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Messages - IchoTolot

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1
In Development / Re: [NeoLemmix] NeoLemmix Introduction Pack
« on: December 08, 2019, 03:17:30 pm »
I completely forgot to respond to Willem. I've read the message and looked through the replays though. ;P

V 0.14 is out! :)

A level has been added as the new rank 2 finisher:

- Neutral Response (Introduction to neutral lemmings)

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This is the kind of pack where just giving replays without any further feedback really isn't all that useful. The goal of this pack is to introduce new players to NeoLemmix, so comments on how well it does that (or what could be improved in regards to that) are much more helpful than replays here. Of course, other feedback is almost always useful; but this pack is unique in that it's the more important aspect.

Well, it still resulted in this: ;)

Backroute fixes:

- 3 20 (extra steel)
- 3 30 (extra fencer pick up)

I also patched up the spelling mistakes and slight unclarities Willem pointed out. :)

Thanks again for the feedback! :thumbsup:

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I'm happy to proof-read all of the pre-screen texts for you if you'd prefer to delegate this particular task elsewhere; PM them to me and I'll have a look as soon as I get the chance.

Will do that for rank 4. ;)

2
NeoLemmix Levels / Re: Lemmings World Tour Remastered [New-Formats Version]
« on: December 05, 2019, 04:00:27 pm »
Had a bit of time today, so I added the first 10 levels of the Professional rank to the replay collection. :)

3
I for my part would even say the outline version of the arrows looks way better than the old version.

I consider this as a straight upgrade and would also highly doubt any person would be totally turned off over slightly different OWWs.

4
Look at the bottom-right of each arrow in the one-way-right arrows (this must be the actual OWW_right object, not just a flipped OWW_left).

So just some very minor animation change needed here.

Alright then, as long as they stay bright yellow (I find them very fitting here) I am totally for this change in favor of simplicity. :)

5
I had a look at the L2 and L3 ones - unfortunately I didn't save the screenshots. The only thing that stood out to me was that l2_egypt and l2_shadow have custom one-way arrow objects. l2_shadow's were barely different from the default (and not different at all for the left-facing arrows), so l2_shadow will use the default ones in the future. l2_egypt's are a bit more different - I get the impression they're taken from WinLemm and downscaled? - so I'll leave them as is, unless people really think we should use the standard ones.

Shadow should just have standard bright yellow ones in the normal case. Can I ask in which terms they are currently different? ???

L2 egypt ones are indeed downscaled WinLemm arrows

6
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Workaround: Pause and assign the walker. You can now immediately mouseover the lemming to see its glide path; go back one frame if you don't like the result.

This is pretty close but not 100% ideal, so I will look at implementing Icho's suggestion in the future.

I knew that walkaround and already did this, but why do that when we could see it immidiatly. ;)

7
Imagine you have a shimmier who is also a glider and want to interrupt the shimmier action with a walker.

I think it would be beneficial to already show the resulting glider flight path while hovering with the walker skill over the shimmier+glider lemming.

Yes, it's situational, but I think in these situations precision glider flights would become easier to aim and accomplish. :)

8
NeoLemmix Levels / Re: [NeoLemmix] DoveLems [Difficulty: Easy-Medium]
« on: November 25, 2019, 02:49:09 pm »
Hi all

Finally joined but have been playing neolemmix for a few years now then when i run out of levels/get stuck I stop playing for a while then delete everything and start over.

I dont understand any of the technical aspects or the correct protocol for this question but 1.28 of Dove Lems is driving me absolutely bonkers I cannot see any way to get the little fellas down. any help would be appreciated.

(please delete if not allowed or move to the correct thread thank you)

Welcome to the forum! :)

The question is in the correct thread and here is my hint:

Spoiler (click to show/hide)

The method is unconventional, but let's say if you seen it once you mostly will see it coming the times afterwards.

