Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Proxima

Pages: 1 ... 6 7 [8] 9 10
106
Lix Main / Feature: rename replays
« on: June 27, 2016, 04:08:43 PM »
Automatic replays are named with a long timestamp to ensure uniqueness of filename, so that old replays are not saved over. This gets awkward when you have many replays for one level -- you will want to name them something like "Pipe Dream (100% no bashers)" or whatever to remember which is which.

It would be a nice convenience if this could be done from within the in-game replay browser.

107
Lix Levels / Absence of VSI: which levels to modify?
« on: June 27, 2016, 12:24:07 PM »
Assuming that VSI will not be reintroduced in D Lix, some levels should have lix counts reduced (with a corresponding reduction in # to save) so the last phase of play does not run on too long. It's true that the player can fast-forward (or turbo), but the new player may not have found this feature yet, and even if they have, it's an unnecessary annoyance.

Of course, "should" in this case is a hypothetical imperative (i.e. a matter of opinion). So, as I go through the levels, I'll note any that I think should be changed, and suggested values to change to. This is a work in progress, so I'll continually edit this post as I go along.

(Simon has recommended I keep all suggestions for modifying levels together, so some of these issues do not relate directly to VSI.)

Format: xx/yy means "yy lix, require xx saved", not two different suggestions for number of lix.

Simple 1 "Any Way You Want" -- even though the point is to be a very easy level, I feel the extra-large SI is more annoying than useful. I suggest 10 lix, SI 50, require 5 or maybe even 2 or 1. Reduce skills to 10 of each.

Simple 2 "Pipe Dream" -- no change necessary as completing the path takes time, but if S3 is changed this should be too, as it feels odd to have the lix count jump downwards in the early levels. I suggest 10/20.

Simple 3 "Building Block Maze" -- lix still coming out when path is complete. I suggest 16/32. Remove imploders and blockers so builder is the initially selected skill.

Simple 4 "Diamond Dash" -- same, even more so as completing the path takes less time than in S3. I suggest 20/40.

Simple 6 "Every Lix for Herself" -- without VSI, saving 100% is much harder than previously. Should this be addressed?

Simple 7 "Blocked by a Snowball" -- the usual problem. I suggest 20/20 (this is fine, even for an early level, as there is no immediate danger and you can use the walker to free a blocker). Simon suggests 19/20, perhaps this is better.

Simple 8 "Goblin City" -- same. High lix count is deliberate to allow the obvious solution (block, bash, platform) with plenty of leeway; however, 100 is unnecessarily high. I suggest 10/50.

Simple 11 "Little Miner Puzzle (part 1)" -- is this level really appropriate for so early? Several of the miner placements are high-precision. If it stays, lix count could be reduced (maybe even to 1!) to avoid other lix getting in the way of selecting the correct lix for mining.

Simple 12 "Get Down from There!" -- usual problem. Also, 75/80 makes the level feel more imposing than it actually is. I suggest 20/25.

Simple 13 "Let's block and blow?" -- not a big problem as SI is low. However, as the level is so short and simple I'd be inclined to reduce it to 19/20.

Simple 15 "Put Your Lix on Ice" -- remove floater, imploder, blocker.

Simple 16 "Alternative Methods Recommended" -- retitle? Most solutions will not finish the path while lix are still coming out, but it is possible. I suggest 30/40.

Simple 18 "Minimalism (Part 1)" is unsolvable. I'd like to propose we replace it with my contest level, "A Necklace of Raindrops", perhaps placing the latter as Simple 11 so that "Little Miner Puzzle (Part 1)" can be moved up.

Simple 21 "Lix Potion Number Nine" -- intended solution changes SI, but level is possible without. Should it be left at SI 50 or changed to SI 4? If changed, doing nothing solves the level, but players still have to realise the trick. If left at SI 50, reduce to 20/40.

Simple 23 "Four Corners" -- usual problem. I suggest 36/40.

Simple 24 "Pitfall" -- change to 29/30.

Simple 25 "Ferry Tale" -- exit top is missing.

