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Messages - Proxima

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1
Lemmings Main / Re: Lemmings Forums on Youtube
« on: Today at 07:37:45 pm »
My Legends of an Otherworld: Curse of Saria playthrough is finally complete! :thumbsup: At least, the final episodes of the main playthrough are up. I still intend to do one, maybe two, more videos on optional bosses, and at some time in the future, continue the low-level game I've been doing alongside the main playthrough.

I hope to use some of the time I have during my break to continue other video projects, including my Sonic 1 (Game Gear) LP.

2
Contests / Re: Proposal: Level Solving Competition
« on: December 13, 2018, 01:15:05 pm »
So far by looking at the poll, the majority are choosing NeoLemmix over Lix.

Only a 3-2 majority. But why restrict this to one engine? We could allow both.

If you have a level in progress that would be suitable for this, then by all means go ahead and start the first round whenever you're ready 8-) I'm looking forward to seeing it.

3
Contests / Re: Proposal: Level Solving Competition
« on: December 11, 2018, 11:22:30 am »
So it looks like the main thing to decide is: are we going with Simon's idea of the host making a level for each round, or minim's original idea of using original / existing levels? I would vote for new levels, as I've already given my reasons why I don't think original levels would work. In that case, who would host the first round?

4
Contests / Re: Proposal: Level Solving Competition
« on: December 10, 2018, 08:52:34 pm »
NeoLemmix is more popular but Lix allows more skills.

NeoLemmix has more skills than Lix (17 to 15).

We have existing challenge topics for fewest skills and least time on the original levels, and fewest skills is already heavily optimised. New results are always possible, but I don't think a selection of three levels per week is likely to turn up very much.

I would definitely be interested in a challenge topic for fewest skills on the Lix community set (and other stable packs such as Rubix's), but I'd want to see whether other people are interested before starting one. It has the disadvantage that to an extent, the levels are still in flux (especially as regards order), so a bit of extra maintenance work would be required, but I don't mind doing that.

You mention prizes such as the ones from the level design contests. Are you prepared to fund those?

5
Non-Lemmings Projects / Re: Adventure School: my RPGMaker project
« on: December 10, 2018, 02:56:47 pm »
Sorry about that. There is a "you've finished the content so far" message when you pass through the now-opened door in the top-left... it's just that you couldn't actually get there in the uploaded version because of a tile passability issue.

I've started working on the next dungeon, but I'm also fixing issues in the first dungeon, so some of these criticisms will be addressed with the next upload :)

6
Lemmings Main / Re: Lemmings Arcade Prototype
« on: December 09, 2018, 12:34:46 pm »
"Battle at Midway" is known. I'm not sure where namida got it from, but it's in the Extra Levels compilation for NeoLemmix.

"The Crystal Cavern Mark II" doesn't have any traps on Amiga.

7
Non-Lemmings Projects / Re: [PC][RPG] Legends of an Otherworld
« on: December 09, 2018, 09:49:21 am »
Enemy A is at (10, 10). Enemy B is at (30, 9). Enemy C is at (26, 5).

If I'm currently targetting Enemy A and I press Right, yes, enemy B should be targetted. That's obvious, and easy to code.
But if I press up, what should happen? I feel that Enemy C should now be targetted. But what formula can make this happen, without hardcoding every single case? Enemy B is closer to (but still above) Enemy A both in terms of vertical distance only, and in terms of total distance (I think; I didn't actually test the numbers to make sure he really is closer).

Will you still have healing enemies (e.g. with Zombie status) and hurting allies (e.g. with elemental drain) as a major part of gameplay? If so, I would make up/down cycle between the entities on a single team and left/right switch to the other team.

Incidentally C is closer to A than B is. 162 + 52 = 281 < 401 = 202 + 12.

8
Non-Lemmings Projects / Adventure School: my RPGMaker project
« on: December 07, 2018, 05:06:29 pm »
So a long time ago, inspired by the fun I was having playing namida's RPGMaker game, I decided to have a go at a project of my own, and ccexplore asked me, when I'd got far enough, to post a demo of my project. Well, I've now finished the first dungeon. I'd hoped to get further than this before posting a "demo", but given how long it's taken even to get this far, I feel I may as well post what I have so that you can see what I'm working on. It should take around half an hour to reach the end of currently playable content.

Adventure School is a not-very-serious game set in a school where young people train to be adventurers. In the playable content so far, you go through a couple of training dungeons, and there's some interaction between the characters, but not much in the way of plot. It won't stay like that for the whole game -- the plot is planned to get much more intense and intricate -- but only faint glimpses of it are visible as yet.

