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Messages - Strato Incendus

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1
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Would a glider glide at the top of the jump arc, or after the full jump is complete? I'd suggest beginning the glide at the top of the jump.

This sounds weird to me. Both Gliders and Floaters need some time as a regular Faller before they start pulling out their parachute. So it would be counter-intuitive that a jumping Glider would be able to pull it out right at the top of the parabolic curve without ever going through the Faller animation first. I can see how this would be useful, of course, because it would allow him to glide from a higher position - or also force him to glide from that higher position, which can also be a downside - but either way, I think it would be inconsistent with the rules established so far.

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If a climber jumps into a wall, would it start climbing, or simply fall? Can a climber jump away from a wall? My suggestion would be yes for both cases.

Yes, I agree with both.

Correct me if I'm wrong, but to my knowledge, this is one of the key differences in L2 between a regular Climber and a Rock Climber: Rock Climbers stick to a wall when jumping at them, regular Climbers won't. Then again, I think it's also just Rock Climbers that can transition from Climber to Shimmier - and that is a behaviour we've transferred to regular Climbers, because Rock Climbers would be largely redundant in NeoLemmix. The only thing they can do that Climbers can't is climbing up slopes, but that is something Shimmiers can do as well - they just look into the opposite direction while doing it. That's not sufficient to justify the introduction of Rock Climbers, I think we all agree on that.

Hence, if the direct transition from Climber to Shimmier has already been enabled for regular Climbers (even against L2 tradition), then the direct transition from Jumper to Climber should also be made possible. This would be another transfer of Rock Climber behaviour to regular Climbers in NeoLemmix, and thus consistent with the most recent rules for that skill.

The Jumper can also cancel pretty much any other skill in L2 - except for Blockers. This arguably strongest feature would remain saved for Walkers (which don't exist in L2 anyway). So jumping off a wall in the opposite direction that the Climber is facing in (because it immediately bumps into terrain and therefore gets "reflected" into the opposite direction) is what I would intuitively expect.

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If a jumper hits the ceiling, would it be possible to transition to a shimmier? I think this would make sense.

I also agree with this one. Shimmiers in L2 actually jump diagonally, and this behaviour has mainly been changed in NeoLemmix to prevent them from being too easily abused as Jumpers (before the Jumper is actually even implemented! :P ) I'm happy about this change, because otherwise, one could question the validity of introducing the Jumper in the first place. But now that it is about to be introduced, I think it should be possible to recreate this L2 behaviour by combining the two skills.

Currently, it can be pretty difficult for a Shimmier to reach a ceiling that goes across a gap if whatever platform he's standing on ends right where the ceiling above starts. In other words: Just jumping up vertically won't get him there. In L2, such ceilings are no problem for the diagonally-jumping Shimmiers, so having Jumpers for this type of situation, which is way more common than you might think (i.e. anything but an edge case ;) ), would certainly be helpful.

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Engine Bugs / Suggestions / Re: [DISC.][PLAYER] Jumper physics
« on: February 26, 2020, 04:16:04 pm »
Poor WillLem... looks like you'll have to do the "which classic levels can be beaten with the new skills?" challenge all over again once the Jumper rolls around... :P

And I mean, when looking at the examples from classic levels that namida provided here, even I feel tempted to try this out. The design options feel next to limitless! :thumbsup:

Let's be honest, the Shimmier is already cool enough, getting a lemming across a gap without always having to resort to a constructive skill by default - thereby enabling solutions where the crowd has to take a different path than the pioneer(s). But the Jumper doesn't even require a ceiling above his head to do it - in exchange for being more restricted in the horizontal distance he can cover, compared to the Shimmier.

3
NeoLemmix Main / Re: Plans for V12.9.0
« on: February 20, 2020, 09:10:58 am »
I thought you were simply going to use the one from Lemmings 2: The Tribes? "Simply" being a relative term, because I don't know how easy those sprites are to extract. But it seems to have worked for the Shimmier, with some slight modification for the Reacher to make him jump vertically, rather than diagonally?

4
Levels for v10 or older / Re: [NeoLemmix] Casualemmings
« on: February 20, 2020, 09:09:43 am »
No, they are not - just like several other great packs (SubLems, Lemmings Stampede etc.). Keeping a stable version of 10.13 around is helpful for these purposes, though.

