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Topics - mobius

#61
If you have a background and scroll through the level in the editor; the background doesn't move, making it easier to tell what's background and what's foreground. Idk if this is intentional or not; but this is exactly the kind of thing I want for the player. Current player behavior is like it always was: background moves same as the foreground.
This isn't really a request or complaint or anything; I just felt like mentioning it because I told Icho about it in IRC and he seemed unaware and I haven't hear anyone else mention it.
#62
this error occurred to me again suddenly and unexpectedly;

https://www.lemmingsforums.net/index.php?topic=3332.msg64730#msg64730

It happens when I try to start the program by itself or when play testing. I can't seem to start it at all atm. But unlike explained in that post; it fails to start at all. I can't run NL. Also the attached message appears a little later.
Also: NL keeps running in the backround using up a ton of CPU.

What's very weird is that it was working perfectly fine yesterday I can't recall changing anything intentionally that would cause this. I checked and I haven't moved or altered the bass.dll or the save folder. My save folder is empty however; is this normal? What's supposed to be in there?

I haven't got time atm but I will try the standard procedures before declaring all hope lost.
#63
Help & Guides / problem converting nxp
December 08, 2017, 01:27:24 AM
when I'm trying to convert my old Mobilems II nxp; it fails;
The program says everything worked correctly; folders get made with the rank signs and names correct but no level files are created.

I attached the file I'm trying to convert.
#64
General Discussion / List maker tool
December 03, 2017, 12:14:43 AM
this has come in very handy for me when making levelpacks so I'll share it:

it's a BAT file (only works on Windows) which makes a list of all files of a certain filetype in a folder. To make it count different filetpyes; rightclick, edit, then in the notepad editor change instances of "NXLV" to whatever filetype you need.
#65
the culprit is again the L2 wooden diagonal pieces...

They appear fine in the editor; but when displayed in game when one of these pieces is set to erase it does not display correctly at all; see the images.

Instead of erasing as normal (the shape of the piece being outlined; a total block square is made.
#66
Archived Bugs & Suggestions / sug. Pre-level messages
November 30, 2017, 01:56:47 AM
I realize that NL already supports a pre-level message but this displays on a separate screen before the level begins. Since now it seems there is much more room on the level preview screen (since the orientation of it has been changed a little) there is room there for these messages AND OR other/more messages. This would be more like how Cheapo was (displaying short messages on the same screen as the title and stats). Honestly I'd prefer this over the current; changing screens to see a message. But I'm not suggesting they be removed altogether.
#67
Lix Levels / Mobius' Lix Levels
November 23, 2017, 08:20:02 PM
some new levels (and some old ones)
I miss the days when people made small 10 level packs and shared them quickly back and forth. So I decided to start doing something similar again.

"leftovers" are some levels that I made for the community pack which didn't make it in or may not make it in for various reasons.

"non-tutorials" are 7 brand new levels loosely based off of the L1 tutorial levels.

They probably need a lot of work. The new ones are easy to moderate difficulty.
#68
a very low priority bug;

When rotating some pieces in the editor; they move very gradually to the left. I noticed this with the triangular and pillar end pieces from original Pillar set. But the wooden planks don't seem to do this.
#69
Archived Bugs & Suggestions / sug -- builder queueing
November 19, 2017, 03:40:08 AM
an (easy?) thing to implement: builder/platformer cueing like Lix has. You click builder multiple times on a single lemming and that lemming will automatically build X times. Thus allowing you to do that then FF a long time without worrying about builder running out of steps; or cueing then moving away and doing something else while they build.

I didn't mention stackers because they behave differently; well you can't keep stacking with one lemming in succession.
#70
NeoLemmix Styles / graphic set additions
November 19, 2017, 03:07:05 AM
Because the new format allows for super-easy graphic set alteration and I often seem to run into issues where when making levels I need a piece that doesn't exist and I create it: Here is a topic where I may occasionally pop in to add new tiles to existing sets. If it's an original set I'll just post; if it's a set by somebody else I'll ask first.

