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Topics - Proxima

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1
Contests / Should we change the contest voting system?
« on: February 28, 2024, 07:10:11 PM »
Back in 2019, there was an overhaul to contest voting, because the old system often led to a huge number of voting rounds, which is a lot of work for the organiser and puts a heavy burden on voters if they want to commit to taking part in the whole thing, which can lead to excluding those who don't.

The current voting system, while definitely better, is still flawed. We now have only one vote for each rule; that's great. But if the numbers fall out unluckily, we can end up with a situation like that in Contest #29, where a mixed group of six levels needs five or even six voting rounds to establish a winner.

So what's the solution? Well, first we need to decide what the goals of the voting system are. At the moment, they seem to be:
* To establish an overall winner -- obviously the most important goal.
* To establish a winner for each rule, since this carries a certain amount of prestige in itself, especially for rules like "Make a Tame level" where entries have no chance of winning overall.
* To establish overall 2nd and 3rd place -- is this still felt to be important? There are no prizes for these places, but do those who regularly take part in contests care about them?
* To separate out the top three and then rank them, so that the overall winner is not decided until the last voting round.

If all of these are still felt to be necessary, my suggestion would be:

* As in the current system, each rule has one vote only, no tiebreakers.
* The first round of the mixed group aims to establish a top 3. If this isn't possible because of ties, a tiebreaker is held.

For example, with the votes from contest #29 (6 for A, 2 for B, 3 each for C, D, E, F), A would be into the final, B would be out, and a tiebreaker would be held to find the top two of C, D, E, F.

Ideally, this system limits the mixed group to three rounds plus one possible tiebreaker. Unfortunately, because of the requirement that an exact number of entries qualify for the top three, it's still possible for the tiebreaker to need a tiebreaker (e.g. C, D, E, F get 7, 4, 4, 3 votes respectively). I would suggest that in that case, we could just be okay with not having a third place (or having a tied third place), so that the mixed group cannot have more than four votes.

2
Split off People getting confused by NL's auto-replay

A similar problem is the splat height ruler with a zillion bells and whistles. Every new player is confused. Every new player thinks the splat height for walkers is the full length of the ruler. The obvious solution is to offer multiple splat rulers and have a plain one as default, but we can't do that because... no idea.

3
General Discussion / LF meetup, Leeds, Sat 5 August
« on: July 29, 2023, 09:20:40 PM »
As a reminder, we decided on a meet-up in Leeds on 5 August, which is next Saturday. I'm starting a new topic so that we can keep track of who is definitely coming, so that on the day we know when we've got everyone.

Unfortunately it looks like it might be raining on the day, but I'm sure it will still be great to see everyone and we can have a good time.

The plan is to meet at 11:30 on the main concourse of the railway station, then when everyone has arrived, go for lunch together. There is a Wetherspoon's at the station, so we could eat there unless it's too crowded -- quite possible on a Saturday -- in which case there are plenty of places nearby.

After lunch we could walk around town and chat if the weather is okay; if not, maybe we could establish a base at the Waterstones bookshop? I would be happy to take any other suggestions if anyone has ideas.

Confirmed:
Proxima
WillLem
Ste Woz Ere
∫tan x dx
Flopsy
Kingshadow3
Pooty
Crane (confirmed on discord)

4
NeoLemmix Levels / Spreadsheet of NeoLemmix packs
« on: July 05, 2023, 11:12:21 PM »
Here is a spreadsheet of almost all content posted on the NeoLemmix Levels board as of today (5 July 2023). The only packs I've excluded are any that were fully incorporated into later packs, and migrations of the original levels. (If I've missed any packs I should have included, let me know!)

In many cases, I've trusted authors as to their claims of how many ranks and levels were in a pack, so let me know if any of these are wrong. The "date posted" column has the date in the first post of the forum topic; for NL conversions of older packs, this may not match the actual date of publication. I haven't gone to the trouble of looking through the long Lemmings Plus topic to get a publication date for each pack.

Since this is a spreadsheet, you may find it interesting to sort by author or by number of levels to get some interesting statistics. You could also use this spreadsheet to track your progress on packs solved (I would be interested to see kaywhyn's especially!)

