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Topics - mobius

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61
Closed / background in editor is like parallax
« on: December 17, 2017, 12:53:30 AM »
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
Closed / error occured while trying to save data
« on: December 11, 2017, 10:43:24 PM »
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
« on: 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
« on: 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
Closed / [FIXED][Bug] display of certain terrain pieces
« on: December 01, 2017, 12:02:17 AM »
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
Closed / sug. Pre-level messages
« on: 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
« on: 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
Closed / [No-Fix]movement when rotating
« on: November 19, 2017, 05:46:01 PM »
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
Closed / sug -- builder queueing
« on: 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
« on: 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?
« on: 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
« on: 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
« on: 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
Closed / (bug, editor) selecting objects/terrain
« on: November 12, 2017, 05:22:17 PM »
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
Closed / bug - object don't appear overtop
« on: November 09, 2017, 02:57:50 AM »
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.

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