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Messages - Proxima

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4831
Level Design / Re: Suggestions for a new Cheapo Copycat game
« on: November 12, 2004, 11:01:10 AM »
Quote from: guest  link=1100126896/0#10 date=1100210763
100 * percent saved (0 to 100) + 10 * number of skills (of any kind) left over.

Very interesting. Two other things that could be factored in are perfection (the scoring difference between 100% and 99% should be much greater than that between 99% and 98%) and difficulty (having lots of skills left over shouldn't score very highly if you're given 20 of each to begin with, as on most Fun levels).

This would require that the level designer specify how highly skills left over should count on a specific level -- and perhaps also what he considers the highest percentage it's possible to save. You'd have to have default values for these, of course, or already made levels wouldn't work on the new game.

4832
Level Design / Re: Suggestions for a new Cheapo Copycat game
« on: November 12, 2004, 10:53:38 AM »
Quote from: Essman  link=1100126896/0#8 date=1100202242
Whatever is correct, that's how the game will work. I'll go back to the original games and see how the one-way arrows react to bombs. If the original game acted buggy, then I won't copy it. For example, if the one-way arrows explode if you stand next to them, but not when you stand on them, then that's a bug in their design.

On 18 Taxing (Tribute to M C Escher) I solved it by building to the top of the one-way wall then blowing off the top-right corner to make the fall survivable. One of my created levels on the Mac, a clone of 8 Mayhem (Last one out is a rotten egg) with different skill allocation, uses this method to descend a very large one-way wall, using bombs both from above and from the side. As far as I know, on the Mac version at least, one-way walls can explode from any position.

If other versions of the original don't allow one-way walls to explode, maybe you should consider having two types of one-way wall, one explodable and one not.

Quote
Right, but if you don't exactly explain what this difference is, I won't know how to fix it.

I thought I had, but I probably wasn't being clear enough. In the original, if you increase the release rate from 1 to 99, the next lemming still comes out exactly two seconds after the one before, but as soon as he's out they flood out at 99.

4833
Level Design / Re: Suggestions for a new Cheapo Copycat game
« on: November 11, 2004, 10:44:09 AM »
Hi, good to see you!

Hope the tone of my comments didn't offend you; I hadn't realised you were a member of the board. (That is, I knew Essman was, but didn't realise Essman and Peter were the same.)

Some replies to your replies:

5. You could always ask other people to help with the graphics. I really REALLY hate the exit on the Fire style.

6. I meant that one-way walls should be able to be exploded (because they can on the original game, and this is a clone, right?)

11. Same: what's "wrong" is a difference from the original game. I think the gameplay elements should be as close to the original as possible.

12. I can live with the poetry (though I hope you'll correct that "it's"), but it would still be nice to be able to write my own completion messages.

13. I think something really simple like a wallpaper-pattern type thing would work best; that wouldn't be too hard to do.

14. No comment? I thought this was a good idea......

And two more suggestions: a sketch for the highest step a lemming can ascend without a climber. This would have saved me so much time on many of my levels........

Also, if there isn't already, there should be a way, when editing a level, to remind yourself which style it was created with. And maybe to change a level from one style to another if the graphics of the two styles are the same.

4834
Level Design / Re: Suggestions for a new Cheapo Copycat game
« on: November 11, 2004, 12:49:39 AM »
Oh, I have LOTS of ideas!!!

1. By far the most important! When closing the editor, it should give you the option to SAVE in case you've forgotten!!!

2. The editor should warn if you've selected a music that doesn't exist -- this will cause the game to crash.

3. I agree with a blank rather than 0 to show zero tools (and blank rather than 0 before a single digit). Perhaps it shouldn't allow more than 99 of a tool, since the game can't display this.....?

4. Allow multiple folders for levels. It gets annoying when you have lots of your own levels and have to browse through them every time you want to load one.......

5. The "Dirt" style should look like the Dirt style on the real game, which is much more attractive. Likewise with the Fire and Blue styles -- the exit and "water" on Cheapo Fire are really annoying.

