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Messages - Wafflem

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46
NeoLemmix Styles / Re: Raymanni's tilesets
« on: May 26, 2017, 02:31:56 PM »
I prefer the circus hammer trap's current sound effect over this one. The current one also has a bell that rings after the lemming is hit, which is a very great touch to the current sound effect.

47
NeoLemmix Styles / Re: Raymanni's tilesets
« on: May 25, 2017, 03:53:58 PM »
A few more things that should be fixed:

The balloons in the Circus tileset need to move along with the balloon strings; currently, only the strings move. The fact that the balloons don't move gives it the impression that they are terrain, as seen in Tender 13 "Hello, Mr. Rigatoni" of Raylems.

I'm not too sure about the silver-colored columns in the Circus tileset as well; they look like steel.

Also, you may want to slightly darken the white part of the background in the Toys tileset; the white part makes it too distracting and a little too hard to see the lemmings.

48
This actually happens to me as well.

I would really like the old scrolling back; the new scrolling system is too fast and too inconvenient in my opinion.

49
Player V10.13.17

To reproduce:
1. Open a level that has more than one skill.
2. Select any skill in the skill selection panel that is not the first skill.
3. Press the backwards frameskip hotkey. The first skill will automatically be selected when this happens.

See GIF below as an example. After starting the level, I clicked on the miner skill. However, when I backwards frameskipped, it automatically selected the very first skill (the floater). This should not happen at all.


50
In Development / Re: [NeoLemmix] Casualemmings (in development)
« on: May 18, 2017, 02:21:25 AM »
Here are my replays! I'm generally not good at beating very difficult levels, so after playing them, I think the levels are really fitting your goals of making it a Tricky-Taxing pack; the levels are not too hard, but not overly trivial either. I got the talisman for Level 2, and Level 5 particularly stumped me until I figured out the solution, which was clever! :lem-mindblown:

Don't feel bad about your first pack not being as great as you wanted it to be. It's understandable that some of the levels did not turn out the way you want it to be. I've been there; I've made levels in the past for another Lemmings engine that I thought were fun, but looking back now, they looked really bad, and out of that bunch I've made, only few of those levels were remade for my NeoLemmix pack. Up to now, I still make levels that turn out to be bad-to-mediocre; when this happens, I put them in a rejected folder.

It's okay to make mistakes as well, as the point of mistakes is so we can learn from them, and as such improve from them. You've even identified a list of things went wrong with your first pack, and that's a very good first step in knowing what you can do to improve your pack. Take your time when creating this pack, and let us know if you need any help with testing levels.

Looking forward to the pack when it comes out! :thumbsup:

51
Levels for v10 or older / Re: [NeoLemmix] Lemmingbytes
« on: May 17, 2017, 02:23:42 PM »
Fixed!

52
NeoLemmix Styles / Re: Raymanni's tilesets
« on: May 13, 2017, 04:25:58 PM »
You'll also still need to fix the minimap color in the Sewer graphic set, as the minimap (for those using the low-quality minimap NeoLemmix option) is still a black background with green dots.

Also, thought of a moving background idea for the Snow tileset - simply white dots of snow or white snowballs falling down from the sky, or you can make the snow move left or right, putting a blizzard in mind. For bonus, add some snowflakes.

53
I know there is already a topic on this, but it is also better if it is posted in the Suggestions topic.

I would like level designers the option to be allowed to not have any background in their levels if they do not want. I've made some levels which I'm uncomfortable having a background on because of its distraction and that it doesn't look good, and changing its primary set to something that has a black background is a kludgy workaround.

If also (e.g.) I made a level in the City tileset (which has a background), and change the primary graphic set to Dirt (which has a black background) and I want to add objects/terrain from the City tileset, it will be a slight hassle as when I open the object/terrain menu, it will show Dirt pieces, and I have to scroll through the graphic set menu to access the City pieces.

It will also be very beneficial to those who use the Style Counter, and they want to know exactly how many City/Biolab/Abstract/etc. levels they made without the need to change the level's primary set to a graphic set without a background.

