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Messages - IchoTolot

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1966
NeoLemmix Main / Re: Shimmier: NeoLemmix experimental version available
« on: December 30, 2018, 05:02:01 PM »
Quote
Okay, just a question: In my thread about anticipated Shimmier behaviour, Nepster said the plan was for Shimmiers turned into a bomber or stoner to explode instantly (=at the ceiling). Currently, they turn into ohnoers and fall down.

This is consistent behaviour so far, so I don't have a problem with it, I just wanted to ask whether this is intended or not, because its a slight deviation from the "original" plans.

You could argue that shimmiers are very close to climbers and therefore should also have the same rules regarding bombers and stoners. That would mean turning into ohnoers and therefore fallig down as a result. Climbers are 1 pixel inside the wall actually so they don't fall down.

I can see level potential in both behaviors though: Instant and falling.

In general I think the current falling ohnoer transition is more consistent with the climber. So I have a slight preference for that. I could already see falling ohnoers from the ceiling that land inside the exit just in time. ;P

Quote
The only confusing part about it is that the skill blueprint of the Bomber when hovering the mouse over a Shimmier pretends the skill was going to make a dent into the ceiling, when that can actually never happen.

The blueprints don't take movement into account as I understand and therefore the falling is not taken into account. Even glider blueprints just show the path from the current position.

But first let's hear if the current implementation is intentional or not. ;P

1967
NeoLemmix Main / Re: Shimmier: NeoLemmix experimental version available
« on: December 29, 2018, 06:05:00 PM »
Quote
7.) Shimmiers can use the checkerboard mechanic to go up. So inverted to walking where lemmings can't go up. (Bottom left chamber)

8.) Shimmiers can't use the checkerboard mechanic to go down. Again, inverted to walking where lemmings can go down. (Bottom left chamber)

I think 7.) and 8.) are choosen right by Nepster as Lemmings "walk" upside down with their hands here, but I think this will be the most controversial points out of these.

Had another thought about this matter.

While walking on such a checkerboard slope:

- You will fall through it if you walk against it. That means running up against the slope.
- You can walk on it if you run just on the slope and not against it. This would mean just walking down the slope.

The same dynamic can be found now while shimming under a checkerboard slope ceiling:

- You will fall through it if you go against it. This time that means going down with it, as the slope is now inverted.
- You can go with it if you shimmie just under it. This would be equivalent with going up the slope.

As a conclusion: I really think Nepster's current implementation is correct and consistent.

1968
NeoLemmix Main / Re: Shimmier: NeoLemmix experimental version available
« on: December 29, 2018, 01:59:19 PM »
I've made a test level for everyone to use and gained some information:

1.) Shimmiers can reach 19 pixels high. If a ceiling is 20 pixels above them they cannot reach it anymore. (Bottom left chamber)

2.) Shimmiers can handle 1 pixel of height difference every new horizontal pixel. So if there is a 2 pixel heigh step they will fall. (Top left chamber)

3.) A climber can be given a Shimmier a few frames before he hits his head. Instead of falling down he will turn into a shimmier in the opposite diection. The skill gets taken from the panel when the climber transtions. (Bottom left chamber)

4.) Shimmiers can't go outside the ceiling of a level. The terrain ends there --> they fall down. (Top left chamber)

5.) Shimmiers can't go outside the left/right edges of a level. The terrain again ends there --> they fall down. They land at the very edge of the level if they can land. Giving the player 1 frame to turn them around. (Bottom right chamber)

6.) Shimmiers will stop if the ground gets too close to their feet. I don't have the exact threshold here as in clear physics mode I think you can't currently see the exact position pixel of the shimmier. Can you give the exact ammount here, Nepster? ???  (Bottom left chamber)

7.) Shimmiers can use the checkerboard mechanic to go up. So inverted to walking where lemmings can't go up. (Bottom left chamber)

8.) Shimmiers can't use the checkerboard mechanic to go down. Again, inverted to walking where lemmings can go down. (Bottom left chamber)



I think 7.) and 8.) are choosen right by Nepster as Lemmings "walk" upside down with their hands here, but I think this will be the most controversial points out of these.

Test level atttached, you'll need L2_Sports! Happy discussing. ;P

1969
Contests / Re: The Level Solving Contest #1: Results
« on: December 27, 2018, 04:09:42 PM »
A neutral level would be fine with me, if nobody has any objections. :)

1970
Contests / Re: The Level Solving Contest #1: Results
« on: December 27, 2018, 03:32:58 PM »
Congratulations to ccexplore! :thumbsup:

The top seems a very cramped together in terms of skills used and time!

Comment on the solutions from ccexplore and Nepster:

Spoiler (click to show/hide)

I've attached a little "Afterthoughts solution" with the new gained knowledge, using only the 24 skills and 3:01:53 TT. This isn't optimised for time still, I bet you could easily go under 3 mins here.

