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Messages - IchoTolot

Pages: 1 ... 133 134 [135] 136 137 ... 242
2011
I solved a certain old format contest level exploiting this behavior. ;) This is still possible in new format NL though as the replay format didn't change.

Reproducing:

- Load a level.
- Assign a skill to a lemming.
- Assign a 2nd skill on the very next frame (for simplicity purposes) to another Lemming.
- Save the replay.
- Close NL and open the replay file with a texteditor.
- Look at the 2 skills assigned and change the frame of the 2nd skill to the frame of the first, while updating the 2nd Lemming's position to the position the Lemming had on the frame before:

Example:

Original file:

$ASSIGNMENT
  FRAME 85
  LEM_INDEX 1
  LEM_X 111
  LEM_Y 135
  LEM_DIR left
  ACTION builder
$END

$ASSIGNMENT
  FRAME 86
  LEM_INDEX 0
  LEM_X 209
  LEM_Y 151
  LEM_DIR right
  ACTION basher
$END

After editing:

$ASSIGNMENT
  FRAME 85
  LEM_INDEX 1
  LEM_X 111
  LEM_Y 135
  LEM_DIR left
  ACTION builder
$END

$ASSIGNMENT
  FRAME 85
  LEM_INDEX 0
  LEM_X 208
  LEM_Y 151
  LEM_DIR right
  ACTION basher
$END

(I've attached an example file where the first 2 assignments are a double assign)

NL will accept and load the edited file and assign both skills in the same frame to their respective Lemmings. ;)

Fix proposal:

If we have multiple assignments in the same frame in a replay file: Only execute the first assignment, while all other assignments in the same frame will be ignored.

This fix will therefore trigger no NL error and it won't be noticable. This is only discovered anyways if a user deliberatly edits a replay file to do this, as double assignments are otherwise forbidden in the player.

2012
I still think only showing the skills that are actually used in a level is the right way. Showing a few more skills that are not used is just extra clutter in my opinion.

Also as namida said it makes sure that the correct skills are enabled.

Quote
the lack of a skill is just as important

Yes and that's why it is not in the skillbar. If you really want to have that skill in a level, players will notice the lack of it immidiatly.

If you want to extra highlight the fact that a skill is missing, the level name could also be used.

2013
Help & Guides / Re: Help wanted with Lemmings 2 technical problems
« on: October 23, 2018, 08:52:51 PM »
Quote
causing the occasional lemming to fall through a trampoline and die.

There is the rule that trampolines only can handle 1 lemming at a time (at least I think), like a fast trap that can only handle up to a certain density of lemmings before letting some past. That is also the reason why you can have problems on Sport 1 getting a gold standard.

2014
In Development / Re: Random level sharing topic!
« on: October 22, 2018, 07:31:32 PM »
This should be it.  :)

2015
In Development / Re: Random level sharing topic!
« on: October 22, 2018, 07:15:58 PM »
I've found 2 possible solutions. One is quite timing dependent though.

2016
In Development / Re: Random level sharing topic!
« on: October 22, 2018, 06:43:15 PM »
I feel this gets a bit closer. ;)

2017
In Development / Re: Random level sharing topic!
« on: October 22, 2018, 05:47:47 PM »
Maybe this is more likely to be intended. :)

2018
In Development / Re: Random level sharing topic!
« on: October 22, 2018, 04:33:21 PM »
I solved the level. I still see elements of the original version coming through as well.

2019
Closed / Re: Extended builder foot check
« on: October 20, 2018, 10:57:05 AM »
The new update wasn't released yet. So the change still needs to be implemented.

2020
Level Design / Re: Reduce entropy to prevent frustration?
« on: October 19, 2018, 06:25:11 PM »
Generally, I think there is no 100% right answer and it depends from case to case. Even inside a case you often could make arguments for both sides.

The most general thing I might state is that I usually want to increse entropy (sometimes in the form of tempting, but wrong ways) in levels of higher difficulty, while levels that are supposed to go into easier ranks shall focus more on the actual solution with it being the main challenge.

So I would say for your specific case: Do you want your level to be more difficult or easier?

I also think frustraition can be specific from person to person. I am less talking about precision or fiddly things which are generally more frustraiting. It's about getting into an idea for quite some time, refusing to let it go, only to realise in the end that it doesn't work. Sometimes this situation can lead to anger instead of simply accepting that you have to go another way. This is amplified if the wrong way you tried was very close to beating the level. This anger is different from person to person and can be near to non existent to quite vulgar.

