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Messages - IchoTolot

#2881
NeoLemmix Main / Re: new skills [DISCUSSION]
May 07, 2017, 10:50:56 AM
From all those skills I think the vertical jumping Shimmier after Nerpster's proposal would add the most.

Magno Boots are very versitile, but can mostly replace shimmiers even. In fact I would call them a more powerful climber/rockclimber/shimmier combination that you have to cancel though. So they make the 2 skills more redundant.

Pourer
physics can be nuts and would make the game way more complicated to understand, especially as we tend to abuse every last bit out of the possible physics for solutions.

Laster Blaster: I side with Nepster here. Cool to use, but I think that the skill will be quite limited.

As for Jmper/Runner, I would simply repeat Nepsters sentences here as well.
J: "Would be nice to have, but would need lots of additional code and will very likely result in tons of glitches."
R: Too few uses in singleplayer and not as many skill changing combination as in L2.

#2882
Progress slowed down a bit over the last weeks, because of shortage of ideas, testing lots of stuff for other people, university and private stuff......

, but at least I've got an exiting announcement for the release: You will be able to win a prize!

What will the prize be? Well, I've been making quite a bunch of physical level drawings over the creation period and decided that I will send them (together with a postcard maybe ;P) to the player who beats the WHOLE level pack first!. (testers will be excluded because of fairness, but will be mentioned in the pack itself and can count on me returning my gratitude in some other favors)

The rule on beating the pack and winning the prize will be:

- Send me a functional, solving replay (or release a solving video) of every level (bonus rank included) in the up-to-date version of the pack at the current time!
  That means send me your replays often and do not wait until you gathered everything. If I fix backroutes to levels you have not yet shown me you solved via replay/video, you have to solve them again.
  So also release recorded videos as soon as possible before a new update hits!
  That will also maybe slow down rivals as I can be quick on the fixes and if they just keep on gathering.....  ;P

  This should assure me a quick feedback system where nobody just gathers the replays and send in everything after a bunch of updates have been released.
  I count on you not simply looking up most solutions from other players.
  Also I aim to be as backroute-proofed as possible after the testing phase so not that many updates should hopefully be nessesary (at least for the backroute fix sort of updates).

My stash of drawings currently is 12 A4 paper sheets that sometimes have even multiple level blueprints on them. Sometimes the in game version of the level differs a bit, because of differences in theory and in-game handling, but you know how it goes ;). The drawings do mostly also include the original planned skillsets, levelnames etc of the level. I hope this will be a good motivation to solve the pack as a whole when it's finally released! :)
+ I think I will make a hall-of-fame wall on the main post where I include all people who have beaten the pack as a whole (for that testers are included of course ;))
#2883
NeoLemmix Levels / Re: [NeoLemmix] Raylems
May 01, 2017, 07:16:22 PM
Played through the levels, some good stuff there :thumbsup:

Some general things I noticed:

It seems like you forgot to set the color of the minimap in (all) of your tilesets in the GraphicSetTool. My minimap (set on low quality) is only showing a black void with green lemming dots :P

Sometimes I don't get why you chose to have a locked RR on some levels (the one with all the gliders especially), as it often don't really add or prevent anything and even draggs the level out a bit when you solved it and there are still lemmings spawning. Did you simply forgot it was turned on in the editor?

Some comments:
Spoiler

1 02: If my solution is intended then this level can throw you off big time with trying to go another route. I found it quite difficult to the other levels around it's place.
1 08: A bit too much Walker assignments for my taste. Maybe consider lowering the RR.
1 11: Not a hidden trap fan and the clear physics mode makes this level kinda pointless.
1 12: That was quite a taskt! Consider moving this up a bit. Good level otherwise :thumbsup:
2 02: Stacking up only 1 time would have mage the trick as well. 2 times was a bit streched out for my taste.
2 03: Ok, here I must say assigning all the gliders manually was very annoying :devil: I would 1.) Lower the overall lemming cound and 2.) Make the hatch a glider spawning hatch in the first place as they must get assigned at the start anyways. 3.) Remove the locked RR as it draggs the level out to eternity in its current state.
2 05: Liked this one a lot :thumbsup:
2 08: Getting the terrain trick here is very hard to see ;)
2 11: Loved that one (probably my favorite)! :thumbsup::thumbsup:
2 13: This felt kinda easy.
2 14: The el dorado levels turned out to be the best ones ;)
2 15: This was also quite easy and I would also suggest to make it a bit smaller as it feels a bit too much streched out for what it contains.
#2884
NeoLemmix Levels / Re: [NeoLemmix] Raylems
May 01, 2017, 12:22:26 PM
This looks very nice :thumbsup:

Quite a few things happened while I was away! After testing through Lemmings Evolution (at least the current test version) it seems like I've got another thing to play through. ;)
#2885
General Discussion / Re: General Comings and Goings
April 29, 2017, 09:18:23 AM
Again:

Quote from: IchoTolot on April 14, 2017, 09:12:15 AM
I'll be away over the weekend so there will be way less activity in that time period for me.

;P

#2886
The music folder of the player itself (NeoLemmix.exe). It simply called "music". If it's not existent as a subfolder it can also be manually created.
#2887
Quote from: Raymanni on April 26, 2017, 08:43:17 PM
I've created custom traps and I noticed that you can change the sound effect to "Custom Sound 1-10". How do I actually manage these custom sound effects? I checked the FlexiToolkit but didn't find anything, or then I'm just blind. ;P

The FlexiToolKit has actually nothing to do with them. Simply click on tools bar in the GraphicSetTool and try place a mark on one of the checkboxes --- that will open a filebrowser for you that can place a selected sound to that slot ---  choose that sound for the trap/teleporter of your choice ----  save your tileset afterwards.
You simply then add your custom tileset to be integrated in your pack afterwards in the FlexiToolKit.

