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Messages - IchoTolot

#1666
V 0.12 is out!

Little 12.7.0 update here as well:

- 2 10 has now an anti-splat pad and I fixed the error namida pointed out.


Rank 2 will be getting a neutral lemmings introduction level with the next bigger content-adding patch.  :)

The levels have not been cleansed yet, due to the current bug. ;P
#1667
V 2.0 is out! :)

Pack is made fit for 12.7.0! Changes:

The zip is now to be extracted in the main NL folder instead of inside the levels folder.

Visual fixes, because of the fire pit graphic change:

- 1 17
- 2 05
- 3 15

One level's OWW were a bit untidy, so I fixed that:

- 2 16

The levels were not cleansed yet as this still seems a bit buggy in terms of pack structure. ;P
#1668
V 2.9 is out! :)

Pack is made fit for 12.7.0! Changes:

The zip is now to be extracted in the main NL folder instead of inside the levels folder.

Visual fixes, because of the fire pit graphic change:

- 1 01
- 3 13
- 5 11
- 8 18

The following level has an unnessesary pick-up skill marker removed:

- 5 08


The levels were not cleansed yet as this still seems a bit buggy in terms of pack structure. ;P
#1669
V 3.8 is out! :)

Pack is made fit for 12.7.0! Changes:

The zip is now to be extracted in the main NL folder instead of inside the levels folder.

Visual fixes, because of the fire pit graphic change:

- 1 02
- 1 24
- 2 15
- 2 19
- 2 24
- 3 09
- 3 15
- 3 19
- 4 04
- 4 14
- 4 19
- 5 12

While going through the levels a few unnessesary timers caught my eye.

The following levels now have infinite time:

- 2 15
- 3 30
- 4 01
- 5 08
- 5 14


The levels were not cleansed yet as this still seems a bit buggy in terms of pack structure. ;P
#1670
V 7.9 is out! :)

Pack is made fit for 12.7.0! Changes:

The zip is now to be extracted in the main NL folder instead of inside the levels folder.

New levels:

- 6 08 (the levels afterwards are therefore 1 position further below now)
- 6 15 (the levels afterwards are therefore 1 position further below now)

The following levels have received technical fixes:

- 6 28 (changed to the default pickup skills)
- Some circuit levels were manually changed from a duplicated piece inside the style to the main one.

Visual fixes, because of the fire pit graphic change:

- 1 03
- 2 07
- 2 28
- 4 28
- 6 25

The levels were not cleansed yet as this still seems a bit buggy in terms of pack structure. ;P
#1671
Before I start fixing stuff 2 3 4 bugs I immidiatly noticed and 1 odd thing:

- In the main menu if you scroll through the ranks of a pack with the arrow keys: If you scroll down bleow the first rank it doesn't go to the highest rank of the pack anymore, but to the highest rank of the pack BEFORE that.
So in my case if I scroll below rank 1 in United I end up in Reunion and have no way of getting up again.

- The editor tabs are still messed up. I think it's because of the new misc tab, maybe move that to the edit tab on the top as a subpoint ???

-
Quote- Removed a duplicate piece in namida_circuit (will automatically be replaced with the non-duplicate version in levels)

That doesn't work. ;P     "namida_circuit:wire_end_08" is marked as missing and I get errors on my levels. It is not automatically replaced with 07.

- I cannot recommend cleansing levels in packs right now. The levels are alright, but the pack's structure afterwards is messed up, as everything (ranks + levels) is then sorted alphabetically and not in the pack's intended order anymore.

- The default pickup skill graphic is really large in the editor if you click on it. It's 30x30 which is way larger now than the object itself.


And that's it for the first wave of bugs and stuff I noticed. ;P

#1672
QuoteIt's also a curious coincidence that you stopped at Amateur 20 for the time being, because Amateur 21 is the only level in the pack featuring an anti-splat pad. This is going to get re-introduced with the 12.7 update as well - during initial conversion, I had to replace the anti-splat pad with an updraft, but this breaks the solution.

Don't bother yourself reading too much into that. The case was: Hmmm, it's late, but I wanted to continue playing the pack today. Hmm, let's play half a rank.....;P
#1673
Quote from: WillLem on November 07, 2019, 11:45:22 PM
Am I missing something on Gravity Lab...??? I can't seem to figure this one out at all.

Did you catch the following things from the pre-text (if not then it might be written more clearly):

- Updrafts prevent Lemmings from splatting.
- Updrafts slow the fall of lemmings and especially floaters.
- Updrafts cause gliders to glide upwards.

- Splat-pats let non floater/glider lemmings splat if they fall on it.
- Anti-splat pads prevent lemmings from splatting.

Please, if you think some of the points above is not made clear in the text tell me!

For the level:

To show all these interactions I gave 3 lemmings, 1 glider and 1 floater. So you can have 1 normal lemming, 1 glider and 1 floater.
Now you should figure out who needs to be who, if that's right the level should nearly solve itself.
#1674
In the original levels, the claw was never used as a trap (only decorational) and in the png packs from which I converted the tilesets to NL the claw was also packed with the terrain tiles. As I never saw the claw in action in any video and it was used purely as decorative terrain I never doubted this.

Maybe the site's list is wrong here.
#1675
Here is the next bunch. 20 more replays from rank 2.:)

More specific comments after I had time to finish the rank.
#1676
V 0.11 is out!

The zip file is now inteded to be extracted right inside the main NL folder! Inside the zip is a "levels" folder first and then the pack's folder as a result.

Following changes have been made based on Willem's feedback:

- 2 08 Added the pre-text info that splitters can't be deactivated.

Following levels have been added:

- 3 05 (The following levels are therefore pushed back by 1 place)
- 3 07 (The following levels are therefore pushed back by 1 place)
- 3 08 (The following levels are therefore pushed back by 1 place)
- 3 21 (The following levels are therefore pushed back by 1 place)
- 3 27 (The following levels are therefore pushed back by 1 place)

The level count for rank 3 is now 30 as a result. :)
#1677
Contests / Lemmings Forums Level Contest #18 - Results
November 04, 2019, 10:57:11 PM
Ladies and gentleman, we've got our final results! :)

Congratulations to Namida for winning the 18th Lemmings Forums Level Contest with "The Embiggening Of The Cromulent" :thumbsup:

Also, congratulations to Crane for reaching the 2nd place with "Dropship 12" :)

Choice for the prize for the first place is either :

- a month's advertising on the forum's news ticker
- picking the next contest's rules
- US $5.00 (PayPal would be the easiest here I think).
#1678
Thanks for the feedback. :)

QuoteI've attached my replays so far. I'm a bit stuck on the current level (O&F 8 - Split And Splat) as it's not clear exactly how to stop the splitter from working,

Will add to the introduction text then that splitters can't be deactivated. They will always work.

Quoteor turn the Lemmings around...

Well, you have 1 type of skill. ;)   Try to remember the skill introduction level for that one. Also you can loose a bunch of lemmings, 100% isn't nessesary.


I plan to release 5 new levels for rank 3 hopefully this week. Will add the splitter info from above with that patch too. :)

#1679
It's a name from a character from a sci-fi series called "Perry Rhodan". ;)
#1680
Quote from: Simon on November 03, 2019, 06:05:28 AM
Will the default's trigger area match the custom's trigger area? Have authors usually kept the default trigger? Then the custom tile would be eye candy, and using the default sounds natural.

The trigger is defined in the nxmo file. If the trigger only differs slightly from the default ones we could still use the custom trigger area. Yes, this is problematic in the sense that the default now has a slightly different trigger in this set, but this is just a temporal solution anyway until the real sprite is finished.