I still would raise the question here: Is the level intended to be difficult, or rather easy? For a difficult level these wrong ways can be very helpful to increase the challenge and some people crave these challenges (others not). But that's where I think sorting levels into difficulty ranks come into play.

Also in most cases you can't cover all dead ends and users will always find new ways to make their lives more difficult. In the long run it is unavoidable.

So I would say be careful with entropy in easier levels and be more willingly to let it be in harder stuff.

2021
Closed / Re: [Fixed][GraphicSets] Rename some of Gronkling's styles
« on: October 18, 2018, 02:15:58 PM »
Thanks for the info regarding Clammings! ;) I tried to figure this out via SEB Lems, which had one of namida's custom skill panels in Old Formats, but resorted to the standard green again in New Formats.

I could offer you, after I'm done with creation and stuff, a tester version of United. It will use custom panels, rank signs, menu signs and logo. So you could see how I've done it as well.

Also Reunion has the LP IV panels again, if you want even more examples.

2022
So I don't remember if I reported this, so here it goes. ;P

As I finished the custom rank signs for my United test pack a few weeks ago, I tried to insert them into the pack toolkit and it gave me an error that something with the path format is wrong, in fact it was the same error Giga posted here: https://www.lemmingsforums.net/index.php?topic=3991.0

So it seems like maybe the toolkit wants to save the rank signs in a wrong location or something like that (the correct thing would be putting the pngs into the respective rank folders). Or maybe can't handle different file names/ can't recognise the png's format....

After manually renaming my ranksign images to the used naming format and putting them into the right folders it worked anyway, but it seems inserting via toolkit is bugged. Prior I named them rankX_sign.png (X stands for the rank number) instead of the used name in the folder, but I expected the toolkit would rename the file properly and put it into the right position inside the pack.

I didn't checked, but this problem could also affect some other custom images, although I remember inserting the menu signs worked.

2023
Level Design / Re: What makes a level / pack feel like Lemmings?
« on: October 18, 2018, 11:38:07 AM »
For me it's simple: Every NeoLemmix level is Lemmings. Doesn't matter the quality.

I don't care for thing like having the exact same physics, main menu screen or so. That can all change. I also embrace well made new tilesets that change things up and have a unique feel. That's also a reason why I don't care much about a changed preview screen, but care about a customisable main menu to give my content a unique new touch.

I would go as far and say the original games aren't the real Lemmings for me, it's NeoLemmix. I think they got the focus wrong on the execution and not the puzzle itself. We are not only doing a revival of the past, but also a reshaping.

An ideal level pack for me doesn't have to feel like it was from DMA, in contrast straying away from the DMA formular is beneficial. The pack should challenge me, teach me new things that I can use myself then and bring me to my mental limits in the final rank.

While I also feel nostalgic for the old games, I don't think they are that good compared to most custom stuff here and I will gladly choose the custom content over the original one.


2024
Closed / Re: [Fixed][GraphicSets] Rename some of Gronkling's styles
« on: October 18, 2018, 11:17:57 AM »
Quote
Also, how can I get back the old replay R and custom skill panels? I like the way that R has the same reflections on it as the rest of the green font above the skill panel. And the skill panel changing colours to match the level tileset also made things more interesting than the standard green

There should be a png with the R in the game files, just look around and change it. (could be in the default folder)

Custom skill panels are still there with every thing around them. Just add the pngs in the toolkit,or look how other packs implemented them (Clammings for example).
Manual way, which is also quite simple: Put the skill panel pngs in the right folders in the pack (again look at other packs as reference) and you have to add a line "(skillpanel" or so) in the packs info textfile. Again check an existing pack with custom skillpanels for the right term.


2025
Closed / Re: [Fixed][GraphicSets] Rename some of Gronkling's styles
« on: October 17, 2018, 09:33:21 PM »
Quote
So if anyone can tell me where in the NeoLemmix player the information for placement of level-preview-screen text (number of lemmings etc.) is stored, maybe I can re-arrange that in my own player so that - kind of like with the aforementioned restriction of the number of tilesets used ;) - it looks and feels more like original Lemmings again.

Good thing the screen is about to change as well.

Also I don't think that this being 100% user customisable will be possible. As I suspect this is engrained in the Delphi code itself, but again that will be up to Nepster to clarify.

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