#1: a diagonal thin bar for the original hellfire set. Put this in Neolemmix/styles/orig_fire/terrain

this was removed because it was faulty; please see later post with a corrected version.
#71
Lix Main / pause on restart?
November 17, 2017, 10:09:59 PM
IMO: pause should not be remembered on restart/replay.

I'm finding often I restart the level and wait and wait... oh what? the game is paused? Ok... unpause. Play... restart... wait... it's paused again! wtf??

Maybe this is part of a bad habit of mine but I do not have this issue with NL.
#72
Lemmings Main / Usefulness of runners
November 17, 2017, 10:04:18 PM
Note: this is not a request of any kind. This is only to state my opinions for the record.

So many people have said that runners are not that useful: here is a little topic to explain simply why I wholly disagree:

Most notable useses for the runner (from experience in Lix, minor experience in L2):

1) Separate lemmings/a worker from crowd. Yes this can be achieved many other ways. So what? More ways to do that (a very important thing in the game) the better.

2) Does other things in conjunction with other skills. This, which is sort of unique to this skill I find quite a cool feature of the game. It adds another level of complexity which can lead to lots of other interesting things. Which Lix and L2 demonstrates to some degree. I think there is even more potential there.

the most important one
3) Makes timing and precision a LOT nicer/easier to achieve. If this was the only use runners had I would still like this skill; this is a VERY useful feature!!! See many lix versions of Lemmix levels with runners in them; they are made so much more fun and nice to pull off while in Lemmix they could've been a major pain; even with all the user-friendly features. And this leads to a tangential point:



I like this kind of feature/user friendliness much better than the actual "user friendly features" (clear physics mode etc). While I like these user friendly features; they take you out of the emersion of the game and feel like cheating*. They feel like using outside tools to play and can be cumbersome. My favorite levels are ones that don't feeling like I need any outside help like this at all.
The kind of help runners offer in this vein is different:

to put it another way: A poor level can be made barable or trivial with user friendly features. But a similarly poor level could be made more interesting or elegant with a feature like runners.

*I've read other people saying this as well.



-Another point; I think there is more potential here; with timing tricks that have not been imagined yet. Also in Lix; tricks in regards to jumping and etc that have not been utilized yet.

So for the record; I would be very sad if runner skill was removed from Lix and if it was ever on the table for addition to NeoLemmix I'd be up for it.

Another possible suggestion: I'd have to see this in action to actuall decide if it's a good idea or not. But what about runners causing the lemming to do everything fast; not only walking. That is; they bash, build etc, faster too. This would certainty make the skill have more impact, whether good or bad.

Lemmings Revolution barely demonstrates this idea with "speed-up" pads. Lemmings entering those do everything quickly for a brief time. They are not used well in that game but I could've seen a lot of potential there.
#73
Lemmings Main / Cheapo Replays
November 15, 2017, 02:49:01 AM
Did Cheapo have the ability to save and share replays? If so does anyone have any replays saved?

If not; Anyone that can tell me solutions they remember, or anything at all that they remember about InsaneSteve's Cheapo levels; I'd greatly appreciate it. :) I'd prefer PMs.
#74
when you press F3 objects display/don't display. You cannot select them by clicking then; but you CAN select them by holding down and drawing to select multiple objects. This seems like a bug; in any case I consider this a bug: when I use the F3 option I DON'T want any objects being selected.

now I see that in fact if you press F2 and turn off terrain you can now NOT select anything, even objects if they are being displayed. Again, this only applies to holding down, not clicking singly.
#75
I attached the level where I noticed this. Note the eyes of the sphnix object are partly covering the terrain sphinx. It's set to no-overwrite and I can press bring to front. In the editor it looks correct but when playtesting it appears BEHIND.

This seems to be specific to this object for some reason. As the pillar traps in this same level work correctly.
#76
Multiplayer on Nov 11 and 18th (Saturdays).

