Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - mobius

#1
I think I'll be available that day, should try to join.  :lix-smile:
#2
I remember long ago pointing out that most multiplayer video games have time outs for people who sit AFK in lobbies (sometimes even in game but I personally think that's unnecessary). There's a number of solutions to this problem but basically the game should not break for everybody because one person either walks away or has connection issues or something.

one possibility that seems ok to me; after at least two players ready a countdown starts. At the end of the countdown whoever hasn't readied yet will enter spectate mode and the game will begin.

A separate but related issue:
People continuously changing colors and disrupting the readiness. I remember a few occasions where it took what felt like ages to start because people kept changing colors/teams. Again, I feel like some sort of countdown would be a simple solution to this.
#3
General Discussion / Re: Logic Puzzles
June 10, 2024, 10:56:46 PM
from a discord server I joined recently (cracking the cryptic) I'm learning of tons of kinds of simple puzzle games like this one:

https://puzz.link/p?cocktail/10/10/qhl3aml66ccldaolhb0f7v1guf00uf1gvsu02g13223113930130g31001322

this involves shading a particular number of squares in regions. There's another called Kouchoku that's about drawing loops around nodes.
#4
Incredible work! these look like original game material. :thumbsup: If/when I continue work on my levelset, I must use these.
#5
Enjoying it so far! :thumbsup: especially enjoying the levels that are new to me, (and struggling a bit with levels I'm already familiar cause I forget how to solve them :XD: ). The recording wasn't going well; I'm not happy with how that turned out so far, I may just write any comments I have in here after all.
#6
some things here are very intuitive and I like; for example; having "plus X" for save requirement, easily lets even new users know what's going on better than a recolor.

Also want to add that I really like having the FF buttons be hold-down instead of toggle, how I thought they always should've worked
#7
I'd say a rival exit/exits should automatically get marked in some fashion. I say don't count on level designers always doing things right ;P but also people can just forget things.

on the matter of creating incorrect/incomplete stats with and unusual number of entrances/exists; solution A seems best to me. Still using the rivals; having them play a part (hindrance in this case) is interesting.

As I said in the other topic this is all tentative atm. Unfortunately I haven't been able to playtest with SuperLemmix at all lately :( . I still want to, just finding time is a difficult atm.
#8
NeoLemmix Levels / Re: Dodochacalo's levelpacks
April 29, 2024, 09:59:42 PM
excellent! :thumbsup: I may just have to give this a proper replaying as well soon! The improvements look amazing! :thumbsup:
#9
:thumbsup: awesome to see it finally completed! I'm anxious to play, in fact I decided I will record my progress through the pack and upload videos to youtube (probably not stream it but we'll see). Expect quite slow progress and uploads however.

I've tested a few of these levels out privately and can say that they looked and played absolutely amazingly then, before fixes and improvements, so I highly recommend this pack! :)

What does Fiat Lem mean in English? Google translate doesn't have an answer... Or maybe it's just a reference to the car company I guess?
#10
NeoLemmix Styles / Re: Orig/OhNo-style styles
April 21, 2024, 01:30:48 AM
Quote from: Pieuw on April 17, 2024, 11:19:32 AM
I'd say the specific vibe of the original styles is mainly due to:

1/ A limited color palette.
2/ Not too detailed pieces that can easily be combined to make larger structures.

The original tilesets were like a toolbox to build anything. The feeling of the Tribes tilesets was quite different, probably because they contain whole recognizable objects as terrain pieces.

Agreed. And paradoxically this is why imo the L2 styles have much less usability, they have charm but they feel less long lasting durability. What makes the L1 styles so memorable and diverse is precisely their vagueness and abstract quality. I remember wondering as a child, for example "is that a well?" in the dirt tileset, or "is this a factory or something else" about the marble tileset.
#11
Lemmings Main / Re: is NeoLemmix a Virus???!!
April 21, 2024, 01:06:20 AM
I think depending on your antivirus of choice, NL had been getting falsely red flagged for years. And probably has a lot to do with the "online features". But in general any non-well known program you download tends to get red flagged.

To answer your question; unless something *drastic* has changed in a recent update; no NeoLemmix is not a virus, we've all been using it for years now. ;)
#12
Like my previous post this is just a gut feeling without having done any play testing what-so-ever so my opinion may very well change;;;; but I feel either arriving at the top or falling makes much more sense then 'safely propelloring back down'. Arriving at the top and walking on, on it's own doesn't stand out to me as being very weird (not as much as 'flying up to a far away terrain to propeller' but I'm already used to plenty of weird mechanics in vanilla lemmings so...:XD:
#13
Quote from: WillLem on April 11, 2024, 12:35:54 AM
Yes, the Propelling lem will always arrive at the top of a successfully created tunnel.

The question now seems to be: what about when the tunnel isn't finished due to the lem hitting a steel block, or the top of the level (i.e. the situations in this image that result in transition to "faller")? Should the lem fall (potentially fatal), or propel safely back down?

I'm currently about 50/50 on it, either would be fine code-side.

My gut expecation would be to fall
#14
Quote from: Strato Incendus on April 07, 2024, 06:36:50 PM
QuoteInteresting... this then can double as a sort of psuedo-ballooner; and used simply to gain height.

I thought the same at first, but keep in mind the SLX Ballooner moves at a steep diagonal angle. What the Propeller / Twister would be doing without terrain is more reminiscent of the Ballooner as it acts in Lemmings 2: The Tribes (as long as you don't use the fanning tool).

My point wasnt about how close to L2 it is, rather the fact that the skill could and likely would be used for a secondary purpose thats completely not terrain removal. It seems a bit inconsistent to me but those are just my two cents. I dont really have a good solution in mind (that wouldnt make it inconsistent in other ways....)
#15
Quote from: WillLem on April 04, 2024, 09:19:24 PM
Meanwhile, if they haven't yet found terrain to remove, they will continue to propel upwards until they hit either a steel block or the top of the level.


Interesting... this then can double as a sort of psuedo-ballooner; and used simply to gain height. You could have another lemming platform or build or spear above to catch him when he falls down later. Or to simply waste time. Something to keep in mind.