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Messages - exit

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16
In Development / Re: ArtLems - Development Topic
« on: April 02, 2017, 11:38:29 PM »
It's happened to me before. :-[

I would suggest trying to solve it, and if you don't manage to do so (perhaps you're better at making difficult levels than solving them), ask somebody on the forums via PM to take a look if they have time. There's also the possibility of you having made a change you forgot about that made it impossible to solve (for example, you could've been making a change, realized you wanted to do something else, saved the level while it was impossible/still in the process of being changed, and later forgot to complete the change).

17
NeoLemmix Main / Re: New skill: Farter
« on: April 01, 2017, 01:00:04 PM »
This should make for some really interesting puzzles! :thumbsup:

However shouldn't the skill be instant, like bombers already are? I feel like it would then conform to the other "exploding" neolemmix skills (viz. bomber and stoner). ;P

18
These aren't in any order, since it's not really easy to compare the difficulty of lemmings levels because of the different factors that go into it. I might be forgetting some, as these aresults just the ones that I can think of.

Save Me - reasons pretty obvious
No added colours or Lemmings - great puzzle, IMO best level in the game
The Great Lemming Caper - it took me a long time to finally figure this one out, despite there being many possible solutions
Just a Minute I and II - the timing is very frustrating, especially on versions with faster clocks than DOS
Call in the Bomb Squad - for some reason, I had a very hard time figuring out the pretty obvious trick to this one
Compression Method 1 - it took me a while to realize what I had to do to get through the bottom
I have a cunning plan - the trick in this one requires some creative thinking, took me a while to figure it out
Postcard from Lemmingland - great puzzle, took me quite a while to figure out
Triple Trouble - very hard execution, frustrated me a lot when trying to solve it
Curse of the Pharaohs - same as Triple Trouble

After I returned to lemmings a few years ago though, I found that looking for a lemming that you can clearly make out can help with assigning in a crowd, since the order in which the game displays the lemmings is similar to the skill assignment priority, making levels like Curse of the Pharaohs a bit easier.

19
Reduce options in "Manually Saved Replay Naming"
It seems that adding timestamps supersedes asking for overwriting files, so I suggest culling the option "Auto, Confirm Overwrite".
Regarding "Auto, Overwrite Old File": Exit is the only one using it. As Exit auto-saves all replays anyway and does not use the "Save Replay" hotkey, I suspect this setting gets very little usage as well. Exit, are my assumptions on your usage correct? If so, I would recommend culling this option, too.

You are correct, so go ahead and remove the option. I set this setting so that I wouldn't have to save replays manually, thinking I would need them, but I don't do much with replays anyway (or at least not enough to need to save one for each level I play :P).
 
Next/Prev Skill: Only Exit is using this hotkey. Given that we have specific hotkeys for skills and buttons on the screen, I wonder whether these hotkeys should be kept. Depending on Exit's opinions, I would either cull this hotkey completely or at least do not assign any default key to these functions.

I actually often find myself using the mouse to select skills, so this hotkey would not be missed. I would suggest outright removing this option.

Add a hotkey to w[r]ap between the minimum and maximum RR
There has been a discussion in IRC some days ago, how to make the RR hotkeys more useful. One suggestion was to have hotkeys that  jump to the most frequent RRs, namely the minimum and the maximum 99. To avoid having too many hotkeys, I therefore propose to combine these two hotkeys, which jumps to RR 99 whenever the current RR is less, and it jumps to the minimum RR if the current RR is 99.

If very few people use the hotkeys to increase and decrease the release rate, wouldn't adding this be somewhat pointless? Since most people use the mouse to interact with the skill bar, I don't think this would see much use. If it is added, I would suggest not having a default binding like you proposed for the increase/decrease RR hotkeys.

20
1) Attached

2) Things I use: pause, zoom in/out, clear physics mode, frame skips, next/previous skill (i.e. the hotkeys that scroll along the skill bar), fast forward, fall distance template, restart, and quit.

3) Never used any of the debug options.

21
Closed / Re: [SUGGESTION] Optional hints for levels
« on: March 03, 2017, 02:45:48 AM »
I agree with Icho. Lemmings isn't really a game for hints, but rather for experimenting with the various skills in different ways to find the solution, and using hints would ruin the whole experience of playing the game.