Simple 31 "Low Clearance" -- usual problem. I suggest 30/40.

Simple 32 "The Lion, Lix and the Wardrobe" -- change to 20/40.

Simple 33 "Don't Leave Me Hanging!" -- change to 30/30.

Simple 34 "Fear of Heights" -- the solution I think intended requires VSI. Level is solvable without, for instance by waiting until all lix are out, then digging in the middle. This feels like a hack and requires a long wait. Maybe the level should be replaced altogether?

Simple 35 "One Way Road" -- needs hyphen in title.

Simple 38 "The Two Towers" -- change to 38/40.

Simple 40 "The Road Goes Ever On" -- for consistency with S1, 10 lix and SI 50. Could require 100% as this is easy. Could also reduce skills to 20 builders and platformers, 10 of all others, but perhaps it's better to leave the higher skill counts so novice players have more leeway?

108
Lix Main / Bugs in 0.6.1
« on: June 19, 2016, 02:02:11 PM »
Edit Simon: This is a merge of 2 posts by Proxima, from 2016-06-18 and then 2016-06-19. If you have a github account, you can file bugs directly in the Lix bug tracker.

Needs an option to not display FPS. This is especially bad in the editor, when the flickering numbers are liable to break concentration.
#93

Options use abbreviations "sel.", "deco", "dir". Especially "dir" will likely be opaque to new players, unless they happen to be familiar with programming. Not sure what can be done here, as the full words would not fit in the space in windowed mode.
#90

In windowed mode, "lemforum" is too wide for the box in the level browser.
#95

"SI" is not clear enough to new players. Either use "Spawn" or an icon.
#94



At the top of the level browser is a bar saying "Single Player - single/lemforum/rank". This is completely redundant as the buttons below tell me where I am in the browser. Removing it would allow the menu to expand to show 20 levels at once, which I consider very important as it allows you to reach any level in a 40-level rank with a single click.
#96

Please make "unpause when a skill is assigned" an option; I find this change very annoying. Regardless of the option, double-clicking nuke should always unpause, since the player only does this when they want to immediately end.
#97

As mentioned in chat, I am having low FPS on large levels such as "Any Way You Want" and "The Road Goes Ever On". I don't have problems with small levels even when there are many lix.

Pause button doesn't display both hotkeys when two are assigned.

Auto-saved replays go into "solved/pack/rank". Better would be "auto/pack/rank" to distinguish from non-auto replays (which may also be solved).

Options again: "End of replay - turn off >>" is not clear; "FF" would be much better. "Prefer builder -> non-builder" is not clear; at first I took it to mean "prefer assigning to a builder over assigning to a non-builder" when it means the opposite.
#90

109
Lix Levels / The Hotel in Hell
« on: April 28, 2016, 04:28:14 PM »
Okay, here's another attempt at a version of The Hotel in Hell that works without VSI.

It still has a time limit, but the time limit on this level is (and always has been) purely aesthetic, so it won't need any further modifications if time limits are removed from the game.

110
Closed / [SUGGESTION] [EDITOR] Shift-arrow
« on: March 31, 2016, 12:45:30 AM »
BitBucket: https://bitbucket.org/namida42/neolemmixplayer/issues/12/have-a-move-to-closest-empty-space-option

It would be awesome to have a hotkey for "move the currently selected piece until it entirely occupies empty space". Shift + arrow key is a logical choice.

This would hugely cut down the time required for a fairly common task: making a wall out of copies of one piece.

111
Closed / [SUGGESTION EDITOR] Level list window
« on: March 30, 2016, 08:42:29 PM »
This mostly overlaps with http://www.lemmingsforums.net/index.php?topic=2520 so I have closed this one.

When I create a new terrain piece, the window should jump to the bottom, showing me the properties of the new piece, instead of jumping to the top (current behaviour).

When I select a piece, the window should jump to that piece.

112
Closed / [SUGGESTION] [PLAYER] Up and down arrows
« on: March 27, 2016, 05:25:41 PM »
At the moment, on the main menu, up and down arrows move to a higher or lower rank, but once you are on the level preview screen, the only way to change to another rank is to exit back to the main menu and reselect a rank.