I had a lot of fun with the contest and hope for more in the future! :)

1971
Contests / Re: The Level Solving Contest #1
« on: December 23, 2018, 11:47:13 AM »
How about writing the names of people who already submitted a replay into the first post, just like in the level contests?

1972
General Discussion / Re: General Comings and Goings
« on: December 21, 2018, 09:32:32 PM »
Over the holidays until ~Dec 27th, I will be at my hometown. So expect less activity during that timeframe. :)

1973
Live Event Scheduling / Re: Ultimate Chicken Horse Multiplayer
« on: December 19, 2018, 07:38:49 AM »
I won't be able to make it. I will be at my hometown during that time.

1974
Contests / Re: The Level Solving Contest #1
« on: December 18, 2018, 08:14:20 AM »
I have nothing against one 2 player team here. :)   But Minim has the last word here.

Also I must give kudos to the map. A lot of different things to do, enough skills to experiment, a ton of routes to take. You can do very different attempts to bring the skill count down. :thumbsup:

I would be ok with my replay getting published in the end. I might make a video as well to share my thoughts.

1975
Contests / Re: Proposal: Level Solving Competition
« on: December 10, 2018, 07:56:16 PM »
I don't think the fastest time would be a good criterium. This would result in people fiddling around their solution to cut off single frames. I think this would kill all fun, as it's more about fiddling around with the found solution to make it as efficient as possible instead of finding it and actual level solving.
This would result in this being more like a speedrun competition instead of a solving one. I definitely have no interest in trying to speedrun, sry. ;P It's not my kind of fun.

The fewest skills would result in the competition being in need of a very specific kind of level. Most likely an x-of-everything level where searching for the route with the fewest skills is the key. The most efficient one being very hard to find.

I think the ruleset must be overthought as a result.

Also I think a bunch of new, unsolved, never before seen levels would be better. Otherwise it would be possible to look up speedrun/optimal solutions before the start.

Maybe even something similar to the live L2 races would be more fitting. ???


1976
In Development / Re: Random level sharing topic!
« on: December 10, 2018, 07:40:30 PM »
Here is my solution. Seems close to intended for me. :)

This level can be quite a hard nut as there are plenty of almost functional ways. I like it though! ;)

1977
Closed / [Suggestion][Player] Making an extra NL styles-folder update
« on: December 08, 2018, 04:17:57 PM »
In recent time it was more often than usual the case that some stable, but newer tilesets were missing from pack-downloads, as they are still missing in the standard library on the website.

To counteract this and ensuring a more up-to-date standard library, how about making ~ monthly NL styles folder updates? ???

I would suggest doing one right now, after gathering the missing ones in this topic first.

Missing ones would be:

- zanzindorf_agony                          https://www.lemmingsforums.net/index.php?topic=3700.0
- SQrons 2 new Turrican tilesets      https://www.lemmingsforums.net/index.php?topic=4011.0
- nin10doaddict's Ta lava set           https://www.lemmingsforums.net/index.php?topic=3953.0
- nin10doaddict's Tetris attach set  https://www.lemmingsforums.net/index.php?topic=3824.0

I think Giga also has some new stable tilesets.

If I missed anything here, post the tileset! Let's get the standard library up-to-date again! ;)

I think Nessy and/or Nepster will be able to put the new library download up for the installer+styles link with no bigger problems. :P

1978
Lix Levels / Re: xmas2018: Holiday-themed pack with 24 levels
« on: November 30, 2018, 09:42:33 PM »
Here are my replays. ;)

I think I still found a few little backroutes. :P

Btw: The update zip you linked for Win 64bit has the folder named "lix-V.0.9.22" instead of just "lix" so instead of just extracting and overwriting I had to manually merge after extracting. Don't know if this was intended, so I'm reporting it. :P Before that I just had to extract and overwrite.

1979
please! get rid of that stupid white/off white arrow color!!! It doesn't work! It doesn't look good. (...imho)

I absolutely do not agree with that. I very much like that color in brick and pillar for example. I do agree that it doesn't fit rock very much though.

I would be up for some of the remaining changes you mentioned though, as I think changing the default color would be an easier task to do.

Bubble - red
snow - red
rock - yellow (or also red if I may suggest)

As I mentioned I like the "white/off white" in pillar and brick.

1980
Here is the problem: We only have one standard L1 OWW sprite (apart from the fire one), and this one gets recolored depending on the main style selected for the level. In light of that, what you are suggesting is a pretty large change, that I am not sure I want to do.

Ok, I did not expect this to work this way and the change would be quick and easy.

Yes, then this will be way more problematic. Pretty much we would have to move away from the "standard" type of doing this and handle the L1 tileset OWWs like the custom ones.

The work is better used elsewhere for now, as this is only a little annoyance for some single tilesets.

Maybe this idea can be kept in mind as a long term goal when the more critial things have been accomplished.

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