to do and then everybody's happy!

Of course, all of this is moot if I'm really the only person that wants an RR sound

Quote
You're welcome Strato :D Just wondering though, why would there have to be an option for every sound, and not just the RR?


I think you don't understand the issues here. :8():

1.) 99% of users won't make a forum account or search on how to replace those files. Most likely they won't even recognize this is possible. No, they just silently keep on being annoyed so an existing swap file provided by you does not solve that. That's why I am also still sceptical about failure/success jingles, but there they are limited to the end of the level and not there constantly during playing so it isn't really a big deal.

2.) If we have an option in the menu for every sound it will look like a wall of checkboxes nobody can see through anymore. We want to limit ourselves there in order to avoid too much clutter.

3.) It's just a bad idea to have a possibly annoying sound play multiple times whenever a user has to fiddle a bit with the RR. Yes, even if this does not happen on every level I don't want to hear an entire circus play every time I want to try something out involving the RR! :devil: And yes I do that quite a bit! This was already getting on my nerves back in Lemmini! :devil:

I am not totally against 1 dink at 99 RR - in fact I just see it at rather pointless, but I am 100% against that whole Bloopedy Boopedy circus! Even more when it should also be standard! :devil:

Quote
The Amiga version features it, not sure about DOS...

DOS does not feature this.


I have another idea though: We take that silent sound and make it the soundfile for the buttons then anyone missing the Bloopedy Boopedy circus can go ahead and get it while everyone else can still enjoy the silence. :8():   

4
NeoLemmix Levels / Re: Lemmings World Tour Remastered [New-Formats Version]
« on: November 25, 2020, 12:19:19 pm »
Are my solutions acceptable now ???  If yes, I would consider recording the pack up soon.

But I highly suspect that there are still backroutes.

5
Quote
Sure there is. Let's say that the sound file is called "bloop". You'd simply delete "bloop" from the NL/sounds directory. Or, if this causes NL to crash, replace "bloop" with and audio file containing 1 second of silence. Done.

Why should I have to do extra work to have my silence ???  On top of that not every player is comfortable with messing around with the files.

The Lemmini Bloopedy Boopedy was always a major annoyance for me and I really would not appreciate a comeback. If a sound would be added I think a better option needs be found that doesn't sound annoying.

6
I personally would want my RR buttons to be silent with out any Bloopedy Boopedy sounds.:8():

7
Semi-finals are up! :)

8
V12.11 Skills / Re: [DISC][PLAYER] New skills general discussion
« on: November 24, 2020, 05:00:24 pm »
I've taken a look at the solutions Strato's 3 levels now:

Microcosm

The slider confuses me here I must say. It only really turns around and gets a lemming down twice and that could be easily emulated with a slight level layout change:
Extending the water area to the area where he would land and give him a swimmer. Remove the ramp to the water pit so he can get out and a wall on the right so he can turn. That way it's secured that only the swimmer can turn there.
This would also make 1 builder not nessesary so it can be culled and make the level more backroute proofed.
The other 2 turnarounds at the spears and the builder cancel each other out and are just for looks.

Otherwise it nicely shows the spear serving as a ramp to land on for a shimmier. :)

--------------------------------

The Creation

Again, the slider usage seems a bit basic here as it just turns around a lem 2 times and not even bringing him down on another level. You also need into invest another builder just for turnarounds! And this results in me breaking the level wide open - attached a replay. 8-)

I think using another grenader or a well thrown spearer could be more backroute proofed there and you can cull that 2nd builder + the stacker!

--------------------------------

Thus spoke Zarathustra

This uses the slider better with the shimmier interaction. In general shimmiers tend to act well together with 3 of the 4 new skills. Although placing the big pillar at the right side just screams "simply glide into it to get down" instead of giving 2 extra shimmiers and the slider! This can be done by 1 glider if the terrain below is slightly extended.

But the slider shimmier transition is still one of the stronger points of the skill in my opinion.

The infinite holding pit at the bottom only would need 1 terrain block at the left and the top slider usage could be emulated with a lem jumping up again when he turned around at the right though.

--------------------------------

All in all, you showed nice tricks with the slider but especially the turning around one has a major flaw in your examples: You need extra skills to make it happen and especially the case of using the builder only to turn around a slider has so many possibilities for exploits as extra builders are easily exploitable. And the turning around part can easily be emulated by so many other interaction or slight terrain changes. My replay here would serve as an example.

