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Messages - Minim

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Although not many people would probably want to use the smaller zoom settings anyway, :-\ hopefully this bug would provoke a decision whether the lower zooms should be kept or not.

On the interface, when changing from full screen to windowed mode, turning the Compact Skill Panel button off and simultaneously changing the zoom to 1x or 2x, OR if you've started up Neolemmix with these settings, the enhanced skill panel completely disappears, presumably because the window is too small to contain them. The problem also occurs with the Compact Skill Panel on 1x zoom. Fortunately the smaller Skill Panel does appear on the 2x zoom windowed interface.

Here are some of the interfaces I've been given below. May I also mention that on windowed mode, the window's size doesn't change when changing zooms, unless you exit the game and start it up again.

I pretty much like all of them, but the ones I voted for are the top two. I remember a couple of Lemmings Revolution levels that have a certain lemming limit for entrances, such as Tanks a Lot and Feeling Gravity's Pull. The limit for multiple exits idea should hopefully test the player to see if they can cross two or more separate routes with different groups of lemmings. Looking forward to that challenge.

The Neutral lemmings idea reminds me of the old Steam game called Clones. The capture the clone challenge was quite good fun back then, particularly the one in the demo where it was oversized compared to the rest of them.

I voted for all the skills on the panel, but I don't mind 10. I'm starting to agree that that's a reasonable enough amount.

Going for one of namida's plans of removing any of the functional buttons, I'd keep the minimap's size as it is, and remove the frame step buttons. I think these icons will cause new players the most confusion, as they might assume that these are directional buttons. I also realise that some of the other functional buttons will need to be moved to make sure the skills work properly.

I might have a method of making this plan work, but it'll need some more icons, hotkeys and programming to pull this off. How about we replace the third and tenth tabs (i.e. where the climber and digger icons are traditionally placed) with a previous/next page button. So when the player clicks one of these two buttons the six skill types shown on the screen are replaced by the next six and so on.

If that can be pulled off, you can have up to 12 or 18 skills at once. In the classic skillset, the seventh and eighth skill won't be lost, it would appear on the next "page".

Contests / Re: Level Solving Contest #4
« on: May 10, 2019, 12:10:23 pm »
I might also mention this: I found out on the editor that this level is accompanied by the music track "dos mashup 1", which I can't find the download for. Does anyone know where that is? Looking forward to hearing that instead of "Doggie in the window". :XD:

Contests / "Distance from entrance" discussion post
« on: May 08, 2019, 07:19:20 pm »
To explain my most recent contest post in detail, the "distance from entrance" is measured in pixels. It records a certain pixel on the landscape that the required number of lemmings is able to walk onto. Let's call that point Z. The coordinates of the entrance's trigger area can be given the letter W. Finally the "distance" is given the letter D. The formula is:

D = Z - W

Given that this is the first time I brought this up I might only record the X coordinate to simplify things. Here're the details from the current competition level: The X coordinate of the entrance's trigger area is 21. (W) Let's say that the player can only get 80 lemmings to walk as far as pixel 251 (Z) - the last pixel before the large wall. Putting the formula to effect, the number will be recorded as 230. (D)

I hope my explanation is clear enough. 8-) This criterion probably won't be necessary on those short levels, but on the long ones like the one we have today I thought this criteria would be better than "saving 1 or 2 lemmings". If it's agreeable enough then we can discuss about adding to the formula by putting in the Y-coordinates and recording distance away from exit, but just remember, it only applies to solving contests, and also to players who fail to solve it.

Contests / Re: Level Solving Contest #4
« on: May 08, 2019, 07:17:46 pm »
Well, I just played it and solved it today but not optimised my solution of course. Here are my first thoughts on the level.

Wow, you picked a really long and hard level here! :XD: Considering the length it's making me wonder if we should add another criterion for those players who've tried but can't quite make it. I call it the "distance from entrance" and I will talk this through on a separate topic.

Edit: Great job spicing up the competition by adding a new criterion to the contest and setting that as primary. It's about time we had a new challenge. 8-)

Hey, I didn't realise I uploaded some of my levels onto the pack. I've just re-downloaded them today; however they need to be reformatted. Is there a link to help me convert these levels into the new nxlv format? I can't find it.

Lix Main / Re: Panel icons (Quicksave shouldn't be floppy disk)
« on: March 07, 2019, 08:14:56 pm »
Just saw this today and had another idea in my head for save-state and load state buttons.

For a save-state icon, how about a marker pen with the tip coloured red? The load-state would be the red marker's point with a curved arrow next to it that looks like the one already on the existing image.

Good point, namida. Yes. The problem also occurs on both instances mentioned.

Contests / Re: Level solving contest #2
« on: January 22, 2019, 06:38:04 am »
I have to agree that Lix level was a good one. I would've found it difficult making a viable Lix level for a contest if the votes were skewed the other way because I wanted to use gimmicks, such as that fan, but sometimes the best thing is to leave it out, like this level.

Congrats to geoo for winning! I never saw the use of the reverse digger to scale the platform. I ended up using several builders instead, upping my skills total. Also, that batting the double-blocker was pretty cool. I was thinking about that idea too, but couldn't find the right place to hold those Lix.

I was personally surprised by my result, especially when I deducted 3 skills off my first solution. I was looking forward to the gallery of replays, but it seems like everyone (Well, most of them) is posting theirs instead. I thought I might just do the same too. Enjoy my unique 17 skill replay. :lix-cool:

Hi. Looks like I found the first bug of 2019.

I was creating a new level. I was intending to press the scroll-up button. I misclicked and pressed the close button and boom! The editor's gone with my progress gone, with no warning message either.

So what I'm saying is: The pop-up message needs to appear every time I press the close button on the editor, including when I'm making a new level. ATM it only comes up after the level is saved into a file. I hope this makes sense. Thanks.

Lix Main / Re: Panel icons (Quicksave shouldn't be floppy disk)
« on: January 12, 2019, 02:52:54 pm »
Just throwing in a quick suggestion: I think only the icons need to be changed: Instead of a floppy disk and folder, How about a camera icon for the Save state and something like a film frame for a Load state respectively?

Contests / Re: Level solving contest #2
« on: January 09, 2019, 09:54:19 pm »
* Both engines have an "auto-save level solutions" kind of button, so make sure you turn it on so you don't lose your replay!

Thought I might mention this rule again, only because I accidentally forgot to save my improved attempt on this level. :( I thought the F3 button was a "save replay" button. That icon that looks like a save button has deceived me. :-[

Contests / Re: The Level Solving Contest #1: Results
« on: December 27, 2018, 06:52:15 pm »
Speaking of which, as ccexplore posted a replay six times (and once more after the deadline), maybe we should add a new criterion and limit the number of submissions?

Well, keep in mind I could easily just wait until the last moment to post the best replay I had thus far.  Posting after (almost) every improvement is just in some ways more convenient for me, hope it wasn't too much of a hassle for you.

I'm sorry I had to mention that. I was a bit hassled during today. Because the PMs were connected to my email address I got annoyed when those emails kept popping up hour after hour which meant I had to constantly go back and check the latest replay. I think I can still turn this feature off if I want to. Maybe I'll do that the next time I'm the host.

Thanks a lot for the great level, Minim!

PS Minim: I didn't get your PM.
You're welcome. Also, I sent you the PM.

In that case, as a "neutral" in the current contest, could I step up? 8-)

Taking a look at everyone's comments so far. There's nothing to stop you from stepping up.

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