May I interest you in the currently in development NeoLemmix Introduction Pack (if you haven't already seen it). For example this type of level is introduced there in the skill rank as well. ;)

9
I've resolved the levels, except Silly 1 and 2 (Sorry I won't be playing through those 2 again, as they are just unfun in my opinion).

I think I've still found quite a few backroutes. ;)

10
Lemmings Main / Re: Joke ideas for skills and objects
« on: November 23, 2019, 09:29:32 am »
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What if there was an object that, when a lemming passes through its trigger area, removes all permanent skills from a lemming?

I like this concept.

It would most likely not be a high usage object, but currently there is no mechanic to remove permanent skills from lemmings.

Yes, the term permanent would loose it's meaning a bit, but this idea accomplished something new.

It could also be implemented as a skill instead of an object. :)

11
Contests / Re: Level Design Contest #19
« on: November 22, 2019, 05:06:22 pm »
Finally had time to make my first entry. ;)      Be sure to work on your ones as well! :)

12
NeoLemmix Main / Re: Access Violation on Startup
« on: November 20, 2019, 04:17:29 pm »
Welcome to the forum. :)

What exactly did you download? ??? So that we can make sure what you have got right now.

Normally the installer here should give you anything you need: https://www.neolemmix.com/

If you want to do it manually, you need to get the player+styles from this site and set it up as ccexplore said.: https://www.neolemmix.com/?page=neolemmix

13
NeoLemmix Levels / Re: Lemmings World Tour Remastered [New-Formats Version]
« on: November 17, 2019, 10:56:15 pm »
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    2 23 is a bit hard for the position


On this one ("Fields of gold") you had even more skills remaining, so just from watching the replay, it seemed like this particular one was even easier for you. Are you maybe referring to the level above or below? ???

I've mentioned them by name again, just to be able to clarify.

No, it's exactly this one. I had a few skills left over, but it still took me the longest from rank 2.

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Regarding the trap: Take a good look at its position again and I doubt you'd want to refer to that as chocolate...

I knew what it shall represent. ;) 

14
NeoLemmix Levels / Re: Lemmings World Tour Remastered [New-Formats Version]
« on: November 17, 2019, 03:48:12 pm »
Finished Amateur. :)

Good levels in there. The difficulty is still a bit variable but not as much as before (For example: 2 15 too hard, 2 23 is a bit hard for the position, 2 31 waaaay too easy, 2 34 a bit too easy).

2 13 and 2 26 I would say is are prime examples that the pack is more enjoyable now if my guess is right that before there was radiation/slowfreeze in there. No way I would have enjoyed/wanted to play that with radiation/slowfreeze. :P

I should have tracked a few serious backroutes this time, but I await your call there. :devil:

My favorite level was 2 10! :thumbsup:   I also really enjoyed 2 32 and 2 35. :)

Level I did not really enjoy: 2 08 (I did expect the dogs but not the chocolate, also I would say it's too hard for the position), 2 40 (no way to find the exit without true physics mode here, also it's quite easy for the position)

15
That's exactly why I do mostly just replays for my lemmings series. When I am at a difficult level, I like to take my time and think in peace. The contest levels are an exacption as most of them are quite solvable in reasonable time.

United was never made with main focus of being let's play friendly. It was made to create the ultimate challenge, to provide minbreaking levels that give the statisfying feel of accomplishment when you beat them that I crave so much for when playing other levels. In the process of playing the player should reach their limits while also increase their solving capabilities over time.
Of course that makes it very difficult to let's play.
The style solve first then show+maybe exaplain (if you want commentary) replays would fit much better here.

I personally don't mind longer videos though.

The new introduction pack and my next planned project should fit a bit more into that let's play category anyway.

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I remember in rtw's DoveLems LP where he spent one video on a single level (The Spring in the Maso ranking) and I did not enjoy that video

"The Spring" is one of my alltime favorite levels, but yes it takes quite a bit to solve.
I would put it is way:  Not every great level is a good let's play level and not every great let's play level is a great level (not a bad level nessesarily just not GREAT/memorable).

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