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Lemmings Main / Re: Assigning function vs lemmings' crowd
« on: April 15, 2019, 01:22:37 pm »
In Lemmings games in general:

* The best method is to set things up in advance so that lemmings in a particular part of the crowd are only going in one direction; this is most easily achieved by using a builder, if you have one to spare. (If you need to build the crowd out, then build the first bridge early and later continue it.)
* Alternatively, aim your cursor at the very edge of the crowd, and you will only select lemmings turning around and heading away from that edge.
* You can also look for the lemming drawn above all the others; this will be the last lemming out, who has selection priority.

In Development / Re: Lemmings Plus Alpha - Development Topic
« on: April 01, 2019, 03:02:38 pm »
How intricate :P I got the real demo and played through it during break this morning. I'll post feedback and replays in case you want them, but let me know if I shouldn't post them publicly yet and I can remove them.

Comments (click to show/hide)

NeoLemmix Levels / Re: Ski Sloping Lemmings (80 Levels)
« on: March 31, 2019, 12:28:44 pm »
Replays for the Blue Slope rank attached. Comments:

Comments (click to show/hide)

Contests / Re: Polls for possible changes to the contests
« on: March 24, 2019, 01:28:27 pm »
The new plan sounds very good to me. There's only one thing I don't like about it -- I would rather keep the first round being grouped by rule so that we establish the winner of each rule as well as the overall winner of the contest -- especially for rules like "Make a Tame level" where all entries have no chance of winning overall. But if people want to get rid of rule-grouping, I'm okay with that, and it's still a big improvement on the current system.

Contests / Re: Polls for possible changes to the contests
« on: March 23, 2019, 05:50:46 pm »
But for a big change I want 2 things:

1.) A majority for an overhaul determined by a poll.

2.) After that: A concrete plan to what the new system should be. As I don't know how which desired attributes a new system should have and what exact flaws shall be corrected - here the persons wanting a change shall help me out. I want concrete ideas!

Okay, sorry I haven't gotten round to this up to now, I've been very busy with my course, and getting up early every day has meant that whenever I've not been busy, I've been too tired to really do anything :P

I'll start with some thoughts, and then move on to concrete proposals.

The biggest problem with the current system is far too many voting rounds. The most recent contest vote required eleven rounds to pick out a winner from twelve levels. That requires a lot of unnecessary effort from both the organiser and voters; and it means voters are not participating equally, unless they visit the forum every few days and have enough time to look at which levels are up for voting and make a vote. That makes the results far less meaningful, since the winner is heavily dependent on the luck of who was able to participate. And this will be more of a problem with the current proposal to shorten the time for each round.

So, how can we reduce the number of rounds without moving to a completely different voting system?

Firstly, no tiebreakers before the semi-final round. For example, in the last contest, the Rule 2 vote was intended to pick three of five levels. Two clearly made it through; another two tied for the third slot. What's the harm in letting both of those two go through? They had less support than the two clear winners, so they're not going to beat them in the final either.

Secondly, reduce the survival rate. In the last contest, the survival rates from each rule ranged from 50% to 66%. Do we really expect that a level that placed third of five has any chance in the final? And if it somehow did win the final, would that be a fair result, when the first poll shows it was liked less than two other levels? I propose that survival rates should be roughly equal to current attrition rates, i.e. rules with 2, 3, 4, 5, 6 levels should go down to 1, 1, 2, 2, 2 survivors.

Thirdly, have at most three rounds in the mixed group. My second proposal would reduce the mixed group to at most 6 levels, so it shouldn't need more than three rounds in any case. (I'm tempted to propose reducing it to two, but it's nice to know the third-place winner and to have a dramatic showdown between only two finalists.)

I think that with these changes (instead of reducing the length of each round, not in addition), the voting process would be a lot smoother and more enjoyable, and voting in each round would feel a lot more meaningful.

...or maybe an overhaul of the entire voting system?

In the options menu (F3 in the main menu) you can configure the hotkeys and you can assign as many keys as you want for the desired functions.

Not in the editor, which is what this topic is about :P

Lix Levels / Re: Lemforum pack changes, Lix 0.9.x
« on: February 09, 2019, 04:10:56 pm »
Simon proposed to me that we adopt "Oblique Strategy" from mobius's set into the lemforum pack. After having solved the level, I like it and agree with the suggestion.

I suggest removing Daunting 19 "This is Too Much Stepping Stones" (which is honestly rather trivial) and inserting Oblique Strategy at the same place.

I'd like to replace the fennec hatches with sandstone hatches, since I prefer to use matching terrain, hatches and exit where possible.

Now that the "misc" folder exists, it would be a good idea to collect removed levels from lemforum and add them to one or more subfolders in misc, so that they don't disappear altogether.

One option is to have a subfolder for removed levels, like mobius's "Project Capybara" collection (we could even adopt that name?) Another possibility is to group levels by author, although some authors have only one or two levels to collect.

Edit Simon: This issue (others' replays should not overwrite own records) was a sidetrack by Simon in Record "Fewest Skills Used" and "Largest Excess Saved", but it's really a standalone issue. Thus here is its own topic.

Related issue:

Quote from: Simon
Trophy management ideally should detect when we run other people's replays and not update trophies for those results.

Unless Nepster has added something, NeoLemmix has no way to differentiate between "replay created by this user" and "replay created by another user". It could fairly easily detect "was any replay used?", and wouldn't be much harder to add "...excluding replaying an attempt the user has just made", but beyond that it wouldn't be able to tell, other than by relying on an honesty system which would be both unreliable and annoying to the user.

The problem isn't honesty (or worrying about possible lack thereof); it's that the user has to take extra steps to avoid overwriting their own records; after forgetting this just once, or not knowing about it, one's own records are gone with no warning and can't be retrieved. This is already a problem with NL's tracking of lemmings saved records, and would just get worse if we add skills and time records to the mix.

Contests / Re: Level solving contest #2
« on: January 22, 2019, 06:57:55 am »
Here's the zip with everyone's replays. They've all been verified to ensure that everyone used the number of skills they claimed :lix-grin:

Looking forward to seeing what geoo comes up with for contest #3!

Could be that the trigger area is set too high. Will the lemmings go in if you use a builder at the bottom centre of the exit?

Sort of a late submission. Actually a level I made for GemLems today that just happens to fit one of the contest rules :P

Non-Lemmings Projects / Re: Adventure School: my RPGMaker project
« on: January 20, 2019, 06:40:36 am »
So, it's been a while. I've been busy with other things (Hollow Knight in particular has taken up a lot of my time lately) but also, I haven't released an update because I want to get the first dungeon to a point where I'm satisfied with it before moving on.

So I thought I should at least let you know what I've been working on, by listing the changes you can expect to see with the next update.

Changelog (click to show/hide)

Contests / Re: Level solving contest #2
« on: January 19, 2019, 11:19:55 pm »
Big thanks to everyone who entered! I'll look through the entries later tonight to double-check the number of skills used, but I think these are the standings:

* All entrants saved 100%

* Skills used:
geoo - 15
Simon/Forestidia, Nepster, Nessy - 16
Minim - 17
SQron - 23

Congratulations to geoo, our winner! :thumbsup:

General Discussion / Re: GigaLem's Blog and Reviews Thread.
« on: January 19, 2019, 11:14:42 pm »
Forth,I need to decide what my next Let's Play will be and I'm currently stumpted on which.

What are you choosing between? You could put up a poll to let us decide 8-)

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