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.

Topics - namida

Pages: [1] 2 3 ... 50
New Skills / [DISC][PLAYER] Slider physics - any more changes needed?
« on: January 20, 2021, 10:44:14 PM »
Aside from bugs that have their own topics - is there anything that anyone feels still needs to change regarding Slider physics?

New Skills / [DISC][PLAYER] Laserer - Naming, visuals, etc
« on: January 20, 2021, 06:48:44 PM »
Alright - with the Laserer confirmed to be making it into NL, and the physics more or less set in stone, it's time to start discussing the cosmetic side of things. How should the laserer look? Should the name "laserer" be kept or should we pick something else? Is the current position on the skill panel alright?

At this point, this is the "no such thing as a bad idea (within reason)" phase. Feel free to make radical suggestions - I recall seeing either in another topic or on Discord the idea that maybe it should be a waterblaster rather than a laser, sure, that's the kind of idea that can be thrown around now. Remember - what's confirmed is "we're getting a skill with more or less the exact physics the Laserer has in the latest exp build"; not "we're getting a skill with more or less the exact cosmetics the Laserer has in the latest exp build".

NeoLemmix Main / NeoLemmix V12.11.0-RC Released [Correct editor uploaded]
« on: January 18, 2021, 09:34:54 PM »
The Release Candidate build for V12.11.0 is now here.

Known issues (click to show/hide)

Download (V12.11.0-RC, editor V1.34 included):

This download only includes the Orig and OhNo styles, plus "default", "xmas" and "special". You can use the in-game Style Manager (in the Settings) to download other styles, or you can download styles manually:
- All styles: (Updated 15th Jan 2021)
- Any individual style: (replace XXXXXXXX with the style's name, eg: for orig_fire)
That link is NOT a mistake, "12.8" in the link is correct. Said link is based on "minimum version the styles are compatible with", not "current version".

As always, it is recommended you install the RC build to a new folder, rather than trying to use it in the same folder as your existing version of NeoLemmix. You can copy across your hotkeys file (from the Settings folder) after running the RC build for the first time.

Changelog (from V12.10.3) (click to show/hide)

Already fixed in source code.

Attached level demonstrates it - note that the water's trigger area and the terrain are at the same height, and furthermore, it can be verified in CPM (by mousing over and looking at the pin) that the walkers and swimmers are at the same height before falling. However, the walker survives the fall, while the swimmer does not. Moving the landing platform 1px upwards allows the swimmers to survive.

Engine Bugs / Suggestions / [SUG][PLAYER] "Auto" option for screen start
« on: January 16, 2021, 07:43:09 PM »
I don't want to go as far as Lix does and take away the option for level creators to manually set a screen start position altogether.

However, I would still like to implement support for automatically determining the screen start position, and in turn make this the default option for new levels - with levels still able to override it and pick a position manually if they prefer.

I made this in particular with the Save-Em-Up challenge in mind, but this could be useful in general for various challenges (and perhaps some other uses) so uploading here.

This tool allows you to quickly apply the following modifications to an entire pack in one go:
- Changing the lemming count
- Changing the save requirement
- Changing the RR (including whether or not it's locked)
- Changing the time limit
- Changing the skillset
- Removing talismans
- Modifying level IDs*

* note that it derives the new one from the existing one, rather than outright generating a new one at random

To use:

1. Download and put in your base NL folder.
2. Run the app.
3. Select the pack you want to modify from the list (you might want to create a copy of it rather than modifying the original version).
4. In the "level stats" section, for each thing you want to change, check the checkbox and type in the amount you want to set it to. Time limit is in seconds; enter zero for unlimited. (If you want to leave the RR's locked/unlocked status unchanged, don't tick either the "Lock RR" or "Unlock RR" box. For everything else, leave the checkbox unticked to leave unchanged.)
5. If you want to replace the skillset, check the "Apply Custom Skillset" checkbox then enter your skillset; enter 100 (or higher) for unlimited. Note that this is not validated - it will not ensure that you only have 10 skills, nor will it account for pickups in any way.
6. Click "Apply".

The output NXLV files will have the original lines for modded stats / skillsets commented out (rather than erased altogether), with the new ones added at the end of the file. This makes no difference to how NL interprets the file, but makes it possible to recover the original values if need be. If you are using this for actual to-be-released levels (rather than just challenges / personal experiments), it is strongly recommended that you run the output through Cleanse Levels before releasing it, to tidy this up.

If it is not working correctly on any given level / pack, please try running the pack / level in question through Cleanse Levels first, before reporting any issues. If the issue persists after this, report it.

Note that there is currently no way to make this app take spawn intervals instead of release rates - I can add that later if there's demand. To convert a spawn interval to a release rate, subtract it from 103.

Source code is in the NL source code repo, under the "Tools" folder.

This is about gauging the overall feeling, rather than about discussing what should change, hence why the poll isn't asking about specific matters.

By a "normal" case, I'm simply meaning - one lemming is assigned a laserer, and is allowed to continue until he naturally reverts to walker. So in other words - not thinking about cases that involve blockers or Cloners etc. (There will be a separate poll for the physics of those cases.)

New Skills / [SKILLS][PLAYER] Skill decisions
« on: January 12, 2021, 06:54:27 PM »
Once I have made final decisions about any of the skills, I will post them here.