5
NeoLemmix Main / Re: Plans for V12.9.0
« on: February 18, 2020, 07:37:25 pm »
Thanks for the clarification! ;) Given its already long-established presence in both Lemmings 2: The Tribes and Lix, I doubt that for the Jumper specifically there will be any doubts about its usefulness that might result in it being "retracted" again. With an all-new skill, I could see that happening, of course.

6
NeoLemmix Main / Re: NeoLemmix V12.8.0 Release
« on: February 16, 2020, 08:09:13 pm »
Yay! Gotta try that High-Res Mode at last and bring back the feeling of playing Lemmings on Mac back then ad a kid! Thanks as always for all your work, namida! :thumbsup:

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NeoLemmix Main / Re: Plans for V12.9.0
« on: February 16, 2020, 08:07:11 pm »
Great to hear that the Jumper is still on track for the next version, :thumbsup: i.e. in May, as far as I understand it?

That would be a great timing for my pack development, actually. Right now, Eurovision season has started again, so my metal-cover YouTube channel is keeping me busy, as usual. After the contest final in May, I can then get back to working on Lemmings levels, specifically on Lemmings Hall of Fame (the Lemmings 2: The Tribes-based pack), which can't really progress any further without the Jumper anyway.

8
NeoLemmix Main / Re: A Place To Experiment!
« on: February 07, 2020, 09:28:40 am »
A different thing just came to my mind this morning:

What happens when you put a splat pad into an updraft and then have terrain go through it? Can you make it so that lemmings can fall through the updraft (which resets their fall height) so that they don't splat underneath it, but when you try to e.g. platform through the updraft to have the lemmings land within the updraft area, they will splat because the area is entirely covered by splat pads? :evil:

With splat pads and anti-splat pads overlapping, this wouldn't make much sense to try out, because both require terrain inside their trigger area in order to work. But due to the slight differences between updrafts and pads, this might be an interesting corner case.

Or does the updraft simply always overwrite any "splat" characteristics, so that the splat pad inside the updraft simply is ignored, even when a lemming lands on terrain inside the trigger area of the splat pad (that is also covered by an updraft)?

9
The level dump feature definitely does exist in NeoLemmix 1.43, because I have a folder named "Dump" in my NeoLemmix 1.43 folder. :P But anyways, here's all the Lemmicks level files attached as a ZIP! Usually those aren't too useful for people, because if you wanted to play the "pack" this way, you'd have to open every level separately in the editor. But that's kind of how I did pre-release testing for this pack: By uploading a ZIP folder with the levels finished so far to the development thread.

It also includes some of the rejected / unfinished levels, for those interested - I pretty much just grabbed the entire folder in its latest iteration and converted it to ZIP.

10
I think it should be possible to press a key in the main menu that allows you to "dump" all the level files, i.e. extract them from the pack. They will then show up in a folder in your NeoLemmix folder called "dump".

I don't remember which key it is, since that features was only necessary in Old Formats - in New Formats, you already have every single level file, and the pack is pieced together in the NeoLemmix player, so it's exactly the other way round. But if you look at the preferences window in the main menu, if NeoLemmix 1.43 already had the "level dump" function, simply look for that keyword "dump", and then see which keyboard shortcut ist assigned to it. ;)

That said, I don't see how this pack would work in SuperLemmini, given that it uses NeoLemmix skills? Neither the Fencer nor the Shimmier were available back then, but the pack still makes use of Disarmers, Walkers, Gliders, Shimmiers, Cloners, Stackers, Platformers, and Stoners. So unless Tsyu has added all those to SuperLemmini, I don't see why this would work. Also, SuperLemmini has timed Bombers, to my knowledge? The levels weren't designed to work with those. In fact, I think that's obvious, not a single level in this pack was designed to work in SuperLemmini. So I won't guarantee for anything in this regard. ;)

Try whether the level dump-feature works from the main menu of NeoLemmix 1.43 when you start "Lemmicks". If not, of course I still have the individual LVL files, which I could put in a ZIP folder or similar. But you might already be able to extract the level files yourself from the main menu. I definitely did not actively disable level dumping when compiling the pack. Meaning, there was an option to actively not allow the extraction of single level files from the pack. But to my knowledge, the only user who ever did that was Colorful Arty on SubLems, probably to protect his "paintings" from being re-used by other forum members... :P

11
Thanks for reminding me of this pack, IchoTolot! :thumbsup: I had completely forgotten about it! But the levels look amazing, and Lemmings Migration was already great*. So I should really give this one a try as well!