Having easy access to hints, and even just having hints at all, will encourage players to take the easy way out of solving a level: not having to work for the solution. In the extreme, this could lead to lazy players and diminishing interest in the game because such players will get accustomed to using hints to solve levels and will skip those levels which require thinking and effort. Additionally, players experimenting with levels leads to the discovery of bugs, new tricks, etc., meaning that the amount of those things found will decrease if usage of hints comes into being and increases.

If you really want to have hints for a level pack, including a text document with the download shouldn't be that much trouble, especially for namida and Nepster because they won't have to include a hint feature. :P I feel that a text document is a better way of giving the player hints as it isn't readily available and requires that the player does more than just press a key, mitigating the possible negative effects aforementioned.

Personally, I won't use hints if they are added. If I really want to know the solution to the level, I'll just find a replay or check youtube.

22
NeoLemmix Main / Re: Manuals for everything Neolemmix?
« on: February 25, 2017, 01:58:46 PM »
Wikis generally cover the gameplay of a game (levels, secrets, weapons, etc.), not the directions for use of tools and utilities pertaining to the game. I think a manual of sorts, which would perhaps be included with the Neolemmix download or on the Neolemmix website, would be better and much easier to maintain than a full wiki. Plus, searching a wiki just to find out exactly how to do something with a certain tool would be more trouble than just going to the forums and posting the question there.:P

23
It looks very nice! However, will you still include an option to just show the minimap, and not the extra buttons? Personally, I don't use those buttons when playing and just use hotkeys.

24
General Discussion / Re: I'm makin' video game tunes
« on: February 12, 2017, 03:53:28 AM »
I'm looking forward to hearing what you make! 8-bit songs always make for interesting tunes when remade/modernized.

Raindrops sounds very good. :thumbsup:

25
I haven't really had any situations in which I specifically needed to know the exact position of a lemming, just where it could have been convenient. For example, when one lemming is mining, and you want to remove terrain under the miner to make it stop, knowing the exact position of the miner would be very helpful when deciding where to do the terrain destruction. This can certainly be done through trial and error using backwards framestepping, but it would be much easier if the exact position of the miner was known.

Additionally, if blocker fields are displayed, visually seeing the exact position of a lemming or lemmings would be helpful when dealing with the blocker. The point of displaying blocker fields is to have exact information, and IMO not knowing precisely how the lemmings will interact with the blocker would defeat the purpose of knowing the blocker field.

26
I completely agree. I was thinking that it would be up to discussion on the exact details.

Blocker fields would most likely not be so bad to show for every lemming since there typically won't be that many blockers that it would clutter the screen. I think the position should only be shown for a highlighted lemming, if there is one, and maybe for blockers? It would be useful to know its exact position when doing things like mining under them.

27
The title says it all. When enabling clear physics mode, pixel position of each lemming and the blocker field of each blocker would be displayed. I think that this would be a very helpful feature, more so than the current function of clear physics mode, which IMO (and in my experience) is only useful in very rare situations.

Also, I guess you could say I'm back. ;P

28
Live Event Scheduling / Re: Lemmings Streams
« on: June 30, 2016, 01:59:23 PM »
I missed the stream yesterday, :'( but while I was watching it(as a non-live video), it seems like you had some difficulties with the game I linked you to. If you run l2-fix instead of l2, you get the full version of the game with a functioning save feature and all levels accessible. Sorry for not notifying you when providing the link.

I hope to be able to catch you streaming again. Great job so far. :thumbsup:

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Lemmings Main / Re: Lemmings 2 Gold Medal Trick
« on: August 23, 2015, 01:35:15 PM »
I was aware of that before, and now that I think of it, I have no idea why I put the second spoiler there :-[ . I guess I wasn't thinking clearly because I was in a rush at the time. I'll edit that out.

Anyways, I'm looking at this from a custom level perspective, where your goal is not to save the tribe IMO but rather to get gold on the level or levels.
Sorry for the confusion.

30
Lemmings Main / Lemmings 2 Gold Medal Trick
« on: August 23, 2015, 01:23:00 AM »
I'm sure a lot of you have already discovered this trick(or maybe not. I don't know. But if you don't know it's in the spoiler.). I would like to know what you think of it. Do you think it's an acceptable way to get gold, or do you think that it's a cheat? And do you think a Lemmings 2 level designer should attempt to make it so that the trick isn't executable? How do you think would be the best way to do so?

I'm just wondering what other people think about tricks like this.

Spoiler (click to show/hide)

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