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Messages - mobius

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61
SuperLemmix / Re: [SuperLemmix] Timebombers
« on: February 23, 2023, 01:18:02 AM »
timed bombers could be interesting to come back, I'd appreciate keeping skill shadows (At least as an option) though, would still support it even without them.

Grenader, spearer and those skills are really exciting though :thumbsup:

62
General Discussion / Re: Simon blogs
« on: February 23, 2023, 01:13:49 AM »
Every now and then I try to play Clones again and it's just... awful. Nothing about it feels intuitive. A Game of this nature that doesn't always allow you to pause or pausing that doesn't work correctly should be illegal. Sorry to the creator, I know they at one time were present on this forum but this game sucks.

Greetings! Nice to see Clones still being mentioned :)  The reason we limited pausing was to prevent super-human actions, because pausing makes playing levels easier and can bypass the intended challenge.  However to account for this we added a 2nd type of pausing called "Freeze Time" (default keyboard key is U) which you can use as often as you want to do super-human moves, but each Freeze Time use will incur a timeclock penalty so that players who don't Freeze Time will obtain a higher score for the leaderboard rankings, which we felt was fair.  You can even assign actions to clones when the game is paused via Freeze Time.

Here is Freeze Time in action - https://drive.google.com/file/d/1-777IGQDBmT1AWB_i_iRc4YQwNm4yTFe/view

In terms of not being intuitive, my only regret is that the "beautification" of my levels went a bit overboard I think. We hired someone and they added too many background graphics which I think make the levels a bit cluttered sometimes and hard to tell if something is land or background. I would have preferred a simpler clean look. You can however disable these graphics in the options menu: Disable Background and Sky. Oh and also the "Clones Belt" for gestures to give actions isn't practical I felt, I would have liked to make the keyboard bindings the default method - but this can also be changed in the options menu.

Otherwise I'm all ears for adjustments to include in future patches to improve the game! Multiplayer was always the focus, and I haven't played in a while so I'd be up for a match should anyone want to play.  That one "capture the star clone" map was really fun.

ah yes now I remember vaguely, this freeze time function.... One has to wonder; why not just make pause behave this way? Why have essentially two different types of pause buttons?? Can't it do everything freeze time can, including incurring the penalty, without *failing to pause*? I get the points thing; that's just not my kind of challenge.

The other major roadblock was how you assign skills. NeoLemmix has a similar "follow lemming" feature, but as a side option. Selecting a skill then selecting the target lemming just seems to work better most of the time. Especially if you're new to the game and clones may often be spilling out in different directions suddenly you didn't intend, you want to click quickly to get them under control. From being a lemmings player this just felt totally backwards.

The other issue I can't recall very well but had something to do with physics and how clones moved around. Maybe it was just another issue of differences from being a Lemming player.

63
Lix Levels / Re: Old Version Levels
« on: February 19, 2023, 12:52:52 AM »
here's an interesting tiny little piece of forum history. I only vaguely remember that "Project Capybara" was some community level idea I had. Apparently a few people made some contributions (?) besides myself. I found a level by Proxima and Nepster that I don't remember at all. There's also a level or two by me that I don't remember why I axed and an early version of Theresa falls up the stairs. One is a remake (sort of) of a PSP level I think.

64
Lix Levels / Re: Old Version Levels
« on: February 18, 2023, 05:48:43 PM »
thanks a bunch! :thumbsup: I had a foggy memory of there being thin platforms but couldn't remember. It doesn't matter if the level works or not in current version; I just wanted to see it again.

-edit: looked at it now; yes now I remember it better. BTW; this level was scrapped from the community set because the intended solution was annoying and precise or relied on a pretty edgy trick I think.

65
Lix Levels / Re: Old Version Levels
« on: February 15, 2023, 11:40:00 PM »
ah dang, sorry my bad. I forgot that after I downloaded this level from the forum [from the community level pack topic, from quite a long time ago. I don't have any old versions of my levels, at least handy.] I opened it in the editor and re-saved it in the new format (and thus without the missing pieces.

I attached a copy of the proper version I'm talking about. I opened this in the old version you attached here and still have missing pieces. I'm thinking the missing pieces are pretty important too cause the level seems possibly impossible as it is.

[it sees everything seen in the attached images here]

66
Lix Levels / Old Version Levels
« on: February 15, 2023, 02:31:10 AM »
There's this level I made long ago that I'd like to see again but is not viewable at all on current versions. I have a version from 2014; it can view the level but something's missing, I don't remember what. Also it would be nice to view replays from that time as well. Anyone have older versions so I could see this? I didn't see old versions on github.

67
Lemmings Main / Re: thoughts on Lemmings game design
« on: January 28, 2023, 01:45:29 AM »
-tricks: this is quite a difficult decision for me; I agree with both sides of the argument. Another problem is what exactly defines a "trick" in this sense is very grey and how logical is the trick?

For example; the miners and builders turning; seems a fairly arbitrary design choice, while the trick of creating a notch in a wall with a basher or miner seems less arbitrary; should a basher be able to effect the terrain when they're not going to continue? Or should a miner be allowed to be assigned while standing on steel? and if so what happens? Do they waste the skill? My gut feeling as to what's most logical with the latter is the miner can be assigned, wastes a miner but doesn't turn around; but is delayed slightly. Already that's a bunch of factors that have a trickle down effect on how the level plays out.

Pure logic levels (and/or not so pure) really are my favorite; A Spot of Bother is an example, Devil's Right Hand by Nepster (I think), Dazed and Confused, Parking Garage and Pyramid Scheme by Geoff, also The Floodgates Open by Clam; and several of these also happen to be some of the hardest custom levels ever made (while some are rather easy). But the hard ones require a lot of logical reasoning, which anyone can potentially do without lots of experimentation or in depth game knowledge.
Again, don't get me wrong I still like the tricks; I just feel these logical puzzles are underused. Maybe I'm wrong and I'm not familiar with a lot of good ones in existence?