I would really like this feature to be added to NeoLemmix. It will be very beneficial for a lot of level designers and will simplify things greatly.

54
NeoLemmix Styles / Re: Raymanni's tilesets
« on: May 11, 2017, 02:36:25 PM »
A suggestion for the water in the Cyberspace tileset - currently, it only displays the binary 0's and 1's that, while they look cool, they might again potentially confuse players. Something like in the picture below (it's a rough drawing but the main idea is there) would make it much clearer that the object is water.

Also, there is a "No Effect" object in the Biolab set; not sure why it is there, as it is basically a blank square.

Out of curiosity, but how will Spicy 1 of Raylems look like, now that you've removed the single-use trap in the Snow tileset?

I'm really enjoying your graphic sets so far and have made some levels with those already!

55
Those are good points; I can see why it can potentially cause confusion. Let's leave things the way they are then.

56
NeoLemmix Styles / Re: Raymanni's tilesets
« on: May 10, 2017, 03:07:16 PM »
Thanks for the update!

The updates look really good, and I like the new vertical backgrounds, especially the Biolab one! The new sounds are also awesome! However, I'm not too sure about the Snow one, it doesn't seem like an ice cave like you suggested, and the background doesn't seem to go well with the terrain.

Got some single-use trap suggestions for Food, Biolab and Gore:
Food - a freezer, where a lemming enters it, and gets frozen by it. The freezer opens, showing the lemming frozen in ice, and no other lemmings can enter.
Biolab - I really like those containers where they show a lemming hooked up to wires inside green water. Perhaps such a trap would be a lemming accidentally walking into the container, the container closing, wires hooking up the lemming and then filling up with green water. This might be very hard to animate, though.
Gore - a monster, of a different color, simply eating the lemming, licking its lips and then sinking down into the ground.

Also, maybe add antisplat/splat pads to Cyberspace and Biolab? These objects have been extremely underused and only appear in the Wasteland tileset.

Every tileset by other people released so far has had pickup skills, so it feels weird that the Sewer, Food, Snow and Gore have no such objects, and as such are in need of them. I love the custom designs of the pickup skills, though; they look very well-made, especially Cyberspace!

57
While testing one of Raymanni's updated tilesets (the Snow one), I've noticed that the trigger area of a triggered decoration object does not display in Clear Physics Mode (the one that was formerly a single use trap which was used in Spicy 1 of Raylems). It does, however, display in the editor. See pictures below. The trigger area of this object needs to be displayed in Clear Physics and a marker showing that it's a trigger decoration.

58
NeoLemmix Styles / Re: Raymanni's tilesets
« on: May 09, 2017, 03:54:45 PM »
Sounds great! I can see why making levels with big Rayman tilesets can be troublesome.

After playing around with the Cyberspace tileset some more, the one-way fields will also be in need of animation. Currently, it's just a non-moving green line, which people might potentially confuse for terrain. I would give the green line a slow flashing animation to make it clearer that it's a one-way field. Or you can give it a "wiping" motion (e.g. the Lab graphic set's one-way fields)

The splitter's arrow is the same as the one-way field, which can also cause some confusion. Perhaps make this arrow a bit bigger than the one way field's, and some text like "RIGHT" for a right-facing splitter and vice versa?

Perhaps the Food tileset could use more types of food - steak, eggs, mayonnaise, butter, syrup, hamburgers, fries...and maybe waffles? ;)

You should consider making another background for those who want to make levels involving vertical scrolling. If one attempts to make one that is of a tall height, the background will look weird (example in picture below).

59
NeoLemmix Styles / Re: Gronkling's Tilesets
« on: May 08, 2017, 06:34:01 PM »
Found some major typos in the Minimal graphic set:

The pickup skills and one-way down arrows are all terrain objects. Also, why is there a picture of a mouse trap?

60
Player 10.13.16

If you pause while playing a level, then change the release rate, the "R" replay symbol appears, even though I am only changing the release rate and not even doing anything else. Once unpaused, the "R" disappears.

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