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Messages - IchoTolot

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2926
In Development / Re: Wafflem/Flopsy collab pack - 5 Level Demo
« on: September 09, 2016, 02:42:02 PM »
Will take a look at it over the next days. :)

Looks awesome so far! :thumbsup:

2927
Closed / Re: [PLAYER][DISCUSSION] Shadow colors
« on: September 09, 2016, 10:18:20 AM »
I rather have them even more visible than having them less visible. If I use these blueprints I want to clearly see them to aim properly.

The color iself could be changed up I wouldn't mind that, but it should be min just as visible as before.

2928
A little update
Im finally back from my move, and i'll be getting back to Pangu Lagoon soon
progress may be slow, Cruddy internet problems (and i hate comcast >:( )
Dont expect me to be on v1.47 just yet, im a bit behind and polarized, plus i want to get working on changing the lemmings to look like milla soon
so give me time to get things finished and updated
other than that, finish the rest on v1.43 update later
because GOD i was bored, during my downtime, I 100% Smash 3ds, i beat megaman 4-6, i beat a bunch challenges in legacy collection, and i have drawings to scan, and hell i even have some ideas planned (like a Discord)
anyways, i'll be heading back to the lagoon return with a blue robot that i have to kick to access its internal database, cheers

                                                                                                                                                                                                                    -GigaLem

Welcome back Giga! :)

I highly recommend to mark your big bg objects as bg images + removing the object from your levels. You still have your background + everything runs so much smoother and faster. Also I would recommend making a fitting bg image to your L3 shadow + egyptian tilesets as well.

It's really worth the effort. ;)

2929
In Development / Re: NeoLemmix Community Pack
« on: September 08, 2016, 11:49:02 AM »
Removed the background objects from 2 of my levels.

Only works with the newest tileset update!

2930
NeoLemmix Levels / Re: NeoLemmix release of Lemmings Reunion
« on: September 08, 2016, 11:45:31 AM »
Update 2.0 is out!

Compatible with the new version now!

I don't bother testing it on older versions from right now on and don't guarantee 100% compability for this anymore!

Following levels have been fixed:

- 1 07 bg image removed
- 1 16 bg image removed
- 1 29 bg image removed
- 2 09 bg image removed
- 2 13 bg image removed + compability stuff terrain related
- 2 16 bg image removed
- 2 27 bg image removed
- 3 07 bg image removed
- 3 25 bg image removed
- 3 27 bg image removed
- 4 09 backroute fixed
- 4 10 bg image removed
- 4 15 bg image removed
- 4 17 - 1 builder
- 4 27 bg image removed
- 5 01 bg image removed
- 5 03 bg image removed
- 5 10 bg image removed
- 5 18 bg image removed
- 5 22 - 1 basher - 1 floater

2931
NeoLemmix Levels / Re: NeoLemmix release of PimoLems
« on: September 08, 2016, 11:35:51 AM »
Version 1.65 is out!

Compatible with the new version now!

I don't bother testing it on older versions from right now on and don't guarantee 100% compability for this anymore!

Following levels fixed:

- 1 19 compability stuff terrain related
- 4 09 compability stuff physics related
- 5 20 compability stuff terrain related
- 7 02 steel added
- 8 18 backroute fixed
- 8 19 backroute fixed

2932
NeoLemmix Styles / Re: L2+L3 NeoLemmix Tileset collection
« on: September 08, 2016, 11:29:22 AM »
1.7 update is out with the following changes:

- medieval:   background object removed and used as natural bg color
- outdoor:     water animation fixed
- shadow:     background object removed and used as natural bg color
- sports:        background color added + black bowling ball tile
- L3 biolab:   1 background imaged removed (the horizontal one) and the other marked as natural bg image

Also my Lemmini tilesets are updated as well: https://www.dropbox.com/s/95xv3obvtpbbhs3/Lemmini%20Conversions%20V%201.2.zip?dl=1

- castle:         steel blocks added
- city:             background image marked as natural bg image now

Before you update make sure to remove the custom bg objects from your levels to avoid error messages!

2933
NeoLemmix Styles / Re: Glacier Tile Set by Zanzindorf
« on: September 05, 2016, 05:49:37 PM »
For me it would be fine now actually, as you can clearly see the edges. :)

2934
In Development / Re: NeoLemmix Community Pack
« on: September 05, 2016, 11:31:05 AM »
As I see that in the dropbox the contributed levels from the last contest are still not included I post mine here again.

I recall some more people offering them for the community pack as well, so it might be a good idea to include them at the same time.

2935
NeoLemmix Styles / Re: Glacier Tile Set by Zanzindorf
« on: September 05, 2016, 10:28:31 AM »
On the other hand I've never seen darker tiles against a lighter background so it might be interesting.

