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.


Messages - Wafflem

Pages: 1 ... 3 4 [5] 6 7 ... 65
61
Player 10.13.16-B

If a white box appears when one clicks the Pause button, then the same should be true when one clicks the nuke button.

62
The System Test graphic set has different sizes of white squares and rectangles (as well as grey steel squares and rectangles). These can also work as erasing terrain.

63
NeoLemmix Styles / Re: Raymanni's tilesets
« on: May 08, 2017, 02:57:31 PM »
Thank you so much for these, Raymanni! :thumbsup:

I've already made a level in the Cyberspace tileset and I've submitted this to Colorful Arty to stream. This level is of Fun difficulty, but I wanted to try out the tileset right away. Cyberspace is my favorite of all your tilesets!

The worm trap in the Food tileset is misleading as not every will know right away that the green dot is actually a worm. It should show the worm's face already so people will likely better know that the green dot is actually a trap. For the arrows, I think black with a yellow outline would work very well.

The Snow single-use trap really needs something added to it to make it less misleading. I would add some sort of warning sign that looks similar to this, except without the text and showing a lemming slipping instead.

I think you should add a locked exit to the Biolab tileset. The radiation looks very cool!

I feel the monster trap in the Gore tileset can still be misleading even though it doesn't have the Exit sign to make it distinguishable from the other one. Maybe a warning sign with a skull and crossbones on top of it? A locked exit in the Gore tileset would be very interesting; pretty much the exit opening its mouth when you've pressed all the buttons.

Can you add the rest of the alphabet for the blocks in the Toys tileset if you can? Also, there needs to be normal-colored square pieces in addition to the rectangle/triangle/arch blocks. The red dot on the top of the robot exit also needs to be adjusted; currently, it is flashing red and white really fast which could hurt someone's eyes; it should change colors in a way that is easier on the eyes (something like smoothly fading in and out; it's hard to explain, but see the Psychedelic graphic set's exit as an example).

Thanks again for these tilesets, and I will look forward to more from you in the future! Do you also plan to make a Rayman-themed tileset?

64
Levels for v10 or older / Re: [NeoLemmix] Raylems
« on: May 02, 2017, 02:38:43 AM »
Here are my replays as well! I wasn't able to beat every level, though. Thank you very much for this pack and the graphic sets; as everyone else said, these are ASTOUNDING graphic sets! My favorite ones are the Food, Cyberspace and Sewers!

Comments (click to show/hide)

Looking forward to more of your levels and tilesets!

65
General Discussion / Re: General Comings and Goings
« on: March 01, 2017, 04:59:40 AM »
I'll be very busy again starting tomorrow until mid-April, so I won't be able to go on the forums or do anything Lemmings-related. I also won't be able to answer any PMs during that time.

66
Player: V10.13.16:CCB90A0

If the "Save Successful Replays Automatically" option is checked in the settings, and you successfully beat a level, an error prevents the replay from being saved, and the player then crashes.

In addition to the crash, a folder is created instead of a proper replay file.

67
Closed / All objects disappear in Clear Physics Mode [BUG] [EXP-PLAYER]
« on: February 28, 2017, 06:24:47 PM »
Player: V10.13.16:CCB90A0

All the objects now disappear in Clear Physics mode, while in previous versions only the no-effect objects, backgrounds and moving backgrounds disappear.

68
In the updated nx_sketches.dat, the Fencer sketch is not set to Sketch, but is instead a No Effect object. As such, the sketch ends up displaying when you play the level.

69
In Development / Re: ArtLems - Development Topic
« on: February 28, 2017, 03:47:19 PM »
There's also some songs from the Nutcracker. Three songs you can use:
1. The Nutcracker, Op. 71: Overture (note that this song also appears in Sega Master System Lemmings).
2. The Nutcracker, Op.71 No. 2 March
3. Dance of the Sugar Plum Fairy

Some other classical musics that could work for this pack:
1. First Gymnopedie, by Erik Satie
2. Clair de Lune by Claude Debussy
3. Rondo in C by Beethoven
4. Also sprach Zarathursta by Richard Strauss
5. The Blue Danube by Johann Strauss, heard in the Space levels of Lemmings 2: The Tribes

Also, does Scott Joplin's music work in this pack? You've heard these songs in my gameplays of Chip's Challenge. Songs like "The Entertainer", "Maple Leaf Rag", "The Ragtime Dance" , "Something Doing" (also in NepsterLems), and "Wall Street Rag" come to mind.

70
Closed / Fencer sketches needed [SUGGESTION] [nx_sketches.dat]
« on: February 27, 2017, 04:21:06 PM »
Now that we are able to use Fencers in our levels, the nx_sketches.dat will need to be updated to include Fencer sketches.

71
Closed / Sketches displaying in level [BUG?] [EXP-PLAYER]
« on: February 27, 2017, 04:17:19 PM »
Player: V10.13.16:788B9C0

If you add NeoLemmix sketches to a level in the editor, they end up displaying when you play the level. In previous versions, the sketches were always invisible when you played the level. I'm not sure if this should be intended or not.

72
Since levels can now be adjusted to less than 360x120 pixels, it can now potentially be harder to tell where the side of the level is deadly, especially if the small level does not have any walls and there is no background in the level.

I suggest that indicators of deadly sides be included in Clear Physics mode, which will also help players have a better idea of how small the level is. Attached is a picture below to see what the indicators can look like (though there can be better suggestions than this); this level's size is 150x160 pixels.

73
Player: V10.13.16:788B9C0

If a level has a skill that is set to infinity, and you assign that infinite skill to a lemming, the infinite loop symbol will turn into the number "99" and count down every time that skill is used.

74
Player: V10.13.16:788B9C0

Assign a lemming a blocker. Then give the blocker any permanent skills. Afterwards, hold Alt and hover it over the blocker with permanent skills. It will still say "BLOCKER 1" on the bottom-left, and will not display what permanent skills the blocker has.

For example, if you assign a blocker a climber and swimmer, then hold Alt while hovering your cursor over the blocker, it will not display "CS--- 1", on the bottom-left but will only display "BLOCKER 1".

This issue does not occur on any walking lemming.

75
Closed / Lemming Count Blink and Timer Blink not working [BUG] [EXP-PLAYER]
« on: February 27, 2017, 12:43:02 AM »
Player: V10.13.16:788B9C0

Even if the Lemming Count Blink is enabled, and when playing a level and you end up having less than enough lemmings for the save requirement, the number does not blink. The same issue occurs with Timer Blink; the timer does not blink upon having 30 seconds left.

Pages: 1 ... 3 4 [5] 6 7 ... 65