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Messages - IchoTolot

#3466
Maybe try to turn down the Windows security settings ???

You can also try put up your "Revenge of the Lemmings" version that functions so we can examine it?

I am pretty much confused by now ???
#3467
I don't know if this is just me, but:

I double checked, Highlight Lemming is bound to right-mouse-click and in game it doesnt work for me, unless I activate One-click-Highlight.
Without this option I cannot manage to highlight a Lemming at all.
It may be already explained somewhere how to do it without it, but the fact that I cannot naturally manage highlighting without this option is not optimal.

EDIT: Maybe make it the deafault option could help aswell.

#3468
NeoLemmix Levels / Re: NepsterLems - Release thread
February 28, 2016, 07:32:35 PM
Finally some time to play it :)

Step 1 was today: Replay every broken replay again of everything I played earlier (because of the backroute fixes + new physics). And now everything is solved again :)

Hope I broke not too many levels ;)  (especially BH 20 for the 3rd time by now i think ???)

Zip file attached!
#3469
Maybe add the function that you can directly change the numbers here
+ as möbius said change the ranking of the list (which I consider the most important one)
#3470
NeoLemmix Main / Re: Level design conventions
February 28, 2016, 11:19:35 AM
I've got another point:

Don't rely on bridge-stretching when possible.
Topic: http://www.lemmingsforums.net/index.php?topic=2193.0

And maybe even some ideas about the "huge-level" topic could be included:
http://www.lemmingsforums.net/index.php?topic=2299.0
#3471
Quote from: Nepster on February 26, 2016, 07:23:12 AM
Just one more thought: Every time I start a downloaded .exe for the first time, my virus checker wants to upload the file to some cloud to check it in more details. With my computer this takes about 30sec. before starting NeoLemmix. However my virus checker displays some info window stating that, so there should be some bigger visible change than just the waiting cursor.


This could be it!

I have to choose to always trust the exe each time (Win 7). For example the test mode in the editor won't start at all if the exe is not trusted yet.

Also not running as admin can be a popular error. Sadly I haven't Win 10 on my laptop anymore then I could help finding the error a lot better.

But I am also leaning towards a Win10 problem with the exe rather than the exe beeing bugged. I never saw NL not running on a system apart Linux without WINE until now.
#3472
Quote from: 607 on February 25, 2016, 08:16:15 PM
I don't think we'll agree on this, so maybe providing both options would indeed be the best "solution".

Too much options would create high inconsistancy and confusion for the player.

Regardless of the solid/deadly discussion a solution must be found to the "how to tell the player" problem. May it be the minimap frame or even around the play area.

The more i think of it and going through all the levels ----- deadly left/right sides seem more beneficial to me.     
Most of the time I just had to make them save from abusal (backroute prevention) and nearly never implememted them in the level. Hell I even went this far today and made my packs independent from the solid edges. ;)
And none of my single levels used them as well.
 
The ceiling is different..i always used it as a limitation for climbers or even holding pits and there would be a lot of climable walls which would be deadly if the players aren't very carefully with their climbers.

However, Simon and I are meeting up this saturday and have another talk and I show him the situatiuon (together with some lix testing and bolognese) :)

#3473
NeoLemmix Levels / Re: NeoLemmix release of PimoLems
February 25, 2016, 03:27:19 PM
Quick reupload as a change was not included --- fixed now
#3474
V 1.6 is out! Here aswell: Independency from solid edges!

- 2 18 A trap has been made more visible
- 4 17 independency from the solid edge
- 5 30 independency from the solid edge
#3475
NeoLemmix Levels / Re: NeoLemmix release of PimoLems
February 25, 2016, 03:09:22 PM
V 1.3 is out! Includes independency of solid edges + gimmick removal.

- 2 10 gimmicks removed
- 3 17 independency of the solid edge
- 5 19 independency of the solid edge
#3476
Quote from: Nepster on February 24, 2016, 05:30:54 PM
I could live with a solid ceiling as well. Solid ceilings tend to create far less backroutes than solid edges, so turning deadly ceilings solid will not break many levels.
From a purely game mechanics point of view, this might work pretty well. However the explanation of this behavior would become even more problematic: Consider a dirt level. Why should the (empty) sky be solid, but not the edges?
Additionally it still does not solve the issue how to tell the player which sides are deadly and which are solid.