Is there any other data you'd like me to add to the spreadsheet? Please bear in mind that other data (such as talismans, or yes/no on whether the pack exclusively uses the original 8 skills) might be a lot more time-consuming to collect, as I would have to install all these packs and examine them in the Level Select menu, so I make no promises about when I might get round to this.

5
General Discussion / Gauging interest in a UK meetup, summer 2023
« on: May 13, 2023, 03:19:16 PM »
Following on from a chat on the discord today, we are thinking of organising a meetup for those Lemmingsforums folks who live in the UK. It will most likely be in the north, since we discovered that at least three of us are located in Leeds and Liverpool, but nothing is set in stone yet. Some points to discuss before we go ahead with making definite plans:

* Who's interested?
* Anyone responding, please say where you live and whether it's possible for you to travel to a meetup location.
* What dates would be best / are there any dates we should avoid?

6
Closed / [SUG][PLAYER] Slight tweak to level select
« on: March 15, 2023, 12:06:57 PM »
I know that no new suggestions are allowed now, but this is such a small tweak I felt it couldn't hurt to ask...

When viewing a pack or rank in level select, the talisman window is just short of being able to fit information on six talismans with names, and it would be nice if it fitted. (Also, the "p" of "completed" just above the talisman window is cut off in a weird way.)

Spoilers for GemLems level titles and talisman names, I guess....

7
Lix Levels / Proxima's notes on Ramond's streams
« on: December 16, 2022, 08:34:48 AM »
I've started watching Ramond's streams and every so often I'm going to pause and note any comments I have, whether it's issues I think should be fixed or just general reflections. This will include my feedback on Simon's comments from the other topic. (Simon -- feel free to merge the topics if you think it's better that way.)

L4 Diamond Dash: This should provide a few walkers instead of imploders and blockers.
L8 Climb to Freedom: It was suggested that we should separate the two snow levels. L8 is very simple so maybe it could even move earlier?
L10 Escape the Pit: Unintended solution by digging and bombing horizontally through the terrain. I checked and this is even possible with imploders alone. I think it's fine to leave multiple solutions so the player can exercise some creativity, but the replay collection should showcase the intended solution (platforming over the pit).
L11 Beneath the Lab: There was a suggestion to move this later. Maybe switch it with L17 Solar Eclipse?
L15 Put Your Lix on Ice: Hacky unintended solution by repeated mining to break through the pillar. Again probably best to leave this alone. Pillar just before the exit should be less precise to find the place where a miner can break through and then stop herself.
L19 Let's All Go Down the Strand: The crowd can be turned around at the very top or on the second step. Any solution is fine here, but the "main" solution is to have the entire crowd go down and build back up.
L20 The Borderland: Requirement of 30/60 allows saving either group while ignoring the other, with the assumption that doing so is a bit tricky and first-time players will be nudged towards saving most of both groups. Is this okay, or should we just make it 40/60?

8
Lix Main / Extra tiles
« on: December 03, 2022, 07:11:26 PM »
I recently added these tiles to the NeoLemmix version of my tileset. Do we want to have them in Lix as well? One problem is that the NL versions are scaled down so that each pair of tiles has a 32x32 and a 16x16, but for Lix we would want them to be 64x64 and 32x32.

9
Closed / [BUG][PLAYER] Levels sometimes don't preview
« on: November 19, 2022, 04:33:38 AM »
In the level select menu, clicking on a level sometimes doesn't display its preview, but continues to show the preview of the old level.

I observed this with the pack BadLems, and it might be because some of the levels have the same ID. I spent some time clicking on levels in Lemmings Redux and they all previewed correctly.

If it's decided that this won't be fixed because having levels with the same ID is just something you should not do, then I would suggest that packs on the NeoLemmix Levels board should be fixed to avoid this issue.

10
Closed / [BUG][PLAYER] NL crashing
« on: October 02, 2021, 05:11:45 PM »
I opened an unfinished level file (originally created with an older version) in the editor, finished and saved it, and edited my GemLems levels.nxmi to refer to it. The level loads fine in the editor and playtest mode, but trying to open it in NL causes a crash. I've screenshotted the error message, and attached the level file just in case that helps to pinpoint the problem.

[EDIT: Since I am no longer experiencing this problem, I've removed the level file.]

