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Messages - mobius

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1
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:

2
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

3
Quote
Interesting... 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....)

4
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.

5
won't guarantee I'll be there but I'd like to play.

6
I could've sworn we discussed this in the past and it was addressed but I did a quick search and can't find anything and this is still happening to me.

problem: if you're writing a PM then you attach a file that is larger than the limit then press post or preview the page will load forever or take very long then reload the same page and delete all your text but give no error message or indication of what went wrong. Since I figured this out long ago I could avoid it but it's been a while and I forgot about it; luckily I managed to copy/paste my text away before it got 'eaten' by the forum. The site should give you some warning about the problem; especially to newcomers who might not see the size limit (which is written quite small underneath the message box). and it shouldn't remove all your text. Especially troubling if you've written quite a lot, then lose it all and don't know why.

7
Lemmings Main / thoughts on pseudo-3D lemmings game
« on: March 24, 2024, 10:40:46 PM »
Suddenly got this idea after thinking about Prince of Persia, and how that tile set looks.

see this for reference: https://www.lemmingsforums.net/index.php?topic=6656.msg101906#msg101906

What I thought about was a Lemmings game which would play as a 2D physics game, but with graphics that gave an illusion to 3D environment like Prince of Persia.

How this could work(?):
The Lemmings would walk not on the top of the terrain (where they currently do if this kind of graphic set is used in NeoLemmix) but within the center of the "platform", top side of the blocks, that is; where you would expect if this was a true 3D game, where the character runs around in the game Prince of Persia. This is similar to how Lemmings Revolution works, except there the perspective is constantly changing. My idea would be like Prince of Persia, with a constant perspective. Like Revolution however, you could have left facing lemmings on one side (further to the right or left side of the platform) and right facing on the opposite, to help tell them apart.

and absolutely no blocks that *cover up view of the Lemmings* tsk tsk! :P [both Persia and Revolution suffer from this!]

Thoughts? Would this look better or worse artistically? [this is largely subjective I'm aware] Would this be better or worse for understanding what's going on and how the game works?

8
Lemmings Main / Re: I (finally!) played Lemmings Revolution
« on: March 24, 2024, 10:35:40 PM »
Revolutions is ace.

I'd love to build a clone engine if I had enough time/patience to do it. I wonder if it has 3D physics, or whether it's actually 2D physics but somehow "wrapped" around the central cylinder.

Just as a friendly tip: from ccx and at least one other person who began delving into the game in the past; it's apparently a total nightmare. Which isn't surprising how the game went through development hell and has glitches out the kazoo

9
SuperLemmix Bugs & Suggestions / Re: [SUG] Collectibles
« on: March 21, 2024, 01:49:03 AM »
I like the idea (similar to talismans) of having a thing like this as a bonus challenge on a level. Can fit in any kind of level but particularly good for "fun" levels. I'm having trouble coming up with a more complicated use atm.

10
SuperLemmix / A SuperLemmix levelpack?
« on: March 19, 2024, 10:29:11 PM »
I want to get a feel for who/how many people are interested in this. I've grown bored of regular NL; and level design, I want to design levels with new features so I'm possibly going to try make levels with different skills and things, a level pack for SuperLemmix, Who'd be interested in playing/play testing?

11
thanks for the heads up, interesting podcast

12
gah, sad I totally missed out on this topic until now. I'd seen and thought of this many times. Seems to me at first glance, powerful for sure, but a level designer should easily [jinx myself] be able to design around it should they not want you to climb up. I want to test this out soon and hopefully I'll have  some feedback here soon.

Was probably mentioned but I think in L2 this was severely glitched? like it worked sometimes but sometimes it didn't?

13
Lix Levels / Re: Eye of the Needle
« on: March 09, 2024, 01:27:26 AM »
I should've been more clear and commented specifically on Foristedia's old replay; and the same goes for the one Proxima just uploaded:

These are acceptable alternatives to the main solution. They are essentially the same solution really, just places certain parts in different places and cutting a few corners but generally speaking the tricks are the same. I'd prefer to keep them in. Saving one more doesn't matter. Simon's solution however was different and we already fixed that, it looks like the next version will have the the thin horizontal exit platform. So atm the level should be good. :thumbsup:

14
:thumbsup::thumbsup: thank you for.finally adressing amd fixing this. This plagued me sooo much way back. I think thats the best option as well.

15
I understand the arguments but IMO these are all corner cases that don't warrant over-complicating what should be a very simple tool.

And it's not like I'm totally against complicated design. For example, I find the "instert-replay mode"  to be very complicated and also probably problematic for new users, yet I've stated else where that it really is a god-send for use on certain situations, and not uncommonly so.

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