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Topics - Proxima

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91
Lix Levels / Lemforum backroute fixes, Lix 0.10.x
« on: September 30, 2017, 09:12:57 PM »
Edit Simon: I've renamed this topic
from Lemforum pack changes, 0.9.x
to Lemforum backroute fixes, 0.10.x.

See also: Lemforum outtakes/replacements, 0.10.x.

Proxima's first post here, and everything throughout 2018 to 2021 in the early parts of this topic, is for 0.9.x.



Daunting 29 "Duality": moved decorative terrain above exit to prevent a backroute.

92
The ceiling acts like a steel wall in all other cases. Builders hit their head, Lemmings turn if they run against it. So it would only be logical if the shimmier grabs onto it. Not doing so would be a weird special rule.

Well, I think it is time we reconsidered the deadly ceiling. Nepster decided to cull radiation and slowfreeze in spite of damage to existing content, because it resulted in a simpler and more consistent game.

93
Lix Levels / Proxima's multiplayer levels
« on: September 27, 2017, 06:11:46 PM »
The attached zip contains all of my multiplayer levels so far -- mostly from the old game (with slight rebalancing touches), and including the new map "Flying Batter-y Zone", which I cut to 100 lix because it was lagging a bit with 200.

Included maps:

The Adventure Playground (2p, 3p, 4p)
Any Way You Both Want (2p)
Betcha can't save just 100 (4p)
Box Set (2p)
Dirty Rascal (2p)
Flying Batter-y Zone (4p, 8p)
Four Color Theorem (2p)
Old Man of the Mountain (2p attack-and-defence)
Shion's Fun Fun Torture Room (4p combat)
We are A.T. and T.A. (2p)

94
NeoLemmix Styles / Cheapo exits
« on: September 17, 2017, 05:04:25 PM »
In chat just now, mobius mentioned the Cheapo exits and Nepster mentioned that he doesn't have them. I have three of them saved on my computer, so here they are.

These are all snipped from the "Objects" bmps I used when I was making my own Cheapo styles; evidently the Dirt and Fire exits are missing because I didn't like them enough to include. I vaguely remember that the Fire exit was just a hole with a badly drawn flame around it, nowhere near as impressive or iconic as the demon's face exit.

95
Closed / Option for old-style skillbars
« on: September 10, 2017, 04:50:51 PM »
Something I keep thinking of when I watch a NeoLemmix stream, and then forgetting to post about :P It would be really nice if, when playing/making a pack that only uses the traditional 8 skills, we have the option to keep the skills in their usual places rather than bunch left.

96
Closed / [Suggestion] Improvements to Flexi Toolkit
« on: April 25, 2017, 02:16:30 PM »
1. When I open the program, its window starts in the bottom-left corner and partly offscreen. Could it be moved to a more useful place, or maybe just remember where I moved it in the previous session?

2. In the talisman editor, in the top field, get rid of "Description" and show the actual requirements set in some kind of shorthand, e.g. "Cl 6 Fl 3" for "at most 6 climbers, at most 3 floaters". This would be helpful for double-checking whether you've entered your intended requirements correctly -- especially as you can't actually see all the requirements at once, if you are restricting the quantity of more than one skill.

3. Don't save edits to talismans unless I use the "Save" menu command.

97
Closed / [Suggestion] Cull the zombie noise
« on: April 07, 2017, 07:04:59 PM »
[20:01] <Akseli> aaah, zombie noise :DDD
[20:01] <Akseli> that's something that made me turn the sounds off


I also find it unpleasant, and unnecessary. I know there are zombies, because I can see them. Consider culling this "feature".

98
Forum Games / Lemmings Doublets
« on: March 21, 2017, 03:24:05 PM »
"Doublets" is a word game where you try to transform one word into another (of the same length), changing a single letter at a time, with the proviso that all the intermediate steps must be valid words: for example, cat, cot, cog, dog. The goal is to complete the chain in as few steps as possible (the final word counts as a step but the starting word does not, so the above chain scores 3).

See if you can equal or beat my scores:

BASH to MINE (5)
BOMB to CUBE (14)
BUILD to STACK (13) (hint: the chain contains another Lemmings-related word)

99
Closed / [Suggestion] Option for Mac-style music rotation
« on: March 16, 2017, 11:16:54 PM »
It would be nice to have an option, when creating a pack, for the musics to rotate in the same way as in Mac Lemmings, i.e. if a rank ends on track 7, the first level of the next rank has track 8, instead of going back to track 1 with each rank as NL currently does. The disadvantage of NL's system is that some tracks end up playing half as often as others, and since everyone has their own favourites, it's no fun if your favourite is one of those.

We discussed this in chat just now and at least one other person would also like to have such an option 8-)

100
Closed / [BUG] Scrolling when paused
« on: March 08, 2017, 03:50:04 AM »
When the game is paused, scrolling the screen by pushing the mouse towards a screen edge doesn't work.

101
Closed / Time on postview screen
« on: March 08, 2017, 03:43:42 AM »
In the display of time taken after a level, the number of seconds currently has no leading zero. I'm not actually sure why, but certainly it's a general convention is always to use a leading zero on the seconds in minutes-and-seconds times, and on the minutes in hours-and-minutes times; I've never seen it done without one.

102
Closed / [Suggestion] Skill panel framestep buttons
« on: March 06, 2017, 06:10:59 PM »
I was sceptical about the new buttons, but I play mainly with the mouse, so after playing a recent version for a short time, I very quickly found the framestepping buttons to be helpful. Unfortunately, I discovered that you can't hold down the mouse to skip multiple frames -- you have to repeatedly click -- and the annoyance counteracts the helpfulness.

Something to consider changing?

