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Topics - IchoTolot

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166
I was thinking about an issue that Strato mentioned about the new formats.

I agree with the current system that the empty space between the pre level screen information lines was too much in the old format and it made extracting that info more difficult.

Now I think we've got the other extrem though. The text is too dense and it affects the information extraction process as well. Also it looks a bit worse.

My suggestion: Try the middle ground! Maybe using only half or a third of the old formats empty space.

In my opinion both new and old format versions of the info text have their flaws and the middle ground could be the optimal solution for easily readable information here + it also could help improving the visual attractiveness. :)

167
18 levels have made it through to this third phase. We are gonna cut this number in down to 6 in this phase and the ramaining levels will be mixed into 1 final group for the last phase. :)

Every one of the 3 groups will have 2 voting rounds that will try to get the number of levels from 6 to 4 and finally down to 2!

If we have a tie there will be tiebreakers.

If you want to see the full list of nominated levels in non-randomized order, check the nominations list topic.
If you want to play these levels without having to dig up all the various level packs, check the playing phase topic which has an NXP available for download that contains all the nominated levels.

Please remember that discussing the nominated levels is not allowed in the LOTY2017 topics now that voting has begun. This does not apply to levels that have already been eliminated at the time. Discussing them elsewhere in the site is okay, as long as it's not in the context of LOTY2017.

168
I just watched a replay today where a 90 lem cluster exited the same time ---> earrape via a nextremely loud "Yippie!".

Even with only 5 lems or so the sound can be kinda unnessesary loud.

Suggestion: Regardles of the number of lems exiting at the same time just play the normal "Yippie!" sound or stop the amplifying already at ~2 lems. That also counts for a lemming train exiting right behind each other and the sounds overlap.

Nepster told me he doesn't know about the how that lem entering sound works.

@namida: Could you mabe give some insight here on how to edit this? ???

169
Reproducing:

- Get NL to crash (for example through renaming a levelfile in a pack and starting it).

- After the error messages NL has vanished on the deaktop.

- Open the task-manager.

- In there NL still runs and eats resources + this effect can stack multiple times.

170
Note: This topic is ONLY for posting updates to your levels, or making late submissions. All other posts will be deleted. If you want to discuss the levels, post replays, etc, please do so in the Discussion Topic.

Please follow these rules for updates:
1. When posting a new updated version of a level, remove any old updated versions of that level --> Have all your recent updates stored in 1 post! I will delete such old posts eventually if the author doesn't; so don't store any important information in them.
2. Make a new post for a new update; do not edit your most recent post. You may, however, post updates to multiple entries (if you have more than one) in the same post.
3. Use the same filename as found in the ZIP of the entered levels, with "V2" "V3" etc added at the end. No matter how minor an update is, give it a new number.
4. Do not post in this topic, unless it's to post an update to your levels. Use the discussion topic instead for anything else.

Please use the same naming format as in the zip file:  User1_R3V5.lvl      ---> Level by User1   for Rule 3   Version 5 of the level     The levels name does not exist in the file name!
                                                  For Rule 1  this time:  User1_R1L1V5.lvl ---> L1/L2 stands for the level. You can see in the NL pack which level is which. They are sorted chronologically.           

For late submissions also, please use the same kind of filename as is used in the main levels download - ie: your username, and "R1" "R2" or "R3" to mark which rule the level is for. Remember that the maximum-of-two-levels-per-user rule still applies, even for late submissions. Please be sure to check the original contest announcement topic for the rules; as the notes in the discussion topic are simply meant as reminders, not full explanations of the rules.

Please use the  right naming when posting updates! That would be less confusions and less work for everyone. ;)

171
NeoLemmix Level Pack: https://www.dropbox.com/s/0vs7dh96yy6tl8t/Contest_15_NL_Levelpack.zip?dl=1

- Put the folder of the level pack in the "levels" folder of your NeoLemmix Player.

Music: https://www.dropbox.com/s/wfq3utvabb1iib5/Contest_15_Music.zip?dl=1

- The music must be put inside the "music" folder of the NeoLemmix player. If the folder doesn't exists, create it.

Lix Levels: https://www.dropbox.com/s/1uusq6ftt05yxoe/Contest_15_Lix_Levels.zip?dl=1

 - The .txt levels needs to be put into Lix's levels folder, then they can be loaded inside the program.

Namida's bridge tileset (nessesary for 1 level inside the NL pack): https://www.dropbox.com/s/muz02y9yq1f9ki4/namida_bridge.zip?dl=1

- Put the tilesets folder into the styles folder of the NL player.

