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Messages - IchoTolot

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1621
NeoLemmix Main / Re: NeoLemmix V12.6.1 Release
« on: August 17, 2019, 02:44:23 PM »
I'm just in the middle of downloading all the styles for 12.6.1. It's too loooong. :sick: I wonder if it's possible to reduce the size and thus, the length of the download. One possibility maybe is to only include the official graphic sets, and put all the custom ones in a separate thread.

I think we are past the point where the original ones are enough. Seperate downloads will only result in the reappearance of posts and topics of the type: "I am getting this error that this file is missing". And we link the full styles download.

If NL can fetch missing styles automatically from the site in-game when it notices missing ones then I would consider this a good option. How long does the download take for you btw? I just tested it and it is <10 secs for me.

1622
Closed / Re: [Bug][Editor] Inconsistent naming bomber / exploder
« on: August 17, 2019, 02:33:46 PM »
I am also in for Exploder, as it is more precise in the fact that no bomb is involved here.

1623
I think the V12.6.0 queued idea has potential. So for example, if your lemming is building a long stair and you have 5 builders, assign the builder five times to the lemming quickly and fast forward a couple of times, voila! Your long stair is completed! 8-)
Yes, in game it makes sense, but that is not discussed here. Skill queueing like in Lix is a desired feature that I am totally 100% in for! (I think this is already brought up in the feature wish list as well.)

We are talking about not queueing invalid skill assignments in replays here. Invalid skill assignments that were not wanted before and that are now distrupting solving replays. This has nothing to do with queueing 5 builders for easy stairs in game. In fact queueing skills for a few frames in game is already implemented for quite a while in NL now.

1624
NeoLemmix Main / Re: NeoLemmix V12.6.0 Release
« on: August 15, 2019, 09:09:04 PM »
So maybe IchoTolot had just forgotten to download the styles.

Downloaded the whole styles archive. I have gotten everything available here. ;)


1625
For the duplicated case you still must manually edit the file to do that. So it's a corner case. Back then I did not forsee this result when not only it but every invalid assignment gets queued.

To be consistent I would argue for discarding the second assignment in this specific case as well, as it is by double-assigment rule invalid. So simply ALL invalid assignments in replays get discarded.

1626
Well for me it's about 5-10 replays in each pack, all levels were subject to changes through patches at some point. All were checked recently with every single one solving. I guess it has something to do with me doing changes and patches for packs more often therefore the chance of introducing invalid assignments is higher.

And this is the only possible change in the patch-notes that could have caused this: Invalid assignments that now become valid.

Why do we want to let them become valid in the first place if I may ask? ???  Aswered because of the last post.

Still: Why not simply discard all invalid assignments? ??? They are invalid for a reason. Nobody would miss them as they were not felt before.

1627
Well, that's not what I meant. I am referring to already existent replays that cointain "dead" skill assignments that now get reawakened as zombies if that's a good comparison.

Let's say you assign a builder at frame 20 to a Lemming. The replay solves the level. At some point the level gets changed so that the builder in the replay cannot be assigned, but is still present inside the file as an invalid skill assignment. The replay is altered to solve the new version of the level and the not assignable skill is still in it. Now in the new version they get queued and become active again, breaking the replay. I had quite a bunch of replays in each pack get broken because random skill assignments to wrong Lemmings appeared out of nowhere.

I would propose to let the sleepers rest again. Replays normally solve levels and and this change brings unwanted skill assignments back again. They were invalid for a reason. I would rather argue for deleting invalid assignments.


1628
Alright time to report some problems I found: ;)

1.)
I was greeted upon checking United with the following error:
TBaseAnimationSet: Error loading lemming animation metadata for REACHER. Falling back to default lemming sprites.

I think I know why: It was a highland level and I never used any of the custom sprites for highland,shadow,.... now they seem to be seeked out as default and I don't have the animations. Proposed solutions: Either don't treat them as default or include the nessesary animations in the main download.

2.)
And here is the big thing: Your sins will come to haunt you and the sleepers will arise in your replay database!

