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Messages - mobius

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1
here's an update for the brick squasher trap. It bobs up and down like the icicle trap.
You need the update to the regular trap png as it hides the first frame. The other two are two versions of the constant animation; Idk which looks better.

2
I don't really have a strong preference for the exact color in any case. I'm mostly concerned with the arrows being more visible and overall looking better. So if there are better suggestions than the ones I proposed, that's fine with me.

Another thing to consider is if shading or an outline is done on the arrows this will also greatly improve visibility, no matter the color.
The snow set's arrow is excellent since it really stands out, but then the snow set is mostly essentially two or so colors so-to-speak (white and green). So red really stands out. I think Proxima's suggestion of yellow would probably be better than the brown (at least than the one I have here). I actually used yellow before in my own levels but couldn't find where I got them atm.
The fire set, as I said, is a bit of a tricky case. And I forgot to point this out but in my pic; you'll notice that those red arrows have a white highlight on them, which is partly what aids in them standing out. If the blue arrows had this it might also help.
I also kind of liked the black arrows from Genesis (but every set had this, I think? they had no color in the whole game)

3
Bugs & Suggestions / [sug]change default arrow colors of original sets
« on: August 17, 2019, 03:13:53 pm »
So I tried making this point before with only words and it didn't work so this time I'm going to do it with pictures.

IMO; some of the default colors for the one way arrows are fine; blue for marble works great. It's clear and contrasts well with the terrain colors. But some are awful; take a look at my example pics and you tell me which one looks better. (or more importantly; which one is easier to see)

First is the default for fire:


this is another (red arrows from a L2 set, Egyptian I think)



Here is the default for rock:


now here's a a brown colored set (from one of Gronkling's sets)


--------------
I know it's now possible to add any arrows you want thanks to the new formats and I appreciate that but it's still an issue because sometimes the only thing I can find to work really well, to stand out is an odd graphic set that not everyone may have or it might be a graphic set that doesn't get updated because the person might not be around anymore. And I don't really like the idea of having a level that's only a rock level for example except for this one part of the level, the arrows being from some other random tileset and having someone unable to play the level because they didn't download that style for that tiny purpose. The other method I had of solving this problem was changing the theme of the level to another set but this has the downside of changing other things like the color of builder bricks which does not necessarily look good. Not to mention that it's just FAR EASIER if the damn default color looked good in the first place.

The color ideas I have come from Lemmini; I don't know who or why they changed the colors when making Lemmini but they made excellent choices as all of the arrows stand out really well and look really good imo. The key is to pick colors that contrast really well and can't blend in easily with the terrain; so essentially try to pick a color that doesn't exist anywhere else within the set already, or not very much. Look at the crystal set for example; the red arrows stand out (and people have commented on how good they look in the past) exactly for this reason.

Look at this example for the bubble set:
https://youtu.be/ylzQwaNRkgk?t=491
IMO the red looks FAR better than the pale default color from original Lemmings.

So here are my proposals:

marble: no change needed
pillar: change to blue the pale doesn't stand out so well especially on the lighter yellow blocks
fire: change to red?*
dirt: no change needed
crystal: no change needed
brick: change to yellow the pale color doesn't stand out at all on the pale/grey blocks and chains.
bubble: change to red the pale doesn't stand out so well on some of the lighter pieces
snow: no change needed
rock: change to brown or yellow


some of the L2 sets maybe could use a change as well but I haven't really looked into that too well yet. Many of them like Egyptian are okay imo.

*this one may be rather tricky actually because the fire set contains both a lot of blue and red but thinking about it I'm not sure what other colors would look alright in it. But imo; it's a pretty clear winner for red in that image above.

Now if everyone still thinks no change is needed or doesn't approve of any of these choices; can we get some kind of better way to choose our own color; without changing other things in the level??