Please keep in mind that if I say a skill is accepted;
- It still won't be included in a RC / stable build until all of the new skills are ready to go stable (or rejected), and this will be V12.12 at the earliest.
- It might still get further slight physics tweaks, though once declared "accepted" I would not expect any more major changes.
- Visuals / theming are still 100% up for discussion. This could mean (using an existing skill as an example) that if "Basher" was accepted, it could still be changed to "Flamethrowerer" later (while keeping the same general physics and at least similar specifics) - it would just mean that we would be getting a skill that has the physics of the "Basher".
- I won't be making decisions on all four skills as soon as this topic is made. I'll be posting in this topic as I make the decisions, which could still be a long time.

Reported by WillLem in the general topic, not yet investigated.

Editor Bugs / Suggestions / [???][EDITOR] Remove LVL etc options
« on: January 11, 2021, 06:21:55 PM »
NL 12.10.0 onwards no longer supports LVL (or INI, or LEV) files, so the editor should not try to open them (as its ability to do so works on the basis of "get NL to convert it to an NXLV"), or indeed, should not offer the option to do so.

To be clear: This is not proposing removing any functionality. The editor never had the ability to open these files; it had the ability to ask NL to convert them to NXLV (and then open the resulting NXLV). NL no longer supports these formats, so this is essentially "the editor needs to stop asking it to try, and stop suggesting to the user that it can do so".

Forum Games / Rectangles
« on: January 02, 2021, 03:17:58 AM »
Step 1. Download image from previous post.
Step 2. Open in your preferred image editor.
Step 3. Add three rectangles of any color (including white, if you like).
Step 4. Post modified image.

EDIT: For clarification,
- Gradient colors are allowed, but this needs to be a single gradient, not multiple
- Rotating the rectangle is allowed (but skewing is not, as the result is no longer a rectangle)
- No erasing. You can overwrite, but do not erase. Or in other words: Transparency / semitransparency is "you can (partially) see through my rectangle and see the colors that were underneath it", not "my rectangle overwrites pixels with transparent ones".

Attached level demonstrates it best, but basically - when a Swimmer encounters terrain and needs to move downwards, it can move further if it is not a climber, than it can if it is one.

This is presumably meant to be "climbing has priority over diving if the dive would be this far", but didn't have a fallback "...but still dive if climbing is not possible".

Closed / [LEVELS] Unfixed levels
« on: December 27, 2020, 06:18:43 PM »
If you have any new skills levels that you have given up on backroute fixing (whether you have conclusively determined they're impossible to; or just can't be bothered; or even possibly could do so but would rather donate them to this part of the testing), please post them in this topic. This could further include levels you've specifically created for the point of looking into backroute potential / fixability.

To avoid doubt, this should only be if the new skill is a factor in the backroute somehow. A level where the new skill's intended usage is enforced but the old-skills parts are backroutable is not relevant here; however if the backroute itself lies in a combination of new and old skills, it's relevant.

For now rules from the main new-skills levels topic apply. This will change later. If a level is intended as a proper level but also has backroutes (rather than specifically being for backroute / fixability testing), it is fine to post it in both topics, provided you follow the rules in each topic.

For now, all that is happening here is collecting such levels. We will use them later.

Quote from: From Discord
Note that this topic is NOT for discussing how important this point is. I have made a decision as the developer that it is important to at least properly discuss this angle. Maybe the eventual result will be "we don't care", but the discussion, and looking into how bad the issue is or isn't, is going to happen.

EDIT: Levels that you have successfully backroute fixed could also be of interest, but if possible, please upload the pre-fix version too. And to clarify - it does not matter how the situation arose. If the level has backroutes relating to the new skills, it is useful here.

Challenges / [NeoLemmix] Lowest N to solve levels with N-of-each
« on: December 27, 2020, 12:27:06 AM »
(Link to DOS equivalent)

Alright, let's bring over yet another classic challenge. This one is a bit tricky to understand - you are trying to find the lowest number ("n"), such that you can solve the level with no more than N uses of each skill, while also remaining within the original skillset.

So in other words - for an N-of-each solution to count, all of the following conditions must be met:
1. The solution actually solves the level (of course)
2. No skill type is used more times than the skillset (+ available pickups, where applicable) already allows for
3. No skill type is used more than N times

Preassigned skills do not count towards this, as usual.

Lemmings Redux

|Rating | 1  2  3  4  5  6  7  8  9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 |
|Gentle | 1  1  3 10  3  2  2  1  1  1  1  1  2  1  3  2  1  1  2  1  2  1  5  2  3  4  2  9  2  1  3  7 |
|Quirky | 2  1  5  2  5  1  4  2  3  9  1  2  1  7  2  4  4  6  1  1  2 10  3  4  3  4  2  2  2  4  5 12 |
|Zany   | 2  8  3  3  2  1  1  2  1  1  2  4  4  4  3  4  4  3  1  3  6  3  2  1  5  2  5  3  3  2  3  9 |
|Manic  | 2  3  6  4  4  1  4  7 11  8 10  1  2  2  2  6  1  2  4  3  2  3  4  2  2  7  3  6  2  3  4  9 |
|Lunatic| 1  7  4  2  2  2  5  4  3  9  8  7  7  5  2  5  6  3 11  7  6  6  2  4  2  9  7  7 11  4  8  5 |


Haven't looked into this at all yet - my guess that it's to do with loading state is purely based on (a) the circumstances in which the bug is described as occurring; and (b) that there was an earlier, similar bug arising from a similar situation (I suspect this is a case of "not quite 100% fixed, I only made it less common/severe").

Pages: [1] 2 3 ... 50