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Messages - IchoTolot

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3316
Closed / Re: [misdesign] [PLAYER] Replay messes with skill UI
« on: February 07, 2016, 11:17:44 AM »
I agree with this one. Quite regulary I find myself in the situation to re-adjust skill X, just to assign Skill Y by accident, because the replay selected another skill.

Could be a bit difficult to get the "select+assign-skill" behavior out of the replay format for just a simple "assign-skill" instead. Maybe the change (if it will be made) will just be there in the "after-fix" replays and not also in the "pre-fix" replays, because the old behavior is still written in there.

3317
NeoLemmix Styles / Re: Tilesets based on special levels
« on: February 06, 2016, 10:46:36 AM »
Looked at the tiles and this is looking very very good :)

Yes, as DynaLem said the pre-placed Lemmings are displayed wrong, but this should be an easy fix.

Btw: Maybe you could even add some updrafts to the tilesets ???

3318
NeoLemmix Styles / Re: Tilesets based on special levels
« on: February 05, 2016, 01:03:49 PM »
Oh Boy! This looks great :thumbsup::thumbsup:

I love custom tilesets and these ones are a great idea that was overlooked completely for too long! :) Will definitely try them out when you finished them all up completely + did the stuff you said like

"I'll most likely add some more custom terrain later"


3319
Levels for other engines / Re: grams88's puzzles for 25th anniversary of L1
« on: February 04, 2016, 05:16:10 PM »
If you just come into NL: Play the introduction pack and read Nepsters manual (http://www.lemmingsforums.net/index.php?topic=2414.0) :)    and you will see that it eases a lot of things that are a pain to do in Lemmini (and this is comming from a big Lemmini supporter back in the days ;))

3320
Rebuild my packs with the new direct png support and after encountering (and solving) a problem: It works! :)

The problem was, that the pink color that was representing the background was considered as part of the logo. After downloading and installing gimp (as paint cannot do this apparently) and some time where I learned how to create a background colour, the big pink blob behind the logo is gone :)

Maybe I make an update to my pack nxp's to include the new png structure this weekend.

3321
How about make it per-level rather than per graphic set?

Some graphic sets could be used for Christmas stuff, but maybe not always (like L2 Polar or Giga's snowy-rock tileset). Maybe I would like to use these for regular levels aswell as for Christmas themed ones ???
So a per-level decision would give the most customisation room as this way all levels regardless of the tileset can use the Xmas-y lemmings.

3322
Levels for other engines / Re: grams88's puzzles for 25th anniversary of L1
« on: February 03, 2016, 10:20:38 PM »
Hi guys

I've noticed that this is a very old topic but I thought I would start it up again as I've been making some puzzles out of the old lemmings levels like what I did before. I like the whole idea of making a harder puzzle out of old levels well some of them might be a bit easier than the previous puzzle or level.

I've got a 13 level pack for the Lemmini which I'll attach to this post. I bet you guys will have those finished very quick. :lem-mindblown: I thought I would post this level pack as it is coming up for lemmings 25th Birthday as this pack contains a lot of the old levels from the game..

Wow it goes to show how time is going by quick. :lem-mindblown:


Finished the first level, as I was remembered by the program ... I can't save replays in Lemmini of levels which I played in "Load (single) Level" .

Would love to give feedback, but you would have to bind them together in a "real pack". You can see how it's ~ done by looking at the levelpack.ini of other packs.
Without saving my replays however it's kinda impossible to give proper feedback and replaying some levels in Lemmini can be very painful based on the level (yes, I am kinda spoiled by NeoLemmix now :P), so I will pause playing for now.
If you bind them together in a pack, or convert them to NL I would love to play through them over the days :)

3323
2. This is a mistake; they shouldn't be. As for adding the extra ones - on one hand, I certianly could see this as benig worthwhile. However, on the other hand, I'm not sure how I feel about including (under the main category) ones that aren't also built into the player, and I'm not sure if I want to bloat the player EXE by including them. Having them in a seperate collection would be somewhat inconvenient (due to having to manually select that collection every time one loads a level using it), but perhaps I could add code to make it look in other collections of the same engine if nothing's found in the selected one... Maybe this is sometihng that should be put up on the suggestions board, to see what other people think of it.

I would give my OK to this. Just need to remember to add this in the editor as well when I'm going to update the tilesets.
An update is planned after addition of custom single-colored backgrounds: Simply discarding and replacing the large background objects and add them + former secoundary not 100% needed additional backgrounds by default. Also adding a few tiles that are currently missing to the pile like the black bowling ball in the Sports tileset (which is currently missing due to the black background.)

3324
The new performance is godlike compared to the old one :thumbsup::thumbsup::thumbsup::thumbsup::thumbsup::thumbsup:   Praise namida and the new player!

