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Messages - namida

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NeoLemmix Styles / Re: Style updates topic
« on: October 18, 2021, 09:45:52 PM »
Updated both of these on the style manager.

Also, due to the issues arising from cloud hosting provider oddities like this, I am now setting a new rule for this topic: All submissions must either directly have the style as an attachment, or link to another post where the style is the only attached ZIP file, rather than Google Drive or similar links. The opening post has been updated accordingly.

NeoLemmix Main / Re: NeoLemmix V12.12.1, Editor V1.40 Released
« on: October 18, 2021, 09:24:14 PM »
There is a long time problem with the installer: If it encounters a problem with a zip file, it just stops installing instead of skipping the bad zip file and continue installing.

The installer has not been updated, maintained or in any way officially supported for a while now.

SuperLemmini / Re: [SuperLemmini] WillLem's SUPERLEMMINAS
« on: October 18, 2021, 07:06:37 AM »
I think the reason that hidden elements in fan-made levels is so frowned upon is that there is the possibility for these to be woefully over-used. Essentially, such levels are basically troll levels, with the intention to annoy and mislead the player. Conversely, a level which uses a single hidden trap can hardly be considered a troll level; rather, it is one which requires the player to remember where the trap is each time they play the level. This has been considered by some as "fake difficulty", a term which I find problematic because the difficulty is not fake; if a player genuinely has trouble remembering where the trap is, then it is an added layer of difficulty which I believe to be acceptable - again, iff used sparingly rather than excessively.

No, that is not why. Even a single one is annoying as hell when you have a solution that should work, only to run into a trap that there was no way to know was there and have to go back to square one. It doesn't add any challenge to the level. All it does is say "haha fuck you, you can't do it that way" to the player when they're taking an approach that, were it not for a trap that there is no reason to expect is there, would work. Except for annoying the player, a hidden trap never achieves anything that a visible trap cannot. If you don't want the player to take a specific path, put a visible obstacle on it, or carefully set up the skillset so that the path doesn't work out skill-wise.

Or to put it another way: It's the Lemmings level equivalent of a riddle where every time someone comes up with an answer that fits but isn't the one you wanted, you just say "nah that's not allowed, find another answer" over and over until they get the exact idea you had in mind, rather than crafting the riddle better so that the other answers don't fit.

The difference between a single and multiple is that, while the former is likely to just get the one level written off as bad, a pack doing it over and over is likely to get the whole pack written off as bad.

Site Discussion / Re: Dark Theme is now available.
« on: October 17, 2021, 01:55:59 AM »
There, that should be better now. :)

Engine Bugs / Suggestions / Re: [SUG][EDITOR] Levels with no exit
« on: October 13, 2021, 10:00:50 PM »
(b') after capping save requirement, if it is 0, autosave on saving ≥ 1.

Tracking whether the save requirement was capped or is just a literal 0 is not an option due to how the capping works (specifically, it alters the level's data at load time). However, as a general rule (for all cases) "if save requirement is 0, autosave when 1 rescued" is workable.

Engine Bugs / Suggestions / Re: [SUG][EDITOR] Levels with no exit
« on: October 12, 2021, 07:03:54 AM »
However - I feel it is wrong to assume the player doesn't want to save replays in the case of an incomplete level.

On further thought, I'm not really sure that this is any different from not auto-saving replays that do not solve the level...

A fix for this most likely calls for a RC version to assess impact as I can imagine this could have some serious consequences for levels/replays due to the basic hitting head situation is quite common.
Even 2 climbers in different cycle states is much more common now due to the existence of jumpers!

A bugfix for this would come as part of 12.13.X, not a 12.12.X update, and so would absolutely go through an RC phase.

Lemmings Main / Re: What lemmings games have you completed?
« on: October 10, 2021, 03:30:28 AM »
I have completed original Lemmings, Oh no not more lemmings and Lemmings tribes.

did them all years ago and now completed those 3 again in the last year

Struggling to get into Lemmings Chronicles (ANWOL) - might give that a miss and move on to Revolution or the short Holiday lemmings packs.

Don't forget about Lemmings 3D! ;) (And I guess there's also Paintball and Lomax, but I'm not going to push so hard on those ones. :P )

This is an issue with a style that, while it has roots in the official games, is not among those considered "official" by NeoLemmix itself (which is limited to the DOS L1 and OhNo styles plus Default, Xmas, Special and the SMS Sega style) and therefore the bugs & suggestions board is not the place to report it. This needs to be addressed by the style's creator.