4
Lix Levels / Re: Lemforum pack changes, Lix 0.9.x
« on: August 16, 2019, 11:49:08 pm »
I found this solution to Elixir which saves 1 jumper skill. I am uncertain to the intended solution cause geoo modified the level later after I originally made it. I remember years ago being stumped and watching the replay and sort of being blown away.

edit: oh yeah I could just watch the replay right now.... I sort of don't want to; in case this is a backroute; I want to solve it myself.
Couldn't resist and I looked :P
So in
Spoiler (click to show/hide)
I'm curious if anyone thinks one solution is harder to find than the other.

5
Live Event Scheduling / Re: Ultimate Chicken Horse Multiplayer
« on: August 10, 2019, 04:57:58 pm »
anyone interested in a game tomorrow usual time?

6
I'm just adding here that I have been working on my (old) level pack and I'll probably be releasing it within a few weeks or so (maybe sooner even). And it's by now of easier difficulty overall; than most packs these days. Actually it was a bit on the easy side even for when I first made most of the levels around 2012-2013.

"proper maintenance of content" is something that I won't promise. As to backroutes of my old levels, most of them have been long since fixed to a good point and to any new ones I probably won't care. Beyond that I'm likely not going to update the pack for any breakages due to changing game physics or graphical changes. If anyone wants to take over that job at that time they are welcome to.

I think I'll be waiting until the version update complete with the shimmer among other things is here to update and release my pack, for several reasons. Just in case anyone was curious.

7
I'm just adding here that I have been working on my (old) level pack and I'll probably be releasing it within a few weeks or so (maybe sooner even). And it's by now of easier difficulty overall; than most packs these days. Actually it was a bit on the easy side even for when I first made most of the levels around 2012-2013.

"proper maintenance of content" is something that I won't promise. As to backroutes of my old levels, most of them have been long since fixed to a good point and to any new ones I probably won't care. Beyond that I'm likely not going to update the pack for any breakages due to changing game physics or graphical changes. If anyone wants to take over that job at that time they are welcome to.

8
Live Event Scheduling / Re: Ultimate Chicken Horse Multiplayer
« on: July 16, 2019, 12:05:18 am »
I may be able to join; I'll sit out if there are more than 4.
It's going to be super hot that day here so... what better than to sit inside and play games :D

9
Non-Lemmings Gaming / Re: Super Mario Maker Level Sharing Thread
« on: July 10, 2019, 01:16:17 am »
I just got a Switch and this game and I will be playing forthwith.  :D

10
Live Event Scheduling / Re: Ultimate Chicken Horse Multiplayer
« on: July 03, 2019, 12:56:40 am »
7th would be better for me cause I'm going to a funeral on Saturday.

11
Live Event Scheduling / Re: Proxima's streams
« on: June 21, 2019, 12:16:02 am »
aw, I missed it but; nice that you did it on youtube so it's still there. Nice to see a blind LP of the game! :) I look forward to more!

fyi: don't ask me why I thought you were doing a randomized run when when you clearly didn't mention "randomizer" at all... because ramon mentioned it, and I was apparently very tired (and am now as well...)

honestly the leprechaun comment is fairly accurate when I think about it... I always disliked Link's sprite from this game; compared to every other game anyway.

12
Live Event Scheduling / Re: Proxima's streams
« on: June 19, 2019, 10:28:26 pm »
:thumbsup: nice; I think you have; but if you haven't played a randomizer before they are SUPER fun :D

13
Live Event Scheduling / Re: Ultimate Chicken Horse Multiplayer
« on: June 18, 2019, 10:12:42 pm »
how about another game this Sunday June 23, usual time (any time from 17:00 UTC onward really).

14
NeoLemmix Main / Re: List of unconverted packs?
« on: June 12, 2019, 12:40:53 am »
for the record: I have no interest at the present moment to convert my pack(s) (Mobilems 1&2) to the new format.

I hereby allow anyone who wishes/able to update this pack themselves, you have my permission. You may even edit the levels/add stuff if you want (though if you do that I demand you put your name on it also :P )

Almost forgot: Actually if anyone really does decide to do this; please contact me first because I actually started converting but never finished. :XD:

15
I'm kind of surprised none of the math guys didn't figure this out before. Considering that is an odd skill set. :-\

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