Note: The bridge tileset from namida should not be used for level making by other people yet!

Rule 1 Levels

IchoTolot's "Laboratory D-E-S-C-E-N-T" (V2) +  "Laboratory A-S-C-E-N-T" (V1)
Colorful Arty's "It's Lemmings Doofus!" (V1) + "See you on the Flipside, Doofus!" (V1)
Nessy's "Turbulent Turnpike Act 1" (V4) + "Turbulent Turnpike Act 2" (V4)

Rule 2 Levels

Crane's "Glide Slope" (V4)
grams88's  "Tree from hell" (V1)
Gronkling's "Come Back" (V1)
namida's "Tight Schedule" (V2)
Raymanni's "Seashore Shenanigans" (V3)
SQron188's "Minifigure Multi Pack" (V1)
Proxima's "Turnabout Sisters" (V1)
geoo's "Deadly Cells" (V2)

Rule 3 Levels

IchoTolot's "Death By Crevasse" (V2)
Colorful Arty's "WaterWorks" (V10)
Crane's "Dodge This!" (V13)
Gronkling's "Temple of the :3 God" (V7)
SQron188's "The Lapse Rate" (V5)
namida's "Latent Lodge" (V2)

You can check the rules details again here: https://www.lemmingsforums.net/index.php?topic=3863.0

Playing Phase will be closed on 7th of September!
Updates will close on 4th of September!

Note: This topic is for posting your comments, replays, etc for the levels. If you wish to post an update to your level, or enter a late submission, please do so in the Updates Topic instead.

172
People have a demand of using a black bg on tilesets with custom single colored bgs.

Adding a plain black bg to the list of the selectable custom image bgs would fix this.

This way even when the black bg is used on tilesets where the custom single colored bg is advantageous you can turn it off and use the intended one again. This way the player is not forced into it.

Then everybody can get a black bg for their level if they want to, without having to change the main tilesets theme as a workaround.

173
So 36 levels have made it through to this second phase. We are gonna cut this number in half in this phase and the ramaining 18 level will be mixed in 3 new groups of 6 levels for Phase 3. :)

Every group will have only 1 voting round that will try to get the number of levels from 4 down to 2!

If we have a tie: All tied levels will be moved into a Tiebreaker group(s)! The number of Tiebreaker groups will be dependent on how many tied levels we have.

These Tiebreaker group(s) will come into action after the 9 groups had their voting round and the levels there will face of for the last places that are left.

Example:

Group A had 1 winner and a 3 way tie. The 3 levels move into the Tiebreaker group and deliver 1 ticket for the next phase that was still left .
Goup B had a 4 way tie. The 4 levels move into the Tiebreaker group and deliver the 2 unused tickets into the tiebreaker pot.

That makes a Tiebreaker group with 7 levels that will face of for 3 remaining places for the next phase. :)

If you want to see the full list of nominated levels in non-randomized order, check the nominations list topic
If you want to play these levels without having to dig up all the various level packs, check the playing phase topic which has an NXP available for download that contains all the nominated levels.

Please remember that discussing the nominated levels is not allowed in the LOTY2017 topics now that voting has begun. This does not apply to levels that have already been eliminated at the time. Discussing them elsewhere in the site is okay, as long as it's not in the context of LOTY2017.

174
Reproducing:

- Open the editor.

- Try to mousewheel zoom by while the mouse itself is outside the level boundaries on the bottom or right side (left and top outside boundaries seem to be ok).
   Note: This has to be the first mousewheel zoom you do since opening the editor. When you had 1 successful zoom before, the error doesn't occur anymore.

- Get a nice error message that implies the program tried to devide by zero. All future zooms will cause the same error now.

175
Level Design / Empowering the Player: Level Design (A prensentation)
« on: July 06, 2018, 11:07:29 AM »
A while ago I found a presentation from a Game Develoer Conference and I was just remembering it now and thought: Why haven't I linked it here? ???

It's ~ 1hour long and it's called: Empowering the Player: Level Design in N++
As you can tell from the name N++ is the example here and the developers who created thousands of levels for it are talking about game and level design.

Now not all the points they bring up can 100% be projected on Lemmings or Lix levels in my opinion. For example the point: Let players choreograph, not just execute.

Of course only having precise trick levels is not very good, but especially on higher difficulties levels Lemmings level are a bit more about one or a small group of solutions. On the lower ranks this point fits way better, but in higher difficulty ranks you often want to enforce certain patterns or parts and I think finding the right mixture of restricted and a bit more open levels is the best way.