Idea that addreses 2 problems:

Make the minimap more useful + addressing the player with the status of the edges

The outer frame of the minimap could be colored: Red (+ maybe with skulls) = deadly edge     steel (or maybe black/yellow construction colors) = solid edge

Edit: Combine this with a level in the Introduction pack that uses the edges/ceiling + entry in the manual
        Explanation wise in dirt: We've got rodents in space, the medieval times, factories..... ;P  not everything is 100% logical here ;)
#3477
Ok, I looked over the "breaking levels" situation in my case and the result is:

Deadly edges aren't really a big problem for existing levels, but.........a deadly ceiling would shake up the existing level world.

In my case I would have to change 4 levels in Reunion + Pimolems in case of deadly edges. Only 3 of them, because they really use the ege (the other one just for user-friendlyness).

A deadly ceiling would pretty much mean hours and hours of work, because of searching all over and making mostly climber walls save again + replay fixing (big part is user-friendlyness here). Also some levels use holding pits which are restricted through the ceiling.
I've counted over 28 levels in Reunion alone that would need work to be done if the ceiling would be deadly.
Furthermore: A few levels have Lemmings walking nearly under the ceiling (worst case onlx 3 pixels of height visible of the Lemming). If the sensitiviy would be too high here even more work would be created.

So all in all, even if I find the solid sides more logical (not more user-friendly)... I could live with deadly edges, but I have to strictly veto against a deadly ceiling
I must say the arguments for those deadly edges are good and yes even if they are unnatural to me they can make sense!
The ceiling is prob the most logical side to be solid in the first place and I highly suggest that it stays solid! (for the sake of the existing content)
#3478
Quote from: Nepster on February 23, 2016, 06:43:12 PM
And here is just another suggestion how to deal with this problem: Add to every style some kind of continuous trap like the vertical and horizontal red laser traps in Lix (found in geoo/construction). Then level designers who want deadly sides may frame their levels with this trap. It wouldn't be the the nicest-looking option, but at least this makes the deadly sides visible to players, does not require new options and uses only existing object types.

This "could" be the solution! :)

I like this idea, but maybe in some tilesets it can look kinda unusual ("Outdoor" or "Dirt" with laser beams ;P). Maybe match the color of the tileset (or builders) with them.

EDIT: Maybe the deadly edges option adds 8 pixels of map to each side and puts a laser beam in there automatically -----> lesser hassel for designers
#3479
I know a level from PimoLems ("Lemesis") which would need a steel ceiling. ("Going Up" from the original could also be a canidate).
I've not actively used the solid edges a whole lot as I mostly put quite a lot of decoration there. Nightmare 30 would be a canidate which uses the solid edges and a bunch of PimoLem levels. Another full check-through would be the case though and more stuff that need to be fixed would follow. :(

I can see the advantage of full deadly sides in Nepsters case and the more I follow the discussion I see the big mess in general we've gotten into by allowing 2 options in the first place.
The few deadly pixels overhang is sth which also bothers me. The deadly edges function as I understand them that  the outter ~8 pixels will be deadly instead of just the last one. It is still weird as hell in general seeing Lemmings get burned when they got near the edge.

If the deadly sides remain as an option there must be a way to notify the player though.
Or the "one-screeners" with them enabled can rely on a "decoration zone" instead of just empty space.



#3480
Quote from: ccexplore on February 23, 2016, 07:00:04 AM
Quote from: Simon on February 23, 2016, 04:14:52 AMTreating 3 edges with one rule, and the bottom edge with a different rule

Quote from: Simon on February 23, 2016, 04:14:52 AMBut then -- why do you find it logical/natural/... that the bottom edge kills, yet the side edges don't kill? What makes the bottom edge so special?

One word: gravity.

I think this is the best explanation for my thought process.

Lemmings die when falling into a pit (= bottom level edge). Lemmings are stopped by walls/ceiling (= other edges). I see the level edges as a "solid steel boundary" and not as a deadly "electric fence".

And I will use the words: "It just feels right to me." 
In most other games "I" played the level edges are not deadly so encountering deadly edges is unnatural. The bottom is a logical exeption, because of the gravity point (----> "Mario" is an example i can think of that uses a pit at the bottom)