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Messages - nin10doadict

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I feel your pain Crane. This happened to me last time... That's another reason I wanted my level to be somewhat open ended. It ended up getting a bit out of hand, though. :XD:

@Crane: I can understand my level not being a favorite, it is a multitasking nightmare. I'm kinda surprised that you thought it the hardest level, though I haven't looked at the other levels yet.
My main purpose with this level was to show off the gear decoration object I cobbled together.

Lix Main / Re: Autosave replays: Run to end? Different icon for quicksave
« on: January 12, 2019, 04:47:57 am »
On the topic of save/load icons, the ones used in The Incredible Machine: Even More Contraptions immediately come to mind.
Spoiler (click to show/hide)

In Development / Re: Lemmings Open Air [30/120 levels completed]
« on: January 05, 2019, 10:25:27 pm »
Spoiler (click to show/hide)
I also just solved level 22, which took about 3 minutes. Pretty sure my solution is intended, I needed everything and it felt solid.

Also, level 15 is desperately broken. :-[:evil:

In Development / Re: Lemmings Open Air [30/120 levels completed]
« on: January 05, 2019, 02:40:17 am »
Progress update!
I can't load a few levels due to missing tilesets. I found your autumn and money sets, but can't find the new format version of Gigalem's Tree-mod set.

I also think I broke a fair number of levels. Most of my solutions that I've found feel like cheese in one way or another.

I'm pretty sure how to do level 4 and level 7, but...
Spoiler (click to show/hide)

Live Event Scheduling / Re: Arty's streams
« on: January 05, 2019, 02:34:24 am »
Darn. One of these days we'll get a seed that we actually finish together. ;P

Live Event Scheduling / Re: Arty's streams
« on: January 04, 2019, 10:54:38 pm »
I'll probably pop in. Maybe we can finish the seed we started as well if time allows. :D

In Development / Re: Lemmings Open Air [30/120 levels completed]
« on: January 01, 2019, 06:58:02 pm »
There's also the fact that I tend to take long breaks from the game, which thus causes my skills to deteriorate and make it harder to get back into the game again.

Plus, with my new full time job starting up soon I will have a lot less time to just sit down and bang my head against a hard level. That said, I did figure out the first level within two minutes after taking a second look at it, so it might just take some time to get back into the groove. :D

I also solved level 3 (the first shimmier level) and I think the bottom block with the water needs left-only arrows on it. Without them the walkers and the second shimmier are unneeded. Replays for these two levels are attached.

I'll see if I can keep chipping away at some of the other levels and post some more replays later.

In Development / Re: Lemmings Open Air [30/120 levels completed]
« on: January 01, 2019, 02:24:30 am »
Well, I can say one thing...
These levels are way too hard for me to solve without massive time investment. I couldn't figure out any of them.
Seems your levels just keep getting harder. Some might enjoy that. I don't. :devil:

In Development / Re: Lemmings Open Air [30/120 levels completed]
« on: December 31, 2018, 02:31:52 am »
Custom success and failure chimes need to go directly into the 'sound' folder in the NeoLemmix directory. They must be named success.ogg and failure.ogg respectively. I have a small collection of different ones, so I have an extra folder in there to hold them so I can swap them as I wish.

I might dive into the testing of this a bit later. Tomorrow, perhaps, as I have to go to work soon.

Oh my. That's... quite the thing. ???

Some additional information: I was having trouble reproducing this at first because I had another command mapped to F2 (load state, which was likely a default as I never used it). Only by unassigning this command could I open the level menu while playing to reproduce the glitch.

Non-Lemmings Projects / Re: namida's new RPG project
« on: December 26, 2018, 04:56:33 pm »
The turn queue reflecting buffs gained/lost with the move sounds very good.

Well, enemies having infinite MP or not needing it for anything is fine, as long as you don't try to play tricks with it.

I recall one battle in Bravely Default where a boss character was talking about his party "using up too much MP," leading me to believe that using abilities and attacks to drain their MP was a valid strategy. Nope. They either have practically infinite MP or just don't need it for their attacks.
Coincidentally, that battle is one of the hardest in the game if you don't use cheese tactics, and not just for the reason that the dialogue tries to mislead you.

Fan Corner / Re: Careless strolling
« on: December 26, 2018, 04:50:02 pm »
All of Nepster's points here are valid, and I agree with them.
That said, don't let the lack of high-res graphics discourage you from trying your hand at making a graphic set or levels. Many of the forum users have proved that with enough effort, you can make something spectacular.

Or you can be like me and purposely makes a level that looks like a horrendous abomination just to troll people. :evil:

NeoLemmix Levels / Re: [NeoLemmix] Classical Lemmings
« on: December 24, 2018, 08:43:09 pm »
The trap in front of the exit thing was rude, but I can accept trolls like that every now and then. I've created plenty of troll levels myself.
Then it started happening repeatedly and all trust was lost. :evil: Having to use clear physics at the start of every level to search for hidden nonsense gets old.

Music balance was a little off... There was one track that was so quiet I couldn't tell if it was actually playing at first. Still, using custom music is a big plus for me. :laugh:

Time limits in every level is frowned upon by some. Sure, it does make the game have a bit more of a classic feel, but is it worth it to potentially block a valid solution because of an arbitrary timer? That said, these timers didn't cause me any issues.

Decoration is very pretty. The levels look quite good. :thumbsup:

Some of the solutions that I found seem easier than intended. The high number of allowed skills ends up creating some routes that are simpler than you might think. For instance, in Desert Pillar 9, it seems like you are intended to have the stray lemming rescue the group in the corner. However, it's fairly easy to have that group free themselves and then the stray lemming just has to be rescued separately, which nulls the whole feeling of the level.
Desert Pillar 2 has a release rate that is so slow that the level can just be brute forced without having to do much of anything.
Desert Pillar 4 gives 75 skills but you can easily complete the level with just 4.
Having early levels be open ended like this is fine, but these (and a few others) seem like backroutes to me.

There was one level that used an object that I didn't have (Desert Pillar 6, I don't have the blue fire object).

Overall, a good start despite some issues!

General Discussion / Re: Mobi's blog
« on: December 20, 2018, 06:45:26 pm »
There's basically two big views of time travel: Either you can go to the past and mess with things and it changes the present/future, or you can't because the present is already a result of the stuff you messed with in the past.
Either way can make for some good stories.

As for whether time travel will ever become a reality, I doubt it. I don't think we were designed to be dealing with such things. Or maybe it already is possible and nobody knows because the present is a result of all the time travelers messing with the past? :devil:

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