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Messages - IchoTolot

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3241
Closed / Re: [DISCUSSION] [PLAYER] Let's discuss skill assignments.
« on: March 06, 2016, 01:36:14 PM »
Another one is the Platformer's extra checks compared to the Builder and Stacker. Should it really have those? I remember the reason I put them there was to avoid platforming in a position where nothing would be placed, thus resulting in turning around, but at the same time - we certianly don't prevent a Builder or Stacker assignment in such a case.

Well the builder always has sth to place, as the Lemming can simply be at this place. The platformer on the other hand places sth under the Lemming, where it often cannot be there.
If we allow a platformer to place a brick where it would not place anything we would have another walker type skill. So giving the player platformers will be extremely more dangerous as it has now a big backroute potential.
There is a big difference between placing builder/platformer bricks! So the "inconsistancy" makes sense here -- to avoid the platformer beeing just another walker. With the builder you cannot easily avoid this + it actually places sth.

3242
Closed / Re: [DISCUSSION] [PLAYER] Let's discuss skill assignments.
« on: March 06, 2016, 11:43:19 AM »
As weird as the checks may seem sometimes ---- they work and I don't find any of the behaviors problematic.

There is probably a lot of tidying up to do there to make the code more cleaner, but as you said that's your buisness ;)

And as I don't find any of the behaviors problematic, aside from little bugs as the cloner-platformer case and maybe some smaller things with no really big impact (like changing a assign priority): I say leave it as it is. Never change a running system :8():

Also I get really sick if I think about the consequences for already existing content (broken levels + creating new backroutes) and replays if I think about what could change here :sick::sick:

3243
Closed / [BUG][PLAYER] Error message before the first skill assignment
« on: March 05, 2016, 09:10:23 PM »
From IRC:

<Chaotix>o/
<Chaotix>I stumbled across an error message that shows up in the beginning of a level when you pause and click to move one frame forward
<Chaotix>Is that a known issue? I'll post a video in about 20 seconds which shows the message
<Chaotix>https://dl4.volafile.io/get/Zj6wPZrEOg-4/lem.webm
<Chaotix>At the 19 second mark
<IchoTolot>hm never seem that before
<Chaotix>http://puu.sh/nvZ2h/df19677e31.png My specs if they're relevant?
<IchoTolot>no crash though strage
<IchoTolot>strange
<Chaotix>That's what I was wondering about as well
<Chaotix>And it also only happened in this one stage so far
<Chaotix>Psycho 2 of Lemmings Plus I
<IchoTolot>so you pause  put the RR up da bit and then simply  1 frame forward
<IchoTolot>Yes i can reprodice it even in Lemmings reunion!
<Chaotix>Yep. It also happens when I start a level, pause immediatly, change RR (before "Let's Go!") and click one frame forward
<IchoTolot>It's   start the level ----- pause before let's go ------ put the RR up a bit ----- try to 1 frame forward
<Chaotix>Yep
<Chaotix>But in the video it also happened after let's go
<Chaotix>For the first time, but that could have been caused by OBS maybe?
<IchoTolot>wait I'll check it a bit more precisely
<Chaotix>So you can reproduce it, right?
<Chaotix>Anyway, I just wanted to let you know. I gotta leave again, but I'll be back later. Good day everyone!
- Chaotix quit (Signed off)
<IchoTolot>even 16 secs in this is reproducable!
<IchoTolot>and FF and a Lem that dies is also not stopping this error
<IchoTolot>namida42 we've got a situation here! ;)
<IchoTolot>just assigning seems to stop it
<IchoTolot>30 secs into a level with (FF on/off) doing nothing  --- then pause ---- RR increasing ----- 1 frame forward ---- error
<IchoTolot>1 assign and the error does not accur
<IchoTolot>if all Lems are out doesnt matter
<IchoTolot>omg I created a million errors :P    just by using the 10 secs skip instead of the 1 frame forward    seems like 1 error foe each skipped frame forward

So again to redproduce the error:

1.) Go into a level and do nothing for as long as you like (FF and skipping forward/backwards is allowed!)
2.) Pause
3.) Turn the RR up a bit.
4.) Skip forward and you'll get to recieve 1 error message for each frame you wanted to skip forward ;) (1 frame forward = 1 error; 10 secs = a bazillion errors   but again no crash!) 
Task manager if you've created too many.


EDIT: Changing the skill in the skillbar seems to also avoid the error.

3244
Lix Main / Re: Steel decoration: steel or earth?
« on: March 05, 2016, 05:17:30 PM »
I would say, it boils down to this ambiguity: Do we want to help players to recognize steel or do we want to help level designers to create beautiful levels?