103
Lix Levels / First use of skills and tricks
« on: July 04, 2016, 03:12:20 PM »
For the last year and a bit, I've been working on a collaborative DROD levelset, similar to the community pack in that it aims to require no previous knowledge of the game, and works its way up from easy to difficult while gradually introducing the game's elements and mechanics. I've also watched DROD forum member Alex Diener (whom I hope to interest in the Lix set when it's ready) play through several other puzzle games on Youtube. All this has made me much more aware than I used to be of the importance of introducing game mechanics.

So, as I'm playing through the community set at the moment to check for any problems with playing the levels in D Lix, I decided to draw up a list, for each skill, of when the skill is first required by the main solution of a level. This isn't like the "skills you can't live without" challenge -- for instance, I consider basher required in S2 even though the level is solvable without, simply because the main solution is to use bashers and the level design strongly encourages this.

(S1 is irrelevant as it has so many solutions, we can't know which the player will pick.)
Basher -- S2
Builder -- S3
Blocker, imploder -- S5
Walker, jumper, climber, floater, batter -- S6 (it's good that this level has a low save requirement, considering how much it introduces!)
Digger -- S8
Platformer -- S9 (reinforced immediately by S10, this is good)
Miner -- S15 (reinforced by S16, and S17 is reinforcement of all skills up to this point, excellent)
Runner -- S26
Cuber -- Q9 (a late introduction, but reinforced by Q13 and Q14)
Fling-bomber -- C26

Yeah, about that last one.... :lix-cool:

I've proposed to Simon that we change S13 "Let's block and blow?" to use a fling-bomber, so the player necessarily observes what it does. Q1 "The Adventure Playground" is a lots-of-skills level that gives them the chance to play around with it.

What about tricks -- are there any tricks that are not introduced well? This is much less clear-cut since it's not clear what constitutes a "trick", or which ones should be introduced.

One that comes to mind: the knockback from fling-bombers resets falling distance, so a faller can survive thanks to a fling-bomber, even if it's directly above her and accelerates her downwards. This counterintuitive trick is required in D12 "Alternative Methods Required" with no previous hints that it's possible -- and it's only the second level (third if we change S13) that requires fling-bombers at all.

Is this a problem? What does anyone else think?

104
Lix Levels / lemforum: replacement and ordering (2016-2017)
« on: July 01, 2016, 06:10:54 PM »
At the moment (in this topic) I'm going through the current state of the community pack and noting necessary or suggested changes to levels.

Some levels will have to be replaced altogether (assuming the game remains without VSI and time limits), and I'm making a separate topic here so these don't get lost in a long list of mostly small changes. These are just suggestions -- some of the levels are still solvable, and others could be made solvable rather than replacing.

I'll also note any suggestions I have for re-ordering. After I'm done going through the pack, so that I know how many levels should be removed and from which difficulties, I'll make suggestions for filling the gaps -- we have quite a few rejected levels that could be re-added, and some contest levels that could be added.

Removals

Simple 18 "Minimalism (Part 1)" -- requires VSI. This is the level that introduces the fling-bomber. Without it, the only Simple levels that contain fling-bombers are Lix Potion Number Nine and Snow Really, in neither of which the player is likely to use the skill. Perhaps in both of them, bombers should be changed to imploders.

Simple 34 "Fear of Heights". Intended solution is a single digger and VSI, other skills being red herrings. In fact it's solvable with a single digger after waiting until all lix are out. This feels like a weird hack and I'm not sure about keeping the level. In its favour, "sometimes it's good to wait until all lix are out" is a useful trick to learn.

Quirky 19 "That Pesky Gap" requires merging the crowd, by a combination of blocker placement and SI. If the SI is fixed at an odd number, there is an exact pixel for placing the blocker that works. I'm not wild about this level concept, and Simon isn't either. In its favour, it is a beautiful level using my terrain :lix-cool: Note that Cunning 26 "Need a Boost?" uses the same core concepts, but makes execution a lot easier.

Cunning 14 "Don't Look Back" is a Just a Minute type, i.e. trivial if there is no time limit.

Daunting 8 "Too Far to Walk": same.

Ordering issues

Simple 11 "Little Miner Puzzle (Part 1)" is too hard for its place, as Akseli noted in one of the previous feedback topics.

Quirky 22 "Under the Rainbow" is a weird misdirection level, now that I know the ceiling route is intended. Assuming we remove one or two builders to prevent the build-across solution, I think this should move up to Cunning.

Quirky 24 "Another Lix in the Wall" and Quirky 27 "Impetus" both involve using cubers to turn climbers. Perhaps we shouldn't have two instances of the same trick this close together!

Cunning 2 "Merge Sort" and Cunning 6 "Mice in the Pipeline" are brick-wall "either you see it or you're stuck" levels, and it's no fun to have these so early in a set when the player is just getting started with a new difficulty. They should come later.

Cunning 10 "Elixir" is much too hard for its place (Akseli also noted this).

Cunning 16 "Every Which Way But Loose" is easier than many Quirky levels, and would be a good one to move down if Q22 moves up.

Cunning 30 "Tapestry" could come earlier.

Cunning 38 "A Completely Ridiculous Level" could come earlier.

I know that geoo loves keeping paired levels next to each other, but "Off the Rails", "Slipping" and "Buy One Get One Free (Part 1)" are much easier than their counterparts, and could all be moved down to Cunning -- if there's room :lix-tongue:

Daunting 32 "Alien Invasion" should go up to Vicious.

105
Lix Main / Miner stops on steel behind her
« on: June 27, 2016, 04:32:37 PM »
Non-solving replay for Simple 39 showing a possible problem. The last miner assigned immediately stops because of steel above and behind her, which feels weird to me. Any thoughts?

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