This could be improved thogh: I suggest if you use a skill only to turn around a slider, make the skill do something else on top of that! This way the slider interaction helps making another nessesary skill in the level even more important!

I think this rule could be used to make better levels highlighting the uniqueness of the slider! :)

Again, I take the slider over a new object any day! I just see that it still can easily substituted in many cases by existing behaviors so the better levels will likely find ways to highlight unique features without giving out extra skills that lead to easy exploits. Namida's "Pendantic Phaser" would be a good example here.

Your levels made very good showcases for the spearer and laserer though. Especially in combination with the shimmier. :)

9
NeoLemmix Levels / Re: [NeoLemmix] DoveLems [Difficulty: Easy-Medium]
« on: November 24, 2020, 08:33:37 am »
The thing with Maso 8 is if you don't use the right technique for the stairs it's extremely precise. With the right technique it's not that hard to do.

I aggree though that it tend to get annoying. Maybe 1 turn would have been enough here.

10
And the last prize has been won by: joshescue18! :thumbsup:

Finally 3 people have managed to 100% solve the whole pack with acceptable/intended solutions! :thumbsup:

I'm still hoping more will come to that point though. ;P

11
V12.11 Skills / Re: [LEVELS] New skills levels
« on: November 23, 2020, 05:07:29 pm »

12
V12.11 Skills / [BUG][PLAYER] Spearer/Grenader can throw through walls
« on: November 22, 2020, 07:46:08 pm »
Currently the spearer can throw through a 5 pixel wall and the grenader through a 1 pixel wall in front of a lem.

Both terrain checks should start at the lem's x coordinate to prevent this.

It is also possible to throw through a thin ceiling if the lem is directly under it. This is a result because the lemming is the "feet" and the projectile starting higher at the hand.

I dicussed this with namida and we tend to only check a few pixels below the projectile to throw out extreme cases and let throwing through very thin ceilings directly at the lemming's foot be possible - an example where this is also possible would be the climber being able to climb through rough terrain sticking out at the base. So it is consistent with that.

Visualization:



So we would allow throwing through this and hitting ceilings would start if we move the upper pole a few pixels upwards.



In any case throwing through thin walls before the lem should always be prevented!

Side note: The "razor's edge" trick is possible with the spearer and if you throw it at a 1 pixel thin wall it gets stuck with 1 pixel sticking out. ;)   That is indeed consistent with builder, platformer, stacker,....

13
NeoLemmix Levels / Re: Lemmings World Tour Remastered [New-Formats Version]
« on: November 22, 2020, 05:26:50 pm »
Resolved/Rebackrouted the fixed levels.

14
NeoLemmix Main / Re: Rising water
« on: November 22, 2020, 04:48:39 pm »
Quote
That said, instant bombers can be fun, and are certainly more convenient. I personally think this is a situation where both would be best; i.e. if Timed Bombers could make an appearance maybe as an alternative version of regular instant Bombers, so that either could be used in a NeoLemmix level, that may be a good way to bring it back without upsetting too many people. Maybe. I won't get my hopes up though
Quote
Hi WillLem, this is exactly the idea I had concerning Timed Bomber, as another skill, like to Bomber. Isn't that a good idea ?

This idea has potential in SuperLemmini, but not NL. Again, timed bombers only add execution difficulty and we exactly want to avoid that in NL - therefore we want to avoid timed bombers. As a result, Slowfreeze and radiation were removed as well.

Try pleasing every party with 1 engine is a bad idea in general regardless of engine's core motivation. For timed bombers there is always Lemmini and the original games and as SuperLemmini's philosophy is closer related to those as well a comeback there would fit.

My personal opinion on them is very radical: Burn timed bombers to the ground and whereever they try to resurface again hit them with a hammer! :devil:

15
NeoLemmix Main / Re: Rising water
« on: November 21, 2020, 03:20:58 pm »
Quote
Lemmings Original's Diet Lemmingaid level (Level 17, Tricky), isn't it a bit too simple now ?

Let's say the engine isn't built around the original levels anymore and the core philosophy shifted away from execution difficulty and towards puzzle difficulty.


Pages: [1] 2 3 ... 190