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Messages - DireKrow

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1
Icho's solutions to my R1 and R2 are acceptable alternatives. R3 is essentially the intended solution.

2
@Tomato

Yet another new solution for my R1. So far, everyone who has solved it (including me) has used a different solution. They're all acceptable to me because it checks the boxes I wanted to see, yours included. Nice job.

3
Apjjm's solution to my R1 was entirely acceptable.

The solution to my R2 is very different to Armani and I's... but it does still use every skill, so I'll tentatively keep it as an alternate solution. I'm satisfied with my R1 and R2 being relatively open-ended.

4
Contests / Re: Level Design Contest #25 - Playing Phase (Update Topic)
« on: April 07, 2022, 07:30:16 PM »
Updating DireKrow's R3 Level, "Ancient Lemmarine", from V1 to V2. Changes:
- Widened some gaps in the terrain to prevent a backroute discovered by Armani.
- Removed 2 superfluous climbers from the skillset.
- Minor scenery adjustments.

5
Your first replay of my R3 level was exactly the intended solution. The second replay is a backroute. Will fix that tomorrow.

6
I talked about it on the discord, but I'll put here too for the record. Armani's solution to my R2 level is acceptable. It saves a skill, but honestly... I'm weighing up the idea of making Armani's solution the canonical one and officially removing that saved skill from the level.

7
played through all rule1 levels. 8-)
They all probably are not quite intended :sick: other than Icho's level which is I'm pretty sure open-ended.

For my level... it's much closer to the intended solution than you think! You solved all of the 'problems' you were intended to solve, and used most of the skills in the places you were intended to use them... you just did it in a way that takes a lot longer and was slightly more complicated, but saves a skill as a result.

I think I'm okay with leaving this as an alternate solution. I'd rather err on the side of keeping it a little more open-ended, to make it more accessible to people. Plus it provides a way to solve it without having to multitask, which I think people will appreciate.

If I really wanted to block this solution, then adding a 2:30 timer is something I could do. It would fit the level too, since some base infiltration have to be done under time pressure, after all ;P But I don't feel the need to do that yet. Another option I'll consider is to make beating it in <2:30 into a talisman.

8
Contests / Re: Level Design Contest #25
« on: February 28, 2022, 09:29:44 PM »
For Rule 2, you can have 10 terrain AND 10 objects. 20 'things' in a level total. Any entrances and exits DO count as objects.

9
Loap / DireKrow L3D/LP3D Playthrough Unresolved Bugs
« on: February 15, 2022, 08:09:23 AM »
- The OWW in Redirect Loop can't be bashed from the expected direction, instead acting like steel. This renders the level unsolvable by its intended solution.

- The 2nd spring in Steps to Success causes the lemmings to splat against the cross-beam in the middle of the level. This renders the level unsolvable.

- Changes to the trampoline physics render Breaking the Routine unsolvable. See discord message here for details. Tl;dr Lemmings bounce slightly too high.

- The 3rd bomber in Entanglement is pixel-perfect in Loap, where as there's slightly more of a window in L3D, due to physics differences.

- In L3D you can place blockers directly in front of the exit. In Loap, they exit the level if you try this.

- Several levels have cameras that are stuck in ceilings at the start of the level. Most common on indoor levels like Alilemms and Infinite Lemming Drive, but it can also be seen in That's Right for instance. The camera is also practically unusable in Catacombs.

- On rare occasions, attempting to assign a skill to a lemming will instead assign it to one behind the camera or way off in a different part of the level. It's unclear what causes it (possibly rewinds? Might be a coincidence). When this happens, strange behavior can be observed from the indicator in the bottom left that says what skills the lemming you're hovering over has (such as saying WALKER despite the mouse not being on any lemmings), which suggests that the bug exists in detecting what lemming the mouse is pointing at, rather than the skill assignment itself.

- Loading a replay on the preview screen with L causes the camera to rotate when you start playing the level, as if L was held down, until L is pressed again.

- Rope slides look visually bugged down their length, but otherwise function correctly.

- The pharaoh lemming heads are visible on the flame traps in Firewall, where as they're invisible in L3D.

- Missing sound effect: In L3D, when you reach the save requirement in a level during gameplay, it plays FANFARE from the sound rips. The rip is noticeably faster and high pitched than it is in-game, so I suspect it's played back at half speed.

- Extraneous sound effect: frame stepping forward should be silent instead of playing a sound.

- Not a bug, but playtesting indicates that making it so you can't assign blockers/turners inside of splitter blocks (as in L3D) is probably a good idea, as the currently behavior lets you trivialize certain levels like Spaghetti Junction and 3D A Lemming Odyssey

- Also not a bug, but many in-game cosmetic animations seem to play too fast, such as the wall monitors in Lemlab themed levels and the mud. L3D on DOSBox already seems to play these too fast so it can be misleading, but I'm pretty sure they're meant to be slower.

- Unlike L3D, the engine doesn't seem to tint top and bottom faces, which gives some levels confusing visuals, where walls, deflectors and platforms blend into each other. Firewall is an example. See discord messages starting here for details.

10
Engine Bugs / Suggestions / Re: [BUG][PLAYER] Uncommanded clicking
« on: February 13, 2022, 11:08:35 PM »
I think it might be a good idea to have an option to disable playback of replays entirely unless explicitly loaded. I wouldn't use it myself, but we've just had someone ask for it and it's something I can see other people wanting.

11
Contests / Re: Level Design Contest #25
« on: February 09, 2022, 05:24:41 AM »
Levels submitted. Good luck to the competitors. Looking forward to playing what other people come up with.

12
...what do you call them?

13
Advanced Rank complete and replays attached. Some of these were pretty tricky, even with the hints.

These ones:

9 Stack and Step
10 Jump the Sausage
13 Caught and Released
20 A Different Kind of Space
27 Victory Lap

...each took me at least half an hour. Not necessarily a bad thing, though it does make the beginner tag feel slightly misleading, hah.

Some specific comments:

Spoiler (click to show/hide)

14
Loap / Re: Missing SFX
« on: January 31, 2022, 04:55:43 AM »
Yeah, even if you want to get rid of the old sounds, I think it's generally a good idea for most commands or user interactions to have some kind of audio confirmation that you did or tried something.

15
Completed the first four ranks, replays attached.

The new content is very good for the most part. I have concerns with two particular levels, but the rest are going great so far. I really love the new Slider and Laserer tricks that you've shown off. Particularly liked the stuff about sliders+builders and the showcasing of how much a single laserer can do for you in a level.

Spoiler (click to show/hide)

I'll do Advanced Training over the coming days, time permitting.

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