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Messages - mobius

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Bugs & Suggestions / Re: Wrap? [DISCUSSION] [PLAYER]
« on: May 17, 2019, 12:15:41 am »
oh yes, sorry I forgot about this. Just to clarify (not that I expect this will be implanted anytime soon anyway) I would be strongly against this [wrapping not visible via scrolling]. If there's going to be wrapping; it should be done like Lix; with infinite scrolling possible.

Bugs & Suggestions / Re: Wrap? [DISCUSSION] [PLAYER]
« on: May 16, 2019, 10:42:20 pm »
Then we would need another way to tell the player that wrap is active though. ???

Sorry but if a player cannot tell the level wraps around... are they dumb? you scroll and it never stops, how long can it take someone to figure out what's going on? When they play for the first time sure, it takes some getting used to like everything but not after that. I never had a problem like this when playing lix. (single or multiplayer).

In any case if this was a feature I'd be okay with (but still not prefer) a rectangle to indicate boundaries but definitely insist this option (in one or any direction).

You can definitely do some interesting things with it, just look at some Lix levels or some from Revolution (bounce around the world, turn on tune in switch on). But I also agree it's not the biggest thing on my list at least that could add fun stuff to the game.

"The limit should be slightly increased (~10 or so)" is what I picked as it seems most are in favor of this or at least okay with it. I don't think I'd like to see a major overhaul of the skill bar (other than graphically, possibly with default color scheme but I know this is already customizable).
I wouldn't mind honestly if it didn't change; it's not a priority for me really.

on Lix: in multiplayer I find having more than 5 or so skills problematic. It's just too many variables to keep track of in the heat of battle. For single player that's not an issue however; I think ~8 has always worked for me in puzzle making and playing. It's not restrictive yet not too overwhelming. It feels right, not too much, not too few, but as I said 1 or 2 more wouldn't hurt I don't think. But I don't think I'd really like to see more than that.

on button arrangement:
1) how about moving or getting rid of the nuke? I never liked it next to pause anyway; chance of accidentally clicking that instead of pause (even though it must be double-pressed) and we have F12.

2) how about merging the two release rate buttons into one. left click could go down and right click could go up or visa versa.

-the pause is another option to remove/letting players know about a hotkey. Many games I've seen in the past (including Lemmings revolution) have no button but a hotkey for pause. Many steam games these days have escape as a default pause button.

on the minimap: now that we have the zoom feature I stopped using the mini map a lot less. Although the zoom feature apparently can't go all the way out (I learned this just last weekend), it would be really nice if it could. Also the minimap now not showing the entire screen lessened it's useful for me as well. The whole point I liked about the original L1 minimap was it let you see lemmings everywhere and let you quickly get to anywhere in the level. That use is almost totally negated these days by these factors.

I agree with Nepster that things should be kept as simple as possible so they can be finished quickly and done in a neat matter and not become too convoluted.

-Locked exits: I have not seriously looked into this so forgive me if I'm misunderstanding here but why do we need idling animations for locked exits? Isn't it enough that a door is over the exit signifying that it's locked and when it unlocks the door opens (goes away)?

-I don't care if multiple secondary animations are implemented. One idle animation per trap seems enough for me. Again, I'm only saying this because I'd rather see more work go into other features which is just a personal wish of mine.
But the 3 different states as they are seems pretty good to me: idle, working, disarmed. (disarmed having no animation). When things are more uniform they are easier to understand.

-Question to Nepster: Why is it bad that you must have an exe next to your editor? Why would you want/need to have it anywhere else? Or are you simply saying that it's bad that the editor depend upon the exe?

Lemmings Main / Re: GDC Post-Mortem on Lemmings
« on: May 12, 2019, 01:46:03 am »
wow thanks so much for trying. At least you asked and he actually responded! 8-) At least we know now.

I don't care what they say about Twitter, that's awesome :P

Another interesting thing he mentions around 15:00 is changing tough levels to make them easier... He talks about copy/making the repeats for introductory levels separately. He mentions adding 1 or 2 builders etc. I think he's implying here that some of the hard levels (like maybe Pillar of Hercules etc) were more stringent originally then they made them a little easier. I can't think of any good examples atm but maybe this accounts for some of the late game levels having 'backroutes' or seeming easier then they should (for experienced players now-a-days). Maybe this occurred in ONML as well (this kind of thing seems more prominent in that game)
nevermind I just understood now that he says at the end of this "so the levels could appear twice" So I guess he's referring to the repeats after all... but they added 20 of everything, not 1 or 2 builders??