The background of the L2 shadow tileset does exactly this.

2936
NeoLemmix Styles / Re: Glacier Tile Set by Zanzindorf
« on: September 04, 2016, 09:35:09 PM »
It looks very nice :thumbsup:, but I would stay with the classic black as a background color as this blue makes the terrain somewhat hard to recognise especially the rough tiles.

EDIT: Maybe not black as well as I see some really dark edges aswell. Would have to think here. Best to try different things and see which makes everything visible + good looking.

2937
Closed / Re: [BUG] [PLAYER] Stateload without savestate
« on: September 04, 2016, 11:20:47 AM »
I would be ok with both behaviors. As we talked about this yesterday both ways seemed logical: Either do nothing or jump back to the start.

Only the bug needs to go :P

2938
Some more replays and backroutes as Simon came over today and played the NL levels! :)

I only attached the replays which were different from already existing solutions.

Crane got obviously yet another backroute to fix ;P

Gronkling's level may also be backrouted as Simon saved everyone here.

And everyone saved as well on zanzindorf's level, but this is probably more an alternative solution than a backroute.

2939
Closed / [BUG] [PLAYER] Stateload without savestate
« on: September 03, 2016, 04:17:57 PM »
We expected to get to the start of the level with this, but instead we got to an internal savestate. Internal savestate = savestate that was made internally to improve the framestepping performance. We never made an own savestate!

Pressing the stateload once more got us to the beginning of the level, but the terrain was only updated with the first pressing of the stateload. A result of this is attached as a png. The level restarts, but with still altered terrain from the last try.

To reproduce this (we made this with Cranes contest entry to R1): Play a little bit and alter the terrain, then press the 10sec skip forwards or wait for a little bit ~ 10 secs. You must have played at least a little bit normally so that an internal savestate is created. Then press the stateload it will take you to the internal savestate + resets the terrain to this internal savestate. Pressing the stateload again brings you now as intended to the beginning of the level, but does not resets the terrain to the initial situation

Proposal: Pressing the stateload without a user-made savestate simply takes you to the beginning of the level in replay mode with the initial terrain layout.

For the picture: The basher hole should not be there anymore.

2940
Closed / Re: Should air-bashing at steel turn climbers? [DISCUSSION]
« on: September 03, 2016, 02:42:29 PM »
With special-casing for the first two strokes, we could probably use the following rules to continue bashing:
3a) There is removable terrain withing the next 14 pixels (and at the correct height)
3b) There is steel within the next (14-5*n) pixels (and at the correct height), where n is the number of previous basher stokes that haven't removed any terrain.
3c) There is steel within the next (19-5*n) pixels (and at the correct height), where n is the number of previous basher stokes that haven't removed any terrain, and where the basher has made at most 3 strokes.

There are still some problems with this:
- In situation i) above, one can manage about four basher strokes before removing terrain for the first time.
- I can still cook up situations where terrain behind a steel wall determines whether a basher turns or not. Most notably this occurs when putting a steel wall (with possibly some usual terrain behind it) after a steel slops (like in möbius' example).
Moreover I am very worried that such complex rules like the above might introduce new glitches, that only occur in very specific situations and on very specific basher strokes.

Unless someone has a brilliant new idea, I therefore tend to choosing some basher mechanics that fulfil only two of the following three conditions:
C1) Bashers turn at steel only when standing directly in front of it, cf. http://www.lemmingsforums.net/index.php?topic=2579.0
C2) Steel-bashing to turn climbers is possible and it does not depend on the exitance of normal terrain behind the steel wall, cf. first post in this thread.
C3) On steel slopes, bashers do not continue bashing, cf. the example level that möbius posted in this thread.

Presonally, I am in favor of keeping the current V1.47 behavior and accepting that C3) is not satisfied. Reason:
- Not-C1) does have too many weird consequences and whether a basher turns depends strongly on the pixel they started bashing.
- "Terrain behind steel"-influences are less discoverable by players than the C3)-behavior. In other words: Players can probably guess what conditions need to be satisfied for Not-C3) to happen, once they see it. Guessing in what setups the "terrain behind steel"-influence comes up (without already knowing the cause) is far harder. 
Therefore I deem ignoring C3) the most user-friendly option.
Note that the Lix-basher satisfied C2) and C3), but not C1).


Yes maybe simply discouraging the usage of such behaviors is enough.

This is a pretty tough situation and C1 is the most important one to keep. I would be fine keeping the current V1.47 behavior for the sake of not overcomplicating the rules.

There will be always some slightly weird mechanics and if you try to fix one with new rules you may end up creating new weird stuff or breaking old rules which other content depends on. You just can try to keep them at a minimum.

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