6. One-way walls should be able to be exploded. (Sorry, this really annoys me... it ruined one of my best levels)

7. The editor should warn or even disallow level names beyond 42 characters (they won't display). And we want hyphens!

8. The thing for recording best and fastest solution to each level is dead neat -- why doesn't it work?

9. I hate to say this, but I'd rather get rid of some of the bugs that allow "trick" solutions. I don't enjoy levels that depend on tricks, and if they wouldn't have been possible in the original then I don't think they're fair.

10. There's a bug in the replay that will cause a bridge to be built a few pixels away from the correct place. (Is it just me being paranoid, or can The Parking Lot in L+2 only be solved by exploiting this?)

11. When release rate is changed, the change should only affect things from the entrance of the next Lemming (like on the original game).

12. The "poetry" offered on completion or failure of a level annoys me, especially the misuse of "it's" for "its". Level designers should be able to write their own completion/failure messages.

13. In fact, I don't like the background images of the completion/failure screen (on the standard styles) either.

14. I think a voice saying "Climbers" when you select climbers would be a bit annoying -- a different note of the scale for each tool, like on Mac Lemmings, would be groovy.

15. Could we allow sets to be "linked", like on the original where completing the last level of Fun brings up the first level of Tricky?

I think that's all at the moment...........

4835
Level Design / Re: Ultimate Levels of your packs
« on: November 11, 2004, 12:16:30 AM »
The skills I had left over on Lemmerixo were 2 climbers, 1 builder, and 3 diggers. If the right solution "doesn't have more than two or three", that sounds like a back route, so here it is.........

Make the second lemming a blocker. The worker lemming mines off the top corner of the first platform then digs down the edge just far enough to build across the gap without hitting his head. Build up in a zigzag. Walk across the next platform, bashing through the obstacle. Dig down the edge again and build across the next gap. Climb up, mine and build to turn around, mine down to meet the bridge, and mine into the steel to stop the lemming climbing up. Release the other lemmings with a bomber.

The only difficulty in the entire solution is gauging the final miner, and even that is not very hard.

4836
Lemmings Main / Re: Lemming Level List Game
« on: November 10, 2004, 12:28:26 PM »
Is it just me, or is that bomber at the top of the pillar in the above diagram much too late and will blow through the floor?!?

I don't have anything much to say about the next level, so I thought I'd quickly go back to Tame 18, which got skipped. (If anyone wants to do 19 and 20........)


Good: fun to try for 100% without using builders or bashers, and very hard if you allow yourself just one minute.
Bad: ONML doesn't have hard copies of easy levels, so an opportunity was missed.

4837
Level Design / Re: please help a newcomer!
« on: November 10, 2004, 10:22:49 AM »
I see. Thank you again.

4838
Level Design / Re: please help a newcomer!
« on: November 09, 2004, 04:07:40 PM »
Thanks.... wouldn't it be illegal to send styles that someone else had designed, though?

4839
Level Design / Re: please help a newcomer!
« on: November 08, 2004, 12:45:36 PM »
any answers?

4840
General Discussion / Re: Religion Arguments
« on: November 08, 2004, 08:48:00 AM »
EDIT: I've toned my response down a little, because these kind of topic bring out the worst in me. It's just that I'm a philosopher specialising in ethics and meta-ethics (the question of where our moral values originate from), and it annoys me to see people talking nonsense about my subject when they don't know much about it themselves.

Firstly, the question Anatol actually asked was: "Where would you get this sense of right and wrong through evolution?" That's a question not about moral values, but about our moral sense. There's no doubt that we do have feelings about what is right and wrong. I don't know what a real biologist would say, but I think these feelings can be explained within evolution either as an inevitable concomitant of the development of intelligence, or because morality is necessary to hold together a society, and humans within a society are better equipped to survive than those without one.

The other question that could be asked is: if there is no God, how can statements about right and wrong be true? To answer this, I want to make it clear that the right/wrong distinction is not the same as the good/bad distinction. Everyone agrees that there are things that are good -- for instance, playing Lemmings is good because I enjoy it. I can also do good to other people by giving them things that they want. One action can be more good than another if it achieves more good things for more people. Once this is clear, we can take the right/wrong distinction away completely without losing any of our moral values. Atheists are just as likely to be moral people as believers -- it doesn't take much of an observer of the world to see that.