*(My judgment may be also be influenced by the fact that it's also one of the few "puzzly" packs that I've managed to solve in its entirety so far. :D So for me, it was the ideal combination of "challenging and complex, but still fun", rather than "so admirably challenging that it becomes annoying".)

I do expect this pack to be more difficult than Lemmings Migration, though, so let's see how far I'll make it...! ;)

12
In Development / Re: Lemmings Open Air [90/120 levels completed]
« on: January 25, 2020, 10:11:10 pm »
3/4 of the pack completed now! :) Check the attachment in the starting post for the update!

I was intending to wait with another update until the entire Heavy rank was completed, but 90/120 is also a nice number, so why wait?

These small updates also allow me to show you all the new levels. First, here's the one that I added as a single additional level (No. 84) the last time:


Paid in full


And now for the six new ones:


Needled 24/7


Chop Suey


Eruption


Poison


Davidian


Enter Sandman*

As you can see, we're dealing almost exclusively with Metal titles now. The challenge is finding a balance between my personal favourites, and some reasonably famous titles, even if I may not be their biggest fan. ;)


*Maybe, now that we have recolouring available, we can turn this dude into an own set of "sand-lemming" sprites? :D

13
In Development / Re: Lemmings, Drugs, and Rock 'n Roll
« on: January 20, 2020, 09:42:58 pm »
I hope I'm not Hanoi-ying you too much with more landscape levels? :P

Here's another army level, with a fitting title...


Camouflage

...and another medieval one...


The Great Wall of China

These two are also attached and ready to play! ;)

Both are intended to go into the easiest of the four main ranks, "Sober".

14
I uploaded a merely cosmetic update: My dark-skinned Lemmings are finally back! :thumbsup: They are now a recolouring scheme that is part of my strato_generalmd tileset.

This is what they look like (example level, not part of any pack):



Three levels have had their sprites changed to these lemmings: "Waka Waka" (Professional rank), "Diggas in Paris" (Diva rank), and "Africa" (Legend rank). I've also changed the sprites on "Barcelona" back to default, because they were accidentally still the Millas sprites.

You will have to re-download both strato_generalmd and the pack to make these changes visible. If you only re-download the styles, your versions of the levels will still point to the default-coloured sprites. If you only re-download the pack, I guess the sprites will fall back to default on those levels that now have strato_generalmd selected as their theme.

The colour of the one-way arrows on "Waka Waka" has also changed as a consequence, plus, the blue background from the Shadow tileset is actually not a background, but merely a picked colour. Hence, "Diggas in Paris", with the theme no longer being L2 Shadow, now has a slightly darker background (egypt sky).

The version of strato_generalmd in the development thread for Lemmings Open Air has also been renewed, so you can use either of these downloads; both will work. ;)

Finally, the zombies have had their skin set to completely white (colour code #ffffff), to make them more distinguishable from the standard zombie skin. This is also based on feedback I got from the first time when I shared these sprites.

Originally, the zombies were supposed to represent mummies, as these sprites were intended to go with the Egyptian style. Hence, their skin is brighter. But of course, they could also be evil colonial landowners... :evil: Interpret that as you wish; just know that this change was made mainly for game-mechanical reasons. ;)

I tried it out on one of the levels I'm developing for the L3D-inspired pack Lemmings, Drugs, and Rock 'n Roll - and since Zombie Blockers are only labelled as "Blocker" when hovering your mouse over them, it was really close to impossible to tell normal dark-skinned lemmings apart from zombies. Now, there should no longer be any confusion between the two.

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In Development / Re: Lemmings, Drugs, and Rock 'n Roll
« on: January 18, 2020, 05:58:22 pm »
Thanks for the screenshot, namida! Here's the same level "Space oddity" again with darker green water, I personally think it looks better, and also more accurate to the original L3D style:



And, here's another country level - one major nation that didn't make it into LWT :D :


I am cow

Naturally, this also counts as an Outdoor level. ;)

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