Other points they bring up:

- Minimalism on the core level idea + expanding that idea with more and more details for higher difficulties. Also the danger of overdoing it with adding too much.

- Level creation process - from core structure to the finished level.

- The nessesarity of culling stuff. Scrapping of levels and ideas - not everything fits and it can be better to cut it out.    - This point I feel needs to be addressed more here in the case of levels. For mechanics: Yes, I know I argued a lot about keeping stuff and features, but I also was in favor of culling a few things (gimmicks as an example). I still believe the right balance is correct and I don't wanna see things that offer a lot of gain and just fit disappear.
Sometimes levels just don't work out that well. I think that can also be expanded to features and machanics. They talked about at some point they added portals in N++, saw that it makes things too complicated in a fast platformer and threw them out again. I think Slowfreeze, Radiation and Gimmicks are the NeoLemmix equivalent here with them adding only unnessesary precision and complexity without offering too much.

- Balance between "boring/calm" and "exciting". Calm parts make exciting ones stick out more.

- Smooth difficulty curves and inclusion of breathers.

- Mastering of skills and levels of high complexity + difficulty.

- Variance in level desgin - one type of level is not enough!  - I especially agree with that point. You don't wanna make only huge/tiny/button or trick levels for example. You wanna have a huge variation of levels that has something for everyone.

- Naming of levels.

- Access to all/a lot of the levels from the getgo to avoid getting stucked completely.      - We solved that with unlock all.

 
So, I think maybe you can take a few things with you from this presentation, even if it's another quite different game they are referring to and not everything can be transferred to Lemmings 1:1. :)

176
The most speed increasing thing in the new editor (I am sure) is the grid. Even more in combination with "times 8" tilesets.  (L2, L3 as examples)

But often I encounter cases where I want to turn off the grid for 1 or a few things and after that turn it right on again.

A hotkey for ON/OFF toggling of the grid would be a great acceleration for level creation speed.

I might even argue about moving the grid option from "Settings" menu to the "Global" tab so that it is instantly avialable at all time, as I change the grid quite frequently (2,4,8,16 being the most common settings).

Yes, thinking more about it: A dedicated Hotkey + having the grid setting in the "Globals" tab would both be very beneficial. Even if it isn't a level variable.  ;)

177
Contests / Lemmings Forums Level Contest #15
« on: May 29, 2018, 07:02:58 PM »
Welcome to another contest of the Lemmingsforums! This time the three rules have been picked by Nepster as his prize for winning an older contest.

A few words to new participants and forum members: If you haven't entered before, I strongly encourage you to try - even if you don't win, it's fun to participate; and we have had cases where first-time entrants have won before!; there are three choices of rules given, you may enter one level each for up to two of the rules.
You may either use new format NeoLemmix, or Lix.
If you have two entries, they may (but do not have to) be for the same engine. Please make sure you tested your level for basic solvability before submitting and be sure to also submit any custom tileset you are using, so others have no problem playing your level. ;)

New guideline: You can choose 1 person who does a bit of pre-testing for you, so that the biggest backroutes and screw-ups of your levels can be detected before the playing phase. I cannot control this so it's only a guideline, but still I would prefer not everyone knows every level before the playing phase starts. ;)

Here are the rules on how the submission deadlines work:
- Initial submission phase deadline will extend such that it's 72 hours from the time of the last submission, up to the 5th submission (inclusive). After this it no longer changes no matter what.
- Update phase deadline will not extend over the initial dead line!
- Even if you missed the cutoff date for the initial submission phase, late entries are accepted until the update phase ends. There is no penalty for a late entry, beyond that people are less likely to spend as much time on the level before voting begins.

And here is the new ruleset provided by Nepster:

Rule 1

Create a pair of levels: The second one has exactly the same terrain as the first one, just upside-down. There is no restriction regarding the object placement, skills, or Lemmings.
These 2 levels will count as 1 entry and it's the 2 levels combined that will also be voted for! So no extra entry and be sure one level doesn't drag down the other! ;)

Hint:
This can be easily achieved in the new format NeoLemmix editor by simply selecting all of the terrain, click on invert and then save the level in a different file. Then you may proceed replacing objects again and carving out a new solution. :)
I am not 100% sure about the process in the Lix editor, but it should still be easily possible there.
EDIT: In Lix you can select all, mirror horizontally and then turn twice -> that should correspond to mirroring vertically.

Rule 2

Construct a Miniature: At most a total of 10 lemmings, at most 5 skills (not skill types!) and the level must not be larger than the following sizes:

- NeoLemmix: 240x120 pixels    (Nepster's chosen ammount)
- Lix: 480x240 pixels                  (as Lix has exactly double the resolution of NeoLemmix, levels get twice the size there)

Rule 3

Create a level without any of the original 8 Lemmings 1 skills.