I suggest that up and down arrows should work on the level preview screen to select Level 1 of the next higher or lower rank.

113
Closed / [SUGGESTION] [PLAYER] Replaying a completed rank
« on: March 06, 2016, 10:43:22 PM »
If I play part of rank A, select rank B, then select rank A again, the game takes me to the first unsolved level of rank A, as expected.

If I play and complete all of rank A, select rank B, then select rank A again, the game takes me to the last level of the rank, instead of the first as expected.

114
Lix Main / Increased spawn interval due to new digger behaviour
« on: January 07, 2016, 06:23:03 PM »
Simon and I have noticed that the new digger is slower than the old one, which could have an unwanted effect on some existing levels: if the spawn interval is 50, a digger on a horizontal floor would get deep enough to trap the next lix behind him with the old digger behaviour, but will not with the new. This can be fixed (if doing so has no ill effects on a particular level) by raising the initial SI to 60.

I've already found one level where this change is essential: Buridan's Lix. Are there others?

115
Closed / 2.00 Customizable scorekeeping?
« on: September 17, 2015, 01:52:11 PM »
One somewhat strange feature of NeoLemmix is that completion of a level is awarded a score based on a complicated algorithm whose details are hidden from the player. In theory, this allows another dimension for competition / challenges. In practice it seems to be ignored; there was a topic in Challenges for best scores on the original levels, but it quickly died, and nothing similar even got started for custom levels.

One possible reason is that Lemmings just isn't the right kind of game for a numerical score -- it already has a natural metric for comparing solutions, namely number of lemmings saved. (Simon has claimed that no-one cares about scores in any game, but this is certainly false.)

So there's a question whether the scoring system should be kept into NeoLemmix 2 at all.

If it is kept, my first suggestion for improving it would be to allow pack designers to customize the algorithm -- i.e. they can decide what to take into account and how many points each factor is worth. For instance, if I were to do a pack I'd like to use a simpler system. Pack designers who don't want to have a scoring system at all could disable it. It wouldn't matter that the algorithm would vary from one pack to another, since comparison of scores across different levels is meaningless.

Also, I suggest that if it's kept, the scoring system should be made more significant. The game itself could keep track of your best score for each level, and display it under the score just achieved on the post-completion screen. Achieving above a score threshold could be one category for talismans.

116
Site Discussion / QuakeNet chat
« on: February 14, 2014, 06:50:45 PM »
Anyone else having difficulty connecting?  ???  I haven't been able to get on all day.

117
Lix Levels / DoveLix
« on: February 05, 2014, 03:15:34 AM »
Dodochacalo's famous Lemmini set, DoveLems, is now available to play in Lix!  :thumbsup:

This set requires the original terrain -- you can find information on installing the original terrain in the file "oldterr" in Lix's docs folder. (Rubix asked me in chat whether I was going to remake these levels in Lix terrain, and the answer is, I would love to, but it would be far too much work -- there are 124 levels and they are all intricately designed.)

22 levels turned out to be impossible as they stood, due to differences in gameplay mechanics. All these have been fixed, in whatever way I thought best for each individual level. I've also made two other global changes to the levels: (1) Lemmini has larger exit triggers, so some levels had an exit partially covered by terrain, such that it was meant to be enterable, but in Lix the terrain covers the entire trigger. All these have been fixed by moving the exits upwards, even if the level was still possible. It doesn't always look neat, but from a gameplay point of view I think it was the right decision. (2) Lix has fewer frames per second, so an equal time limit is effectively harsher in Lix. Only one level (Maso 29) was impossible just because of time limit, but some others became unnecessarily frustrating. On all levels with a time crunch (that is, less than 1/6 of time remaining) I increased the time limit by 1/6.