-Regarding decisions Simon made with Lix:
I'm honestly personally really torn on certain things like the RR and time limits. On one hand (time limits); I genuinely agree with how most puzzles games in recent years have moved toward no time limit. The game is simpler with one less factor in the way to worry about and it having been mostly arbitrary in the main game (and custom content often as well) anyway. However, there are the corner cases where a good puzzle  is enforced [backroutes removed] elegantly by use a of a time limit. And the timer is a very simple mechanic everybody gets; doesn't need any explaining or anything to learn. And the player can pause the game at any time, not needing to be under actual pressure. If I were to include a timer; certain other factors would need to exist.
(for instance; no levels with 100 Lemmings and you need to up the RR just to have them come out in time). Every level with hoards of lemmings should naturally flow into the exit right on time, even if it's tight.

RR-- At first I was against removing that in Lix but now it feels likewise superfluous. Here there are other ways, and some very interesting of executing the same puzzle of spawn interval manipulation without it; runners, jumpers, setting up a unique terrain layout... In the end I'm now simply not as big of a fan of spawn interval manipulation as I was in the beginning. And this mechanic definitely is not as intuitive and not as simple as a time limit.

------

I'd take the best (what I deem as the best) aspects of all of the Lemming games, or some that were terrible but could've been better.... that'll be for a later post.

68
Lix Levels / Re: Simon streamed lemforum/Hopeless, 2023-01-22
« on: January 27, 2023, 02:56:04 AM »
after listening to your latest stream; I agree with your comments on graphics. I think I like graphics that aren't too plain but not too busy either. This is why I like the sets like the Tapir and abstract and construction sets a lot, despite them appearing kind of plain at first glance compared to old Lemmings, I like them quite a bit.

-----

as I said somewhere; the backroute fix to Division of Labor is fine, but I still think that basher behavior should be addressed, unless this is the very first time this has come up then maybe it's a rare corner case. ??
I feel like this maybe has come up before but now it appears I've spent so much time in this community that I'm easily getting old things like this mixed up and my memory is too fuzzy.

yes; your solution was 95% intended btw. :lix-smile::thumbsup: The solving replay does it slightly differently, I think by having
Spoiler (click to show/hide)

69
General Discussion / Re: Mobi's blog
« on: January 25, 2023, 01:42:07 AM »
another goal which I've been very slow and rocky to get going; spend less time on social media:

-everyday I'd come home from work to "relax" by spending sometime just browsing internet communities. Made me feel surrounded by people and less lonely, get news, read interesting things, laugh at funny stuff etc. Seems like this would be a good thing. But in the end not all that much. Especially the past few years it often leaves me frustrated and depressed. Maybe I'm just not a good people person. In any case, my goal now is to come home and instead of spending time on social media focus on doing at least one creative thing. Sit down at an instrument/write/making custom content.

The effect was definitive and immediate: I feel better. At the cost of being a little bit more lonely I feel like my time is better spent, more productive and fewer frustration. I never used twitter; but I'm guessing this is kind of the angle most people I've heard complain about that program had.

-Exercise; I still do almost every day, though I've kept it at a 10-20 reps, no more. Frankly I don't really have the time to do more. I care less about big muscles and more about just being healthy.

-Started working on a new lemmings pack a long time ago and it stalled many times. Might still get somewhere but I don't have the motivation to work on that the way I used to.

70
Lix Levels / Re: Lemforum backroute fixes, Lix 0.10.x
« on: January 24, 2023, 12:43:27 AM »
I agree with Ramond that behavior looks very odd.

Either one of two things should be true:
1) the basher keeps going until he falls into the gap and (presumably a] stops bashing, or b] continues to bash at a lower level OR
2) she shouldn't be able to bash that in the first place

-----------

I'll try to take a closer look at the level in question. There's nothing I have to add; the fix looks fine to me.

----
Changed my mind and I've fixed The Last Laugh
Spoiler (click to show/hide)

same replay should work

71
Lix Levels / Re: Simon streamed lemforum/Hopeless, 2023-01-22
« on: January 23, 2023, 01:11:24 AM »
ah I was away from my PC most of the weekend, sad I missed. I will have to catch up. And take a closer look at that strange basher behavoir; don't know if I knew about this.

No More Heroes; still haven't solved this level 10 years later, despite giving it a decent attempts along the way O_o .

72
Closed / Re: [SUG][PLAYER] Options for "Time Up" behaviour
« on: January 20, 2023, 01:49:02 AM »
this may be unrelated or warrant its own topic but I think I'm beginning to prefer the game not ending/going to title screen on timer running out so much I'd prefer it that way for any fail; whether all lemmings die or whatever.

When playing a level, trying many things restarting/backtracking a lot; going to the menu screen and having to going back just gets annoying and feels unnecessary.

73
Lix Levels / Re: Lemforum backroute fixes, Lix 0.10.x
« on: January 17, 2023, 03:06:18 AM »
and another fix for Theresa falls up the stairs. At one earlier version this second entrance existed and it was removed to fix another backroute, but I *think* that was before the protrusion in the wall existed, so maybe this will be okay???

74
Lix Levels / Re: Lemforum backroute fixes, Lix 0.10.x
« on: January 17, 2023, 01:29:01 AM »
my simple fix for Tinker Tailor Soldier Lix was too simple; Raymond backrouted it even worse. Attached a (hopefully) better fix, and replay.

75
NeoLemmix Levels / Re: Level pack: LemRunner (2021)
« on: January 15, 2023, 12:46:40 AM »
started taking a look at this; these styles look amazing!

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