See attached image. If the climber falls down the bottom, climbs all the way up to the top, hits his head, then falls onto the bridge, he survives. A climber that climbs from the top of the bridge on the other hand, splats. The splat ruler (as well as simply it being the "typical" situation) confirms that it is the second climber who is behaving correctly.

For reference - not including the floor, bridge or ceiling themselves, there are 69 pixels between the ceiling and the top bridge step; 96 between the below floor and the ceiling.

Engine Bugs / Suggestions / Re: [SUG][EDITOR] Levels with no exit
« on: October 09, 2021, 01:40:46 AM »
I've given this a bit of further thought and decided to go with a change that is very slightly different from those proposals - specifically, that a replay will not automatically save if it would be empty (ie: no assignments, nukes or RR changes occur).

In the event that the player wants a replay for completeness on a self-solving level, the option to manually save it would remain available.

I do realise that this doesn't completely solve the original situation as a whole, but only some specific cases of it. However - I feel it is wrong to assume the player doesn't want to save replays in the case of an incomplete level. On the other hand, nothing is lost by not saving an empty replay. The other thing that comes to mind - how often would one actually have some junk replays, then a solve replay, then followed by more junk ones, for the same level? I would assume - but feel free to correct me if I'm overlooking something - that simply going to the last replay in the folder for a given level, would generally mean you find the actual solution one.

Engine Bugs / Suggestions / Re: [SUG][EDITOR] Levels with no exit
« on: October 08, 2021, 06:15:07 PM »
At present, there is no way to "solve" a 0-save-req + no exit level, hence why replays are generated inappropriately.

Yes there is - you simply start playing such a level, and bam, you have immediately solved it. By definition, you have solved a level when you have rescued a number of lemmings equal to or greater than the save requirement, which happens immediately at the start of gameplay if the save requirement is zero, regardless of how many exits the level does or does not contain.

The ONLY possible outcomes here are, as detailed in reply #3:

(a) nothing changes, (b) replays stop getting autosaved on levels with a 0 save requirement (perhaps unless at least one lemming is actually saved), or (c) a special case is introduced where the "save requirement gets capped to number of lemmings that there's exit capacity for" rule doesn't get applied on levels with no exits.

Even these technically fall outside the acceptable suggestions at this point, but I am choosing to make a special case because (a) there is a very good reason behind it, and (b) both of the options that aren't "do nothing" there are extremely trivial to implement, as in, it would take less time to make one of those changes than it has taken me to write this post.

The only further discussion I want to see in this topic is about which one of THOSE THREE options is preferred. If you want to talk about hypothetical alternative modes, while you are certianly free to do so, you will need to do so in another topic, outside of the Bugs & Suggestions boards (such as the main NeoLemmix board or the general Lemmings Main) - and understand that it is near-certain that they will remain purely hypothetical.

Engine Bugs / Suggestions / Re: [SUG][EDITOR] Levels with no exit
« on: October 07, 2021, 09:01:28 AM »
Or do you want to allow sandbox maps with a save requirement 0 in non-playtesting?

There would be no reason such a level couldn't still exist, simply by manually setting the save requirement to zero.

Engine Bugs / Suggestions / Re: [SUG][EDITOR] Levels with no exit
« on: October 06, 2021, 07:20:07 AM »
To be fair, it's not a "new suggestion" as such, it's simply a different way of determining when a level is "solved". At present, levels with no exit have a save requirement of 0, but can never be "solved", as such (I'm not sure what actually triggers the replay at the moment tbf). My suggestion is merely that the lem count reaching 0 would fulfil the criteria which already exists, for the purposes of generating a replay and solving the level.

The same applies to the cloner idea. No new mechanics or objects are being introduced.

As a general rule - if you need an entire paragraph to explain how an idea does not fall under the kinds of suggestions that are no longer accepted, it probably does fall under those kinds of suggestions.

Bugs & Suggestions / Re: DECISION: Cutoff dates for new suggestions.
« on: October 06, 2021, 07:19:07 AM »
^ And likewise for all suggestions that do not relate to a feature introduced in V12.12.0.

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