Most likely around 6:00 PM UTC on the 11th. 18th will be more flexible but probably around the same time.

http://www.thetimezoneconverter.com/

(Edit Simon: October -> November, after Arty's reply #2)
#77
NeoLemmix Main / NL platformers suck majorly
November 08, 2017, 01:53:02 AM
I've run into this again and again and again. This is preventing me from making good levels. So rant incoming:

NeoLemmix platformers suck majorly:

-you can only assign at the ledge; why this is bad:

1) it's rare that you cannot assign a skill at any time. Digging skills cannot be assigned on steel... with a few other exceptions you usually can assign skills most of the time. With platformers you can NOT assign them most of the time. It feels weird to have a skill that's so limited in what you can do with it. It makes this skill weak compared to the others. And as stated above it limits level designers in what they can do; how they can use it.

2) Because of the above this greatly limits what you can do with them. You can know right away which spots on the level a platformers going to be used, but there's no wiggle room here; with builders you can build a little sooner or later if you need extra length or less. Not so with the platformer. It's much harder to achieve precision this way. Sure you could use a builder first to achieve this, but why do I have to use another skill just to do this; making the very powerful builder even more powerful. Besides that just means the level designer has to add a builder; what if the builder adds a backroute?

3) the reason the builder is so powerful is it has many uses; can do many things. I don't see the reason to limit the platformer.  If the skill could do more things it would be more useful. Why not add height and do more things? It's a minuscule amount of height anyway; it's not the same as the builder at all. It makes the skill feel not very useful often and as a result I rarely have put it into levels. I realize I haven't made level lately but when I was I thought of using it often; ultimately didn't because it could not do what I wanted.


-benefits:

1) they gain no height what-so-ever. I guess this serves some puzzle purposes? I can see where it comes in handy: if you want to bridge gaps but not make a deadly fall safe for instance. That's all I can think of for now.

-I's meaningful but the cons greatly outway the pros imo. And I've never found L2 or Lix "height-gaining" platormers ever problematic in this regard the slightest. I don't recall ever complaining about this or needing any kind of change. If there is anything I complain about in regards to Lix platformers it was how they don't turn around when hitting a wall. But this I can live with far more than the NeoLemmix MAJOR issue.


I am not a fan of how the platformers work at all and I'm strongly in favor of reverting them to L2 or Lix's behavior.

Or perhaps; a compromise: they still do not gain height; but can be assigned anywhere; when assigning on solid ground the lemming platformers but no terrain is added (it's added but embedded into the ground). Honestly I don't think I like this idea much.

-----------------

to pre-respond to everyone that's obviously going to get angry and say "no don't change anything because I have a thousand levels depending on how it currently is:

1) First of all; and I've said this before but again I'm in the minority; I have no problem with older and newer versions floating around. We had Lix, Lemmini and Lemmix for years and I don't recall problems because there were too many versions of anything.

2) Can the game never change? never improve? all because of existing content that relies on what more people consider bad mechanics?

3) I'm not going to engage in that argument. That argument does not need to happen every time a new feature or change to a feature is brought up.
#78
Lix Main / when tabbing away mouse glitch
October 22, 2017, 05:21:29 PM
Sometimes, not sure atm exactly how/when this occurs, when I tab and I go to another window I still cannot leave me cursor outside the boundary of lix and on top of this when mousing over the lix area the mouse keeps moving around in weird ways. I don't have time atm to explain adequately. I will try to investigate later if nobody else has this issue.
#79
NeoLemmix Main / L2 exit animations
October 22, 2017, 04:43:58 PM
Is it possible to get the unique L2 exit animations in NeoLemmix? I'm not sure atm how the exiting animation is handled; is it a global animation or does it come with each exit? I'm not sure I have a preference but obviously some of the L2 animations would only really work with their specific exits, but not all of them.
#80
NeoLemmix Styles / orig. graphic set issues
October 21, 2017, 10:59:23 PM
The new formats version.
When selecting original pillar style from the [new] editor; some of the L2 pieces, the diagonal wooden pieces have not had their transparency set correctly and show large white squares around them.