At least he admits here the steel detection was crap :D

Live Event Scheduling / Re: mobius' videos/streams
« on: May 11, 2019, 12:00:27 am »
tomorrow around 17:00 UTC I'd like to stream the contest (17) levels. All are welcome to watch (and help!!)

Lix Multiplayer Dates / Re: lix-May 11th & or 18
« on: May 10, 2019, 11:57:55 pm »
Well, sorry but  I'm going to cancel (this week at least). There didn't seem to be a ton of interest atm; I don't like playing with 3 or less people. And people were in favor of me doing something else anyway.

Option is still open for next week if anyone wants to play please post and let me know.

Lemmings Main / Re: GDC Post-Mortem on Lemmings
« on: May 10, 2019, 11:46:10 pm »
Exactly! this is a piece of history that must see the light of day!

Ah; watching more of this video I see an explanation of how their game editor worked and now understand why some of the levels are the way they are.

If you look at some of the originals in an editor you often see tons of erased pieces or pieces hidden behind other pieces that are seemingly meaningless.  It seems going back and finding a specific piece after working on a level could be tedious. On the other hand this editor they used seems quite powerful for the time.

Lemmings Main / Re: GDC Post-Mortem on Lemmings
« on: May 10, 2019, 09:41:54 pm »
awesome; thanks for posting this :thumbsup:

has anyone (can anyone?) managed to contact him and demand ask him for those supposed original 500 missing levels that went into the creation of the game but didn't get voted into the final levelpack?? I haven't watched this entire video; I'm referring to an older one of a conference around the 21st anniversary of Lemmings posted here a while ago.

I have a few artistic suggestions, and I'm willing to attempt the changes myself if that's okay but I won't  promise atm that I can.

Imo the flashing lights look a bit weird. Instead for the;
-pillar chain trap I suggest something like the top part turning or the chain swaying.
-marble trap; the top and/or bottom part could bob up and down like the icicle trap
-same for the brick squasher trap. Or since this one doesn't stick out as well; have some nob or needle thing bob up from below similar to the marble trap.
-pillar needle traps; the needles could protrude back and forth just a little bit.

Lix Multiplayer Dates / Re: lix-May 11th & or 18
« on: May 05, 2019, 06:25:36 pm »
Let's see what some other people say before deciding.

Lix Multiplayer Dates / lix-May 11th & or 18
« on: May 04, 2019, 04:42:17 pm »
How about a game on Saturday the 11th or Saturday the 18 depending on whats better for people.  Or both if youd like. If fewer than 3 people sign up i wont be playing

Level Design / Re: April 2019 Level Collaboration
« on: April 25, 2019, 09:09:31 pm »
I think the level looks pretty good as is :thumbsup:

I like the title "Overarmed and Undermined" personally.

I better not volunteer to do another; not sure I'll have the time right now.

Live Event Scheduling / Re: Ultimate Chicken Horse Multiplayer
« on: April 21, 2019, 02:16:18 am »
UCH Saturday 2019-4-27 17:00 UTC. (next week)

I prefer discord for voice chat (because I cannot connect to the mumble server still)

General Discussion / Re: grams88 Blog
« on: April 15, 2019, 10:36:40 pm »
awesome accomplishment gramps :thumbsup: That takes courage I don't have atm lol. Those kind of things are great for building your courage and self esteem too.

Travel is a big goal I have. I want to see a lot of different places in the world, like Europe, maybe some Castles, The pyramids in Egypt, maybe the great wall of China, Tibet, mount Everest, (just see it, not climb it :P ) Hawaii...

We fall prey to availability bias: It's easy to picture bungee cords snapping or planes crashing, especially when plane crashes make the news. But the easy availability of such mental imagery doesn't make disasters more likely.

This is a very good point that many people fail to realize. The opposite is unfortunately also true: A catastrophe (such as death) that is difficult or unpleasant to imagine doesn't it make it any less likely. People in my society tend to prioritize the least important things and neglect important ones, at the cost of their happiness. Sorry for getting on a soap box suddenly.

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