I made a few other changes to individual levels:

* On Plain 12, the staircase wasn't working because some terrain pieces had an odd x-coordinate, which meant that because of the way Lix reads hi-res graphics, some terrain pixels were effectively counting for two. I had to fix the staircase on the level's repeat as it was impossible to complete otherwise; so I fixed it on both levels. Other levels with similar problems were Plain 5, Maso 4 and Maso 27.
* Coward 24 is dependent on fake steel, which doesn't work in Lix. I decided to make the level completable but trivial, rather than leave it out altogether. After all, who knows whether someone playing this set might feel inspired by this level?
* Some levels have been updated and I was working from the earlier version of the levels. However, in the case of Devilish 14, I copied over the stats from the updated version, because in the earlier version, this level could be solved with the identical solution to the level it is a repeat of (Devilish 3).
* Devilish 18 is a three-entrance level, so lemmings should come out in the order A, B, C, B. I achieved this by duplicating the second entrance. I didn't do this on the other three-entrance levels (Plain 17 and Coward 27) as it doesn't make much difference there, so I preferred to keep the entrances in the more natural order A, B, C.
* Devilish 30 had a known backroute, which I fixed using a suggestion from Akseli. I don't see it as my business to fix backroutes on these levels (and playing them in Lix introduces unintended solutions on many levels, particularly because of the lack of one-way wall). But I felt I had to fix this one because the level is one of the hardest and most beautiful in the entire set.
* Maso 27 depends on bashing under fire traps. Unfortunately, L1's fire traps have trigger areas extending twelve pixels under the bottom of the visible object, because L1 hazards only trigger when the lemming's foot touches them, and the designers wanted this trap to look like it killed the lemmings when their heads touched the fire. In Lix, fire hazards kill lix if their foot or heat touches the trigger area, so even if I moved the traps up, the lix would be killed seemingly without touching the traps at all, and the player would have to guess what was a safe distance. To avoid this, I replaced all the fire traps with squishers -- the level requires 100%, so the squishers only killing one lix at a time doesn't create any new solutions.

I have not changed any levels in order to compensate for the absence of one-way walls or other features of Lix gameplay. That would have been too much work. This means that some levels intended to be difficult have ended up trivial... but some of the new solutions that are possible in Lix are interesting and were great fun to discover 8)

118
Lix Main / Share your hotkey settings!
« on: January 11, 2014, 04:17:23 PM »
This is a topic where people can share their hotkey settings for Lix multiplayer, in the hope that it will be useful to newcomers looking for ideas for their own settings.

I use a 7-by-2 layout based on the original order of the Lemmings skills:

Z - climber A - floater
X - bomber S - runner
C - blocker D - cuber
V - builder F - platformer
B - basher G - batter
N - miner H - digger
M - walker J - jumper
< - left select > - right select

119
Lix Levels / Multi-player levels topic
« on: August 08, 2012, 07:45:10 PM »
This is a topic for posting your multi-player creations!  :thumbsup:

To start with, I've remade the original 2-player levels in the new Lix styles, adding the new skills. In general I've kept the skill numbers the same -- the usual complaint about these levels, not enough builders, is offset by the addition of platformers. All levels with blockers now have batters; I've added walkers and jumpers to most but not all levels. However, let me know if you think the skill balance could be improved further, or if you have any other suggestions 8)

EDIT: Fixed the mesh on Level 8.

120
Lix Levels / Level renaming help...?
« on: August 06, 2012, 06:35:14 PM »
I'm currently remaking the original 2-player levels in Lix, using the new graphics and adding the new skills. I'm working from the Genesis version because that's the only version I have that includes the 2-player levels. Just as with the 1-player levels, the Genesis version abbreviates several of the larger levels, and two (9 and 12) are completely replaced. Unfortunately, the replacement levels have naff titles -- Level 9 is called "Now use miners and climbers", and Level 12 is called "A task for blockers and bomber" [sic]. In addition, Level 17 "Graffiti" is abbreviated, eliminating the graffiti, and has also been renamed "A task for blockers and bomber". So I need to find new titles for these three levels.

I've thought of a new name for Level 17, "Divide and Conquer", but I would welcome other suggestions, as well as any suggestions for the other two. I've attached the map of Level 9 below -- I'll add Level 12 to this post as soon as it's ready.

Pages: 1 ... 6 7 [8] 9 10