Quote from: Raymanni on April 26, 2017, 08:43:17 PM
Then about the music itself:
Is it possible to assign a custom music to a level with the editor, or do I have to use the FlexiTool's "Edit Music Rotation" button when I'm compiling the levels to a pack? Wouldn't ssing a custom music roation would prevent me from using a specific music on a specific level? ???

In the level properties tab in the editor you can set a custom music track for the level of your choice (the tack name is currently limited to up to 16 signs). EDIT: Simply type in the name of the track into the box.

FlexiTool's "Edit Music Rotation" will be overwitten if a level as a specific track + the player has the track in his/her music folder. ----> Your chosen music rotation only plays if the levels have no specific track assigned or the user doesn't have your tracks in his/her folder.


#2888
I agree with möbius here that turning every single discussion into a rant calling everything horrible that doesn't confirm to ones preferences is not the right way.

After thinking a bit I've come to a conclusion:

I myself am a bit too harsh to the hidden trap topic as well and should simply stick more to criticise and point out where they pop up with no additional rant to decrease the occurances of these. Lemmings is not and should not be the clean as a lab experience in every single aspect -- levels have their edges and corners that not everybody will like. Some tolerate them, some despise them and others like them.
This is the case with big levels, tiny levels, trap levels, levels with decorative objects, glider levels, Hard for Flopsy levels, precise levels.........endless list here. The only variance is that the percentages of people in the three grounps (like, neutral, dislike) shifts. Making the time easier for the ones that despise them (see clear physics) is a good way though. An additional switch to turn off the decorative objects should do the trick. Anymore ranting and raging after that I would call overreacting.
The clean lab....That's what I fear Lix singleplayer has already become with the removal of VRR, timers and the fact that still no music is there. A clean lab that has no roughness and edges and lacks in ambience therefor. Everything scaled down to a tiny clean level with no tolerance for decoration, surrondings and personal notes. Everything that's not 100% confirm with the basic core elements is gone -- this can be a very bad thing.

Maybe this statement should have gone in a new topic of it's own against rants and for living in peace with all the aspects of Lemming level design and celebrate diversity. :P

But now to the actual topic:

I can see animated backgrounds as a possible hassard, but as you already have the ability to turn them off I think allowing them is alright. If you don't like a background turn it off and I will do that as well to the ones that do not live in harmony with terrain and are just a major distraction.

I like the twinkling stars idea as well. But I would like turn sth off like Aty's rain effect he uses on some levels ;)
#2889
Contests / Re: Lemmings Forums Level Contest #12
April 19, 2017, 08:37:35 PM
Quote from: Colorful Arty on April 19, 2017, 04:20:52 PM
Since VGASPEC is no longer supported, should we just make a new graphic set with one terrain piece instead?

Yes, I already made that in my case ;)

IRC: 

<IchoTolot> Never worked with VGASPECs, but I assume making a tileset with only 1 giant tile is legit?
<namida42> IchoTolot: tileset with 1 mega tile is the *only* way to do it these days :)

Also:

<IchoTolot> namida42: Regarding the contest: Is < 1 min (in my case 55 secs) also viable?
<namida42> hm, zanzindorf picked the rules so i'll refer that one to him

Waiting for an answer right now in that case.
#2890
NeoLemmix Levels / Re: [NeoLemmix] DoveLems
April 17, 2017, 04:13:46 PM
V 1.2 is out!

The changes are the following:

- Added a postview text for 04 30

- 1 26 backroute fixed

- 2 15 backroute fixed
- 2 30 backroute fixed

- 3 13 backroute fixed + timer added
- 3 20 backroute fixed
- 3 24 backroute fixed
- 3 30 backroute fixed

- 4 02 backroute fixed
- 4 09 backroute fixed
- 4 11 backroute fixed
- 4 17 backroute fixed + timer added

- 5 01 backroute fixed
- 5 02 slight visual error fixed
#2891
General Discussion / Re: General Comings and Goings
April 14, 2017, 09:12:15 AM
I'll be away over the weekend so there will be way less activity in that time period for me.
#2892
NeoLemmix Levels / Re: [NeoLemmix] DoveLems
April 12, 2017, 06:29:20 AM
Quote from: joshescue18 on April 12, 2017, 01:02:02 AM
I solved all of the levels.

Thanks for the replays! :)

Will look through them over the days, but I'll be away over the weekend.
#2893
Quote from: möbius on April 11, 2017, 10:08:53 PM
This is the way it should be done: Having the background as an object like it used to be was actually better.

The old was completly horrible!
For every change you would have to do to the level having already placed the background-object you would have to delete + replace it in case another object in the level is to be changed, or manually disable object rendering which lets the other objects disapear as well. Also the level load time was significantly longer, too.
To have the choice between one of the backgrounds or none is fine, but please keep the new way of doing so as the old way is nothing but trouble and having the ability to choose the starting position of the background isn't worth much to be honest.
#2894
NeoLemmix Levels / Re: [NeoLemmix] Lemmings Reunion
April 10, 2017, 11:27:23 AM
Nxp was rebuilt with the newest FlexiToolkit version + solvability with the newest NeoLemmix version confirmed!
#2895
NeoLemmix Levels / Re: [NeoLemmix] PimoLems
April 10, 2017, 11:26:27 AM
Nxp was rebuilt with the newest FlexiToolkit version + solvability with the newest NeoLemmix version confirmed!