As with namida's game, you will need to get the VX Ace RTP from here.

And finally, the download link for the game itself: right here.

9
NeoLemmix Levels / Re: [NFNL] Insane Steve's World
« on: December 05, 2018, 02:45:04 am »
As I'm not happy with my solution to Twin Paradox (part 1), I had another look to see if there was a "cleaner" solution. I haven't found one yet, but I found an alternative solution that works and is even more fiddly -- instead of stretching bridges to the max, you now have to stretch them exactly the right amount but not too much (or you won't get high enough).

If there is an intended solution that's less fiddly, these solutions should be eliminated -- though hopefully without making them fail by only one pixel, which is, if anything, even worse.

EDIT: Found clean solutions to both parts. :thumbsup: These solutions still work if the exit platform is moved further away from the vertical wall, which would prevent my fiddly solutions.

10
NeoLemmix Levels / Re: [NFNL] Insane Steve's World
« on: December 04, 2018, 09:11:05 pm »
A couple of minor points:

D19 The Nifty Fifty has the author set to "InsaneSteve" with no space.
M4 Level F. Random Terrain Pieces, now that NL allows titles up to 40 characters, "Featuring" could be written in full.
C8 Obevat Yriy should presumably be Obevat Yriry to match the writing on the level.
Spoiler (click to show/hide)
C20 Phone Call from Outer Spac, is the missing "e" deliberate or a typo?
H15 Crown Jewel Heist is credited to "I.S. / geoo", H20 Empty space is hardly a waste to "ISteve and geoo". geoo is okay with including these levels (I asked in chat), but the credits should be written the same way (probably the first way, for consistency with Lix).

11
NeoLemmix Levels / Re: [NFNL] Insane Steve's World
« on: December 04, 2018, 02:39:08 am »
Comments and more replays for Difficult:

Spoiler (click to show/hide)

12
NeoLemmix Levels / Re: [NFNL] Insane Steve's World
« on: December 04, 2018, 01:04:22 am »
Comments and a few replays for the Peaceful rank:

Spoiler (click to show/hide)

13
I don't think the default colors should be changed considering that you can choose arrows from a different set if you want a different color.

At the moment you can't. That's the whole reason this topic was made.

14
General Discussion / Re: music
« on: November 30, 2018, 12:17:38 am »
Since a lot of people have created levels based on songs, I encourage others to do so as well! I'm always a little dissatisfied when I don't get what a level title is referring to (if it's obvious to me that a reference is being made by the title in the first place, that is ;) ).

So please, if you based your levels on songs, share them here, I think this could make the thread a lot more lively with more regular posts!

Why not? This sounds fun :thumbsup:

I'll keep this updated as I release more ranks, but here are the song references in GemLems' Amethyst rank:

Jimmy Dean - Big Bad John
Leonard Cohen - Take This Waltz ("In the Gallery of Frost")
Madonna - Material Girl ("Lemmings in a Material World")
Beauty School Dropout from Grease
Bob Marley - No Woman No Cry

15
Blame me for the creation of the word "backroute" (or if it existed before, I wasn't aware of it!).

It was already in use in 2004, and that topic is now on the very last page of Lemmings Main. No idea if it originally came from other civilisations... I mean communities :P before this one existed.

Time Turners in the Harry Potter universe have a limit of five hours. I accept that this is a "handwave" -- there's no real explanation for why things are this way except that the author needs it to be so for the plot to work -- but it's not a plot hole. J K Rowling has every right to say that's just how things are in her fictional universe.

Actually, I wouldn't use "plot hole" for this kind of situation in general. Humans don't always act rationally. A better (simpler, safer, more reliable) way to achieve our goals might exist, and we might not take advantage of it, through mistaken appraisal of the situation, or simply failing to notice that the other way exists.

(I looked up "plot hole" on Wikipedia, and found this link to a discussion that has a pretty good definition of "plot hole": ...an aspect of the story that goes against the logic set forth by the rest of the plot or the movie’s universe. An inconsistency, like someone’s glass of water changing places throughout a scene, won’t count as a plot hole. Neither will character choices -- a character not making the obvious choice isn’t a plot hole, it’s characterization.)

"Backroute" may be a better term :) It's less judgemental -- we look for backroutes in our own works (whether it's levels or fiction) and we get testers to look for them, but if some escape our notice, it's not necessarily a bad thing.

I'm trying to come up with examples from my own work, but right now I can't think of anything. Maybe I'll come back to this topic some time when I'm less tired :)

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