11
Closed / [SUG][EDITOR] Levels with no exit
« on: October 02, 2021, 03:09:22 PM »
During building of a level, it is quite common to have no exit, simply because you haven't yet built the part of the level that will contain it. It is also quite common to want to playtest the level, for instance to check how many skills it takes to get from A to B, before the exit has been placed.

Even though a level, by default, starts with 40 lemmings and a save requirement of 20, when there is no exit then NL changes the save requirement to 0. This means that any playtesting of the level will be a successful completion, and will result in saving a junk replay. While these don't take up much space, generating junk files can be an annoyance and can make it harder to find replays that you actually want.

I suggest that either exitless levels don't have the save requirement changed to 0, or if there's some other reason why that has to be kept, don't autosave replays on levels with a requirement of 0.

12
Closed / [SUG][PLAYER] Spacing on records screen
« on: September 16, 2021, 04:40:45 PM »
If a level has 100 lemmings and I save 100, when I view my records, the "100/100" runs awkwardly into the clock icon. The clock could easily be moved to the right as there is lots of unused space.

13
Closed / [SUG][PLAYER] Tweak to jumper physics
« on: June 26, 2021, 03:07:26 PM »
I asked namida over discord for permission to make this topic, in view of the decision about "no new physics suggestions". This is actually a suggestion I made a while back that got sidelined, so namida said it was okay to bring it up.

The attached level (requires proxima_greenhill style) shows a problem I have with the jumper: on rough terrain, if you assign it just before a step of at least 2 pixels, the jumper immediately stops, effectively wasting the skill. This is uncomfortable, and my suggestion is to relax terrain checks at the very start of the jump.

namida points out that any change could affect existing content, but I think this is such a small tweak that it would be unlikely to break anything, especially as it's very undesirable for backroutes to be blocked with single pixels.

Any support for this?

14
Closed / [BUG][PLAYER] Rank select doesn't update main menu
« on: March 11, 2021, 07:21:27 PM »
Let's say I want, for whatever reason, to combine two or more packs into a mega-pack, so that the structure is:

Code: [Select]
Mega-Pack > Pack A > Ranks A1, A2, A3
            Pack B > Ranks B1, B2, B3

This is relatively simple in NL: put both packs inside a mega-pack folder, remove "BASE" from their levels.nxmi files, and make a levels.nxmi for the mega-pack.

However, there's one small issue. NL's main menu displays the name and author of the current pack, just above where it displays NL's version number. This information is, correctly, read from either Pack A's or Pack B's info.nxmi, rather than that of the mega-pack.

Now, if I use the arrow keys to select a rank, I move from A1, A2, A3 to B1, B2, B3, but when I move onto the B ranks, the name of pack A is still displayed.

15
Challenges / [NeoLemmix] Karoshi challenge
« on: March 06, 2021, 11:56:24 PM »
Taken from WillLem's "Ideas for challenges" topic. The idea is to find the fewest number of skills per level to kill all lemmings instead of saving them. Nuke is obviously disallowed, and so is running out of time.

Lemmings Redux

 --------------------------------------------------------------------------------------------------------
|Rating | 1  2  3  4  5  6  7  8  9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 |
|-------|------------------------------------------------------------------------------------------------|
|Gentle | 2  0  0  *  1  2  6  2  1  1  1  0  1  0  0  0  1  0  1  0  0  0  0  0  1  1  0  0  1  0  1  0 |
|Quirky | 4  0  1  0  1  1  1  2  7  0  0  1  0  1  0  0  1  2  2  0  0  2  1  0  1  0  0  0  1  1  0  2 |
|Zany   | 1  1  0  8  0  3  1  2  0  0  0  0  1  0  2  1  0  0  1  1  0  0  1  0  0  0  0  0  4  0  0  0 |
|Manic  | 1  0  1  0  *  1  0  1  0  0  0  0  0  0  0  0  0  1  0  1  1  0  0  1  0  2  0  1  0  0  0  0 |
|Lunatic| 0  0  0  2  0  3  1  1  1  2  0  0  0  2  1  0  0  0  0  0  1  0  0  0  0  0  0  1  0  1  3  1 |
 --------------------------------------------------------------------------------------------------------

* On this level it is impossible to kill all lemmings.

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