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Messages - namida

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Contests / Re: [NeoLemmix] Save-'em-up Contest #1 (Lemmings Redux)
« on: January 22, 2021, 06:10:38 PM »
Are we submitting results as simple figures or should we include replays?


After the thing with the swimmer edge cases has been cleared, I will then run a bunch of replays through the RC version to check for any breakage this weekend. :)

For the overhang case, I decided to leave things as is, so all that remains is testing the other changes to make sure breakage is at acceptable levels (or even better, that there isn't any, but that might be hoping for a bit much).

Alright, there's not much preference for option #3. The only person who's voted for it has stated their position and said they'd also be fine with current behavior but longer window to assign.

I guess my next question is - to those of you who'd like a longer assignment window, what's the reason for this? Is it simply convenience, or do you have ideas that would benefit from it beyond this? Do you think the period in which assignment of a new skill should be possible, should start earlier than it currently does, or end later, or both? (And by how much?)

If there is any difference in the duration, it would need a unique state. Keeping the same duration but just shifting it to a bit earlier would not need a unique state, it could still use the shrugger - but that doesn't seem to be what the preference is.

The other thing that comes to mind is, if it's a "looker" state, should it end early if the projectile impacts before it would usually finish? There is also the option of a Looker falling down (either while remaining a looker, or - my preference - transitioning to a faller, and then upon landing, a walker) if the ground underneath him is removed - something a Shrugger does not do. Even if we keep the same duration, perhaps just to allow for this (which feels more natural to me, and the Shrugger's behavior is more kept to preserve existing content) we want to introduce a Looker state...

New Skills / Re: [SKILLS][PLAYER] Skill decisions
« on: January 22, 2021, 12:08:30 AM »
While I'm not convinced we're out of the woods yet re: bugs, I am satisfied the Slider isn't going to be too much of a buggy mess that I have to keep fixing forever (*coughswimmercough*), and that it has sufficient usefulness.

As such - I'm also going to say that the Slider is now confirmed.

New Skills / Re: [DISC][PLAYER] Grenader - size and shape of destruction?
« on: January 22, 2021, 12:05:27 AM »
Alright - all jokes aside, it looks like people are pretty happy with the size of the blast now. One vote for "bigger", but of course, you can't always please everyone. ;)

New Skills / Re: [DISC][PLAYER] Slider physics - any more changes needed?
« on: January 21, 2021, 09:54:20 PM »
Nope - as long as the transition from Slider to Shimmier at the edge of a Builder staircase (and other slopes of regular terrain) becomes possible again (and I think this is one of the bugs still pending at the moment?), I don't see any need for further changes. ;)

Yes, that's already fixed in the source code, I just haven't uploaded a new build with the fix.

Contests / Re: [NeoLemmix] Save-'em-up Contest #1 (Lemmings Redux)
« on: January 21, 2021, 07:43:55 PM »
Alright, skillsets are now finalized and the levels have been attached to the first post. You can use NL QuickMod to quickly add your skillset to them.

The playing phase will close at midday UTC on 12th February. It will also close if, once all 8 entrants have submitted results, 72 hours passes without anyone resubmitting an improved result.

As a reminder:
- You have 25 of each of your skills across the entire pack combined (NeoLemmix has no automatic way to track this, though you could use Find-In-Files on your replays to check), NOT per level.
- On the other hand, the 50 lemmings is per-level - it's not a "carry over between levels" thing like L2.
- Original release rates and time limits still apply.
- It is acceptable to save zero lemmings on some levels, if you wish - you do not have to complete every level.
- Submit your results via PM. You may resubmit up until the playing phase closes if you improve your result.
- Winner is determined by most lemmings saved. The tiebreaker, if needed, will be fewest total skills used.
- NeoLemmix V12.10.3 is the authoritative version for this contest. If you are playing on V12.11-RC, make sure to double-check your replays in V12.10.3 before submitting, especially if the Swimmer is one of your skills.

New Skills / Re: [DISC][PLAYER] Laserer - Naming, visuals, etc
« on: January 21, 2021, 07:23:09 PM »
Posts suggest a strong preference for remaining a laser, but put up a poll just in case there's a lot of silent opposition.

New Skills / Re: [DISC][PLAYER] Laserer - Naming, visuals, etc
« on: January 21, 2021, 09:39:11 AM »
Yeah - "Beamer" and "Zapper" don't quite feel right, but "Blaster" could certianly work.

Added a poll.

New Skills / Re: [DISC][PLAYER] Grenader - size and shape of destruction?
« on: January 21, 2021, 04:47:44 AM »
That's more like a nuclear explosion there WillLem.

That's not a Grenader, that's a Daver!

Contests / Re: [NeoLemmix] Save-'em-up Contest #1 (Lemmings Redux)
« on: January 21, 2021, 01:50:56 AM »
A reminder that the skill selection phase closes in about 10 hours.

Anyone who hasn't picked their skills by then will be considered to have withdrawn (or if they have submitted a preliminary skillset, back during the entry phase, it will instead be assumed they wish to stick with that skillset). Likewise, once that's up you will no longer be able to change your selection.

Nothing wrong with the right version of the editor. The problem was that I included the wrong version in the download.

Fixed now, you can grab the correct editor here:

The issue with the editor was that the wrong version of the editor was included in the download.

I've reuploaded it with the correct editor now, so if you haven't downloaded it anyway - download in the first post has the correct editor now. If you only need the updated editor, it's attached to this post. (There is no other change in the reupload.)

unless it is unable to load a level's existing ID for some reason, it won't generate one at random - rather, it derives a new one from the existing one. This is so that, if you were to run the tool again on the same level, the resulting level would have the same ID as last time

Just so I understand this...

So, say you have level ID ABCDEF123456, and you run the ID changer on it once, you might end up with (for example): ABCDEF123457

Have I understood correctly that running it again on this level would revert it to ABCDEF123456 (i.e. "the same ID as last time")?

No. It means that let's say you have an original level, "Level A". You run the quickmod tool on it, to create Level B. You then run the quickmod tool on the original level A again (not on level B), to create Level C.

In this case, Level B and Level C will have the same ID as each other.

To be precise - it creates the new ID by taking the old ID, moving the first digit to the end, and subtracting 1 from it. So for example, "8765432187654321" would become "7654321876543217" (the 8 at the start is moved to the end, then 1 is subtracted from it). If you were to do it a second time, it'd then become "6543218765432176" (7 at the start moved to end, then 1 subtracted), etc. In the case that this is a 0, it loops around to become an F but this does not carry over to the previous digit - so eg "0123456789ABCDEF" would become "123456789ABCDEFF", not "123456789ABCDEEF" (the -1 doesn't "carry" to the 2nd-to-last digit).

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