It's complete nonsense to say that if you think there are no divine moral commandments you MUST believe that right and wrong are just conventions. These are possibly the two easiest positions to understand, but there are many others -- try reading some actual works on meta-ethics if you really want to know more.

4841
Lemmings Main / Re: Lemming Level List Game
« on: November 07, 2004, 09:44:52 PM »
EDIT: after trying It's the Fourth Dimension again, it is definitely not possible to get 100%, at least on the Mac version.

The pillars enclosing the top-left lemmings actually go right to the top of the screen, and the Mac version won't let you build or climb out of them. (I don't know about other versions.)

So you need to use your one basher, but then there's no way to release the top-right lemmings.

Disappointing, but there's easily room for designing a variant of the level that does allow 100%... just lower that pillar a tiny fraction........

4842
Lemmings Main / Re: Favorite Level
« on: November 07, 2004, 01:01:36 PM »
Since I've already started talking about my favourite levels in the wrong topic, I thought I'd come and list them in the right one.

Lemmings:
Postcard from Lemmingland - a good puzzle (or it was for someone of my age at the time!)
Going their separate ways - the Mac version's one unique level, unless you count the harder version of The Steel Mines of Kessel. "All the 6s" seems to occur on a lot of people's favourites list, but I'd much rather have this.
Heaven can wait, we hope - endearingly frustrating!
Compression Method One - because I was so happy when I solved it!
Come on over to my place - the same. A lovely puzzle.
Call in the bomb squad - unique. What else can I say?
It's hero time - a classic.
The Great Lemming Caper - "great" isn't a good enough word for this madcap masterpiece!!!
The Fast Food Kitchen - neither hard nor puzzling, but great fun
No added colours or lemmings - rather spoiled now that everyone knows the trick, but it was a great feeling to solve it for the first time

Oh No More Lemmings:
And now, the end is near - "like all the best puzzles, it appears impossible"
Rocky VI - if you like ONML you like it for its puzzles. I won't keep repeating myself.
Across the Gap - simple but with a nice twist at the end
The Silence of the Lemmings - dealing with the two entrances is such fun!
This Corrosion - perhaps the game's best "pure puzzle" level. Took me ages.
There's madness in the method - yes there is, but you've got to love it!
Scaling the Heights - if you had to pick one level to show how much the game improves on the original, it would have to be either this or "Looks a Bit Nippy Out There"
In fact, I'd have to include all the last five of Havoc on my favourites list. Even though they are SO HARD!!!

4843
Lemmings Main / Re: Lemming Level List Game
« on: November 07, 2004, 12:29:28 PM »
Really? This Corrosion is quite possibly my favourite level of the entire game...... or maybe Lemmings in a Situation. Although that ought to go in the other topic.

I can't prove that my solution to Superlemming is the intended one... but, like Father Brown, I know it.

Make the first miner further right, then dig down the next platform right of the pillar. This saves one basher.

On the last platform, instead of digging then building across the gap, mine so as to fall on the little pillar. Bash through to the large cavity, build back to the wall, climb, bash to the exit.

Note that this solution requires the exact number of every skill that you are given.

4844
Lemmings Main / Re: Lemming Level List Game
« on: November 07, 2004, 12:02:52 PM »
I know I shouldn't do another one so soon, but this (like the other two I've done) is one of my top favourites.



Wicked 2: Inroducing SUPERLEMMING

Good: Superlemming is cool. The level design is elegant, and that huge cavity at the far right, which you don't even think of using, is very sneaky.
Bad: they should have spotted the short-cut solution, pictured in the diagram, that doesn't need the back cavity. Also, "introducing" should have a T.

And after waiting sixty-two levels for Superlemming to appear, why does it have to be just once?!?

4845
Lemmings Main / Re: Lemming Level List Game
« on: November 07, 2004, 11:24:08 AM »
Hello finlay... remember me from the ZBB?

Lemmingdelica would be nice and difficult if you actually had to use that clever trick with the blockers in the pictured solution. It's actually pretty straightforward.



Wild 20: Got anything... lemmingy?

Good: the best combination -- simple (few skills) but hard to find the solution.
Bad: annoyingly difficult to place the digger accurately.

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