The devil lies here:

Quote
> Failed skill assignments from replays are queued instead of discarded

Every time you had to fix/alter a level it could be the case that an assignment in the old replay became impossible and was therefore discarded. So you fixed/altered your replay to the new version of the level, but the sleeper is still there and now the old failed skill assignments of the past come back to haunt you, leaving your replay database in shambles.

I fixed my replays for my packs for for the other packs I solved my replay database is now let's say unreliable.

I would propose: Failed skill assignments from replays are discarded again.

1629
In Development / Re: [NeoLemmix] NeoLemmix Introduction Pack
« on: August 13, 2019, 06:41:58 PM »
I'm not sure where this fits in, if anywhere, but I do think the "Wild 15 Glitch" (digger changes direction if another lemming nearby is made a blocker, even though said blocker is instantly released) needs to be introduced somehow, because the lack of initial visual feedback and its niche use make it easily overlooked by someone not in the know.

It definitely can in the last rank where some basic level solving skills and essential tricks are introduced. I would consider the "digger-blocker combination" easy enough to understand for new players and of essential level solving knowledge, as it is used quite regulary.

In general, with tricks there is a line to draw here. An introduction pack should, out of the near endless ammount of tricks, only introduce easy ones that are of essential level solving knowledge (like digger holding pits for example).

1630
In Development / Re: [NeoLemmix] NeoLemmix Introduction Pack
« on: August 13, 2019, 06:10:55 PM »
If there is no further input here, I will soon start to create the first levels. :)

1631
Contests / Re: Level Design Contest #18
« on: August 12, 2019, 01:43:31 PM »
Just a little post to bump this topic as I put the finishing touches on my 2nd entry. ;)

1632
All of your attached replays are again intended or acceptable alternatives, good job. :)

Regarding Neutrality 20:

Spoiler (click to show/hide)

1633
@namida: Yes, you got the new intended solution. :)

@Armani: First of all, welcome to the forum! :thumbsup:

Your solutions are all intended or just very slight alternatives. Great job! :)

1634
Thanks for the replays. :)

Firewalking:
Spoiler (click to show/hide)

Like An Eagle In The Wind: You solved it correctly and also delivered the correct explanation about the leftover skill. ;)

Ancient Digging Magic: Acceptable variant. :)

1635
In Development / Re: [NeoLemmix] NeoLemmix Introduction Pack
« on: August 09, 2019, 12:00:54 PM »
I've added the things you listed. Also I plan to introduce a few basic mechanics in rank 4 as well, like the ones you mentioned, I've added them to the list as well.

Quote
Now let's talk about structure. Do you envisage a separate level for each skill, object and function? I'm very wary of that, since it sounds like you would have forty-two trivial levels before we even reach the "beginner puzzles". The pack needs to introduce everything clearly, for sure, but it should also be fun to play -- otherwise new players probably won't get all the way through it.

You are right that this may be overkill, but I also want the introduction as easy as possible. As I result, I should start with a few seperate introductions and then move on to some double introductions (like floaters+gliders for example). This middle way should cull the level number by a bit.

Quote
Also, you introduce fast forward in rank 3, but a majority of levels are more pleasant to play when the player knows about FF, so that they can speed through the rest of the level as soon as the route is complete. (When I was a kid, my sister and I always enjoyed watching the crowd walk to the exit and cheering them on -- but NL isn't aimed at kids.) Similar remarks apply to most control features. I would, at the very least, drop the "control features" rank and decide where to introduce these features in the natural play of rank 1 (e.g. directional select can be introduced with one of the skills it's frequently used with, probably builders). Some levels can introduce more than one skill. At a rough guess, I would say the full introduction of all NL features could be done in around 20 levels, and would be much the better for it.

I was unsure about FF. I think it should be introduced still. I planned to make the skill introduction levels not much larger than 1 screeners so that FF would not be essential. But I could at least mention FF earlier.
For the rest, I think here comes the combination idea into play again: I could drop the rank entirely and combine them with rank 4 so they give some trivial puzzels more meaning. I think it would be better if I rename rank to theme for my list and only later form rank groupings.

I am still highly in favor of keeping skills mostly seperated from other themes as the core element should be introduced as clearly as possible without distractions. Combining skill inroductions though should be alright.

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