This forbids only one of the Lix bombers: The imploder. As the fling exploder can have vastly different uses than the standard L1 explosion.


Submission phase ends July 30th 2018 at 00:00 UTC. A bit longer due to Rule 1 being a bit more time consuming. This should give everyone enough time to think about a level. :) Deadline for the playing / update phase will be announced when it begins.

Ruleset in detail again: http://www.lemmingsforums.net/index.php?topic=2246.0

Send me a personal message with your level/s and if needed tileset/s to participate. It would also be nice to also tell me the rule which each level satisfies.

Prize selection:
- US $5.00
- One month's advertising on the forums news ticker
- Pick next contest's rules

Entries so far: 18

- Crane (2)
- geoo (1)
- IchoTolot (2)
- grams88 (1)
- namida (1)
- Proxima (1)
- Raymanni (1)
- Nessy (1)
- Gronkling (2)
- Flopsy (2)
- Arty (2)
- SQron (2)

178
So I recalled Arty's level creation stream: https://www.youtube.com/watch?v=IsI9kSsZXlc

He still used the old editor as he has one major problem with the new format one and I can see that problem being a bigger issue for people using a lot of tileset mixing.

I personally haven't noticed it due to me sticking to 1 or 2 tilesets in most cases.

So the problem is: You have to constantly select and switch the tile selection bar for changing tilesets -- a huge problem when using many different tilesets and switching constantly.

I thought about a possible solution, but still I am not sure if making it standard or a selectable option would be better. ???

Proposed solution: Clicking on a tile changes the selection bar to the tile's tileset.

This would minimise the tileset selecting, as you would only need to select it once from the list, due to then having the option to click on a matching tile to switch. Also people who rarely use tileset mixing won't notice this due to them having only 1 active tileset most of the time.

Still I am wondering if making this an option under "Settings" would be a better call. If somebody does not like this behavior they simply can leave this deactivated.

I even would call this a higher priority, as this prvents people to switch to the new editor and they even take the extra step of converting for this.

So is my proposed solution acceptable? Is having this as an option better? Other proposals? :)

179
Welcome to the Level of the Year 2017 voteoff!

So, most of you will know how this works, but just in case - and so that specifics are covered - here's a quick rundown.

The nominated levels have been divided into 9 groups of 10 or 9 levels, semi-randomly. To be specific, the division was done in such a way that a single author wouldn't have too many levels in a single group.

Each group will be voted on one at a time, with four levels from each group advancing to Phase 2 (which will run in a similar fashion). First we bring them down from 10/9 to 7 and then to 4.

Voting for each group will be open for three days. Remember, you're voting for the levels you think should win, not the ones you want to see eliminated.

If we get ties, there may be some tiebreakers to ensure only 4 levels out of each group advance to Phase 2. That says: 10/9 to 8 or 6 levels instead of 7 will be acceptable in the first rounds, but afterwards the 4 will be ensured by tiebreakers.

If you want to see the full list of nominated levels in non-randomized order, check the nominations list topic
If you want to play these levels without having to dig up all the various level packs, check the playing phase topic which has an NXP available for download that contains all the nominated levels.

Please remember that discussing the nominated levels is not allowed in the LOTY2017 topics now that voting has begun. This does not apply to levels that have already been eliminated at the time. Discussing them elsewhere in the site is okay, as long as it's not in the context of LOTY2017.

180
For reference, I am tallking about GigaLem's redesigned versions here: https://www.lemmingsforums.net/index.php?topic=3443.0

As far as I can see they are using the exact physics of namida's original versions, but that needs to be rechecked.

From the visual aspect they just seem like a clear update -no offense to namida here ;)-

That's why I want to ask around if we should use them as the standard version overall. They look superior from my point of view and maybe only some visuals of existing levels need to be rechecked if the physics turn out to be the same if we switch to them as the standard.

A merge would also reduce the huge tileset number by a bit when all/most LP styles have been remade by GigaLem.

The only thing I clearly see that stands against this merge: If we plan to replace namida's styles, then people should not make levels using the current GigaLem's styles, because such levels will break then due to the different file paths to the pieces. Maybe there is even a way to link levels using these to use the other filepath - therefore prevent breaking in the first place?

All levels made with the original LP styles will automatically using the new styles though.

So what's the general opinion here? I still would say let's take the updated visuals, as I think they overall look superior and spare us from having 2 versions of the same set.

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