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Messages - IchoTolot

Pages: 1 ... 112 113 [114] 115 116 ... 242
1696
I resolved the 2 levels. I agree with Crane's comment and advice Crane himself to not trust us so far as to remove certain steel walls. ;)

1697
Directional select is already vertically stacked.

Sorry, I meant single frame-stepping. :-[

1698
I would choose out of these options:

- Shrinking the minimap / Dynamically resizing the minimap when extra skill slots are needed
- Vertically stacking some of the existing buttons (Directional select would be the first target)

1699
Solved the 2 updated levels. :)

1700
NeoLemmix Levels / Re: [NeoLemmix] Lemmings United
« on: May 19, 2019, 09:56:57 AM »
V 6.6 is out! :)

The following levels have received a backroute fix:

- 5 20 (+5 save requirement, -5 swimmer, -2 bomber pick-up skills, +1 platformer, some terrain changes, relocated the disarmer pick-up skill)

1701
NeoLemmix Levels / Re: [NeoLemmix] Lemmings United
« on: May 18, 2019, 06:23:07 PM »
Thanks for the feedback. :)

V 6.5 is out! :)

The following levels have received a backroute fix:

- 1 31 (added a new OWW, +2 climbers)

I've decided against moving 1 37 back as you were by far not the only one having at least some sort of problems there and the trick is easily missed.

Also:
Spoiler (click to show/hide)

1702
I have a feeling that this is a bigger step in the right direction. :P

1703
Resolved SQron's R2 and Crane's R1 again. :)

1704
About removing buttons: I would strongly advice not to and I am completely against removing stuff like pause, nuke, fast forward......

Yes the hotkey is better and faster, I completely agree there, but the reason they are there in the first place is that these functions are not hidden! New players tend to use near to no hotkeys and the functions stay hidden. The nuke button is vital to some levels and players not knowing the hotkey would be screwed!

I would rather merge some buttons in a way like like the 2 in 1 directional select one than removing them. I rather risk having more of them than removing and hiding them.

1705
Resolved the updated R1 levels. Still need to take a look at SQron's updated R2 though. ;)

Nessy's level finally seems intended to me. :)

1706
Closed / Re: Wrap? [DISCUSSION] [PLAYER]
« on: May 15, 2019, 09:23:06 PM »
Quote
Regardless of red/yellow rectangle, still not sure how much wrapping really adds to singleplayer level design.

That's another thing: Wrap was rarely used as a gimmick and I can see the benefits are way more multiplayer related than singleplayer. Even in Lix there don't seem to be that many Wrap singleplayer levels, while a good part of the multiplayer levels use it.

So it might be better to ignore Wrap and focus on things that enrich the variety and/or comfort of level design by a much larger margin.

1707
2 more would already be good and only displaying used skill panels while ditching unused ones in favor of a flexible minimap sounds like a nice bonus on top of it. :)

1708
Closed / Re: Wrap? [DISCUSSION] [PLAYER]
« on: May 15, 2019, 11:34:03 AM »
As I tend to get easily confused with the yellow rectangle way and speed is not essential as in Lix multiplayer, I would tend to the red rectangle way.

Then we would need another way to tell the player that wrap is active though. ???

I would still say yellow is faster and you need to be fast in MP Lix, but it can get very confusing depending on the level (especially small levels can get confusing). Here in NL we don't need to be very fast and therefore I tend to red.

1709
For now I tend to a slight increase, but the implementation is tricky and must be discussed. In that the main problem is located and if we find a good way, I would be completely fine with a higher increase.

Shrinking the buttons in width is only enough for a slight increase and will require customs buttons to be redrawn.

2 rows with a lower heigth would still have a limit of 16, would require redrawing of all custom buttons and would introduce the Lix "korean washing machine" effect of overloading the UI with tons of buttons.

The  "scroll left" / "scroll right" idea seems more future-oriented to me, while also avoiding the "korean washing machine" effect. A limit might still be desirable when the skill type number increases even more over time and I think nobody here wants to scroll through a huge list. ;)
This of course has the disadvantage of not displaying everything at the same time. Testing needs to be done here I think.......

1710
I would agree with Simon here that shimmying should not be possible in this corner case for the exact same reasons he mentioned.

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