1) As mentioned before, level designers can mess things up with both implementations of steel. Only with the current one, players can recognize it better.
2) Lix is a puzzle game, so it should be clear from the beginning, what is steel and what not.
3) We have to distinguish between pieces, that decorate other terrain/steel and decoration pieces that by chance sometimes reach over steel. Moss is of the first kind, because one cannot put is somewhere in the air and expect it to look good. The purple piece is of the second kind: One can easily create decoration in a completely empty area purely by putting such pieces there. So it is decoration, that is a priori independant of the steel, but may reach over some steel pieces.
With the decoration pieces of the first kind (e.g. moss) one might expect that it preserves the original terrain resp. steel. For the second kind (e.g. purple pieces), I would expect that it has one defined behavior, like any other piece that can appear without other context. So it should not matter, whether it is placed over steel or not.
4) I didn't know about that purple steel piece before. Would I have seen it in a Lix level for the first time, I would have expected it to be usual terrain, because I already knew it to be destructible and the rest of Lix works on the basis of wysiwyg.
Sorry, but I feel that adding steel and non-steel versions of one and the same piece is a mistake by graphic designers and only confuses players!
5) I haven't seen much steel decoration in recently made levels. Mostly it was used in the original L1 and in some early Lemmix levels. So I have to ask: Why do we want to decorate steel, when there is so much else one can decorate?
6) When I update old Lemmix levels that have moss over steel, I usually move the moss away from the edge of the steel. This way the decoration is preserved and players only discover the destructible moss by exploding a lemming there (which in many cases isn't terribly likely - Steel Works might be an exception here). And even when the moss gets blown away, the gameplay doesn't change - just one part of the levels looks ugly now.

Or you can simply add some steel areas to the places where it matters ;)

3245
NeoLemmix Styles / Re: Gronkling's Tilesets
« on: March 05, 2016, 02:00:36 PM »
Ok, as these tilesets seem finished now without major updates that shake up existing stuff -----> time to create some serious stuff with them 8-)

3246
Closed / Re: [SUGGESTION] [TOOLKIT] Reorder custom images list
« on: March 05, 2016, 01:47:51 PM »
Ok update completed!
Added some missing stuff in egyptian aswell ;)

Just have to wait for namida to update the page-stuff aswell :)

3247
NeoLemmix Styles / Re: L2+L3 NeoLemmix Tileset collection
« on: March 05, 2016, 01:46:24 PM »
Update 1.3:

Added some missing pieces to Egyptian.

Typo in medieval removed.
For already existing levels: Change the tileset in the editor from "medival" to "medieval" after you copied the new version! After all your levels have been updated you can delete medival.dat!

3248
Closed / Re: [SUGGESTION] [TOOLKIT] Reorder custom images list
« on: March 05, 2016, 12:57:13 PM »
PS: Something completely unrelated, but too minor for a separate topic: One of the L2-styles is currently called "medival". Shouldn't it be "medieval"?

Noticed that error before, but changing the name of a tileset completely could cause errors to already existing levels as they search for a tileset that is not existant anymore. So I decided to let it be for now.
But as I think more about it you could change the tileset of an already opened level to a new one, so I will try to make a fix and see how it affects the levels and how they can be fixed again then.
If it is no big hassle at all I will upload a fixed version :)

3249
Closed / Re: [DISCUSSION] [PLAYER] Gimmicks and secret levels cull?
« on: March 03, 2016, 02:24:22 PM »
Tested Reunion + PimoLems + a few single levels (including some teleporters).  ----> All replays are still working!

3250
In Development / Re: NeoLemmix Community Pack
« on: March 03, 2016, 02:23:01 PM »
I noticed that "Apocalypse Maintenant" will/is broken, but it was a simple fix (adding 1 steel block and my old replay still works :)).
Attached is the new version.

3251
NeoLemmix Levels / Re: NepsterLems - Release thread
« on: March 02, 2016, 09:06:33 PM »
Ok, uploaded another version which should have fixed the errors that the replay checker had not caught.

+ NS 4-6 + BH 5 added as a bonus ;)

3252
Closed / Re: [DISCUSSION] [PLAYER] Gimmicks and secret levels cull?
« on: March 02, 2016, 07:43:06 PM »
How is it handeled right now?

Maybe simply switch out clolors a,b,c of the Lemming and replace them with the zomble equivalent. This could run into problems if an animation uses the exact same colorcode as one part of the Lemming.

3253
Didn't even thought about the Chameleon" and the "Spikes"! :lem-shocked:

Yes you are right then ------ traps must catch the fallers! :8():

And teleporters I tend to "catch them" aswell  for consistancy with traps (non-consistant aswell), as i see teleporters more related to them as to exits (consistant). But this is highly debatable.

So now my vote goes for let it be as it is ;P


3254
The end result wouldn't really make much of an impact for sure. There is just to keep sure that constant traps still catch them (as fireblowers, firehydrants.....).

The only interaction that matters could be: A sure to be dead faller activates a trap/teleporter so a walker that passes closely after isn't catched by it.

But for consistancy with the direct drop case i think it should be removed.

3255
Closed / Re: [DISCUSSION] [PLAYER] Gimmicks and secret levels cull?
« on: March 02, 2016, 06:05:50 PM »
Zombies:
I am 100% for keeping Zombies (even though i personally don't plan anything to do with them in the near fututre), as I think they add enough value to the game to keep them. + there is quite a lot of content created with it by now that is worth to protect! (RGL, MobiLems 2, DoomsdayLemmings....). Also as you said they don't interfere with the code too much.

Ghosts:
I don't see them as really useful, too. Even the concept i find quite weird and didn't really understand all the cases of interaction with them. And the only released content with them is your own. There are just a bunch non-released levels I assume.


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