Huge improvement in enjoyment while playing!

3325
It's not just [HIGH PRIORITY]...for me it would even go to [HIGHEST PRIORITY]!

Even though it is difficult to implement....the result (as I saw it in Lix) is worth like all of the gold in Fort Nox ;P

I could give thousands of examples like Nepster where this would have saved me a ton of time and nerves!

This is where the saved time from the RR change suggestion would be the most useful.

3326
Closed / Re: [SUGGESTION] [EDITOR] S/L - Value rework
« on: January 29, 2016, 06:04:27 PM »
NL Homepage:
"
The "S Value" and "L Value", which are NeoLemmix-exclusive, set specific properties on certian types of objects. The S Value can range from 0 to 15, while the L value can range from 0 to 255. (These originally stood for "Skill value" and "Level value", based on their function on the first types of object that used them, but could perhaps be better remembered as "Small value" and "Large value".)
Window - The L value determines what permanent skills the lemmings will spawn with. 1 = Climber, 2 = Swimmer, 4 = Floater, 8 = Glider, 16 = Mechanic, 64 = Zombie. These can be combined by adding the numbers together; and Zombie will only function if the level has the Zombie gimmick enabled. The S value does nothing.
Pre-Placed Lemming - The same as with Window, with one additional value that can be used; 32 = Blocker.
Pickup Skill - The S value determines which skill is used. The dropdown box to the right can also be used to quickly select a skill rather than having to know the values. In order from 0 to 15, the values correspond to Climber, Floater, Bomber, Blocker, Builder, Basher, Miner, Digger, Walker, Swimmer, Glider, Mechanic, Stoner, Platformer, Stacker, Cloner.
Secret Level Trigger - The S value determines the rank of the secret level, while the L value determines the level number. Setting the rank to 0 results in the current rank, while setting the level to 0 results in the first level in the target rank that's designated as a secret level.
Teleporter / Receiver / Two-Way Teleporter - These will only link to corresponding objects with the same S value.
"


There has to be a better way to set these options. Right now you are forced to read this article to even know what these settings (for each specific situation) do. (I even found it just about right now :P)

-For Pick-ups for example I ALWAYS used the dropdown box so this could be simplified.
-Rather than numbers for each pre-set skill there should be a way to use sth like another dropbox with the skills WRITTEN in there + also keeping the possibility to combine pre-set skills.

Asking for further input-ideas here about how to possibly improve this and make it more accessable!
 

3327
Closed / [SUGGESTION] [EDITOR] [ADDED] S/L - Value rework
« on: January 29, 2016, 06:02:47 PM »
Status: I felt it was best not to (at least for now) remove the input boxes to directly set the S and L values, but I did add a panel with more-meaningful ways to set them according to the selected object type.

3328
Closed / Re: [SUGGESTION] [EDITOR] Remove Zombie/Ghost gimmick
« on: January 29, 2016, 05:42:36 PM »
Suggestion: Remove the Zombie/Ghost gimmick from the gimmick list and allow zombies and ghosts in each level.

I agree, this would be a bit simpler to handle.

3329
Handling existing replays would not be a major issue. All that would need to be done is, for older replays, queue the RR change and apply it when the next lemming has spawned, rather than applying it instantly.

The problem more comes down to:
1. How problematic would this change be for existing users?
2. Does changing the behaviour give a significant improvement to new users?

I really think point 2 doesn't apply here. The improvement for new players would be VERY little and it throws off the current system.
As I already said I think this is right now a better to handle RR for advanced players + The energy this requires could better be used somewhere else.

3330
Interesting use case for the delayed RR-change.

My gut feeling is that your case will occur far less often than this: We want to spawn exactly n lems very quickly, then make it slow immediately. This is the typical situation where I produce 1 lem too much with the NL method. But I am not well-versed in level design to judge how often these would occur.

If the NL regulars prefer the delayed RR change, I don't care too strongly to push the idea further. It's also easier for namida not to write any code to convert replays.

-- Simon
Yes this case, requires the thinking...turn it down 1 Lem before your goal.   
But in this case both methodes require (the same) precision (right after Lem X/Y turn it down), it's just the thinking that is diffrenent (and this can be adopted by the player): The next spawn will be slow / it's right now slow again.

(lil chat out of IRC here :P)
<IchoTolot> I see the advantages of both, your method prob a bit easier to understand for beginners    the other one offers a benefit in handling tight timings for advanced players
<SimonMath>hmm
<IchoTolot>but as this is not a very complicated mechanic (and prob obvious how it works after a few uses) I must give the point to the better handling

Any way to ease the precision in some points is valuable! And the more common scenario just requires adapting a thought with no precision disadvantages.

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