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Messages - IchoTolot

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3466
Level Design / Re: Level Designing appeal about Bridge-stretching
« on: July 15, 2015, 02:08:45 PM »
Could anyone explain this "streching" to me? Or do you think it would spoil too much?

If a builder ends his bridge, he will be idle for a sec and then move on. Normally you assign an additional builder at this little idle time, but when you let him walk just a little step more to the edge of the bridge and then assign the skill the next bridge will be "streched-out" by a few pixels, which mean in quite some levels that you can get over a gap in one less builder.

3467
Level Design / Re: Level Designing appeal about Bridge-stretching
« on: July 15, 2015, 08:12:39 AM »
Another solution for big gaps came to my mind and added it to the main post: The height of the bridge as the main criteria.

3468
Level Design / Re: Level Designing appeal about Bridge-stretching
« on: July 14, 2015, 09:42:54 PM »
The critical point my differ a bit, but it still exist. I don't have the exact numbers either, but the problem is still there (as most gaps don't end exactly after builder N).

And also this you mentioned:

Of course, as you noted, even below that number, there will be specific gap lengths where stretching would save a builder, and you'll run into more and more such gap lengths as you approach the limit above.

3469
Level Design / Level Designing appeal about Bridge-stretching
« on: July 14, 2015, 08:42:07 PM »
When I discovered NeoLemmix I was very happy about all the little helpers like the one screen back/forward button etc. It helped focus the levels more about finding the solution and not about getting the solution to work, even with very precise levels.
Also Bridge-stretching has become very easy for experienced players who know this little trick............and here comes my concern:

I and probably most of the experienced NeoLemmix users use streching as a natural. I saw it by playing myself and from namida's videos that nearly all of our bridges aren't clean stairs anymore and turned into *oh how should I call it ???*  little levels of single stairs (all bridges streched out).
This would not be a big deal, but for new players it is unnatural to strech bridges (even "Livin' On The Edge" just requires building one bridge at the edge and not stretching) and it is a big thing to puzzle through for them the first time.
Furthermore it adds under NeoLemmix just very little but still some more mostly unnessesary precision and fiddeling. Some levels make a good combo trick with this technique, but most of the levels just have it there adding this precision/fiddeling and (this is my main point) to prevent backroutes from their levels, or out of consistency!

Let me explain this:

1.)
Some gaps that need for example 3 builders to get over, can also be conquered with 2 steched ones. -> one spare builder to backroute
Solution: Design little-medium gaps which make no difference in bridges needed with streched/unstreched builders.

2.)
There is a critical builder lenght (from 7 to 8 builders as I remember it from one of my levels) in which streching will always spare a builder which can be used for backroutes, unless you make the streching nesserary to have enough builders for this gap! (steched pixels = lenght of 1 builder)
For my NeoLemmix port of Lemmings Reunion I changed one of the big gaps from 8 unstreched builders in Lemmini (nobody sane steches so many builders there) to 8 streched ones in NeoLemmix to prevent backroutes. This gap needs this many builders to create a long task to complete before the horde comes.
I also thought about a solution for this one: foe example 3+3+2 builder gaps on which steching will make no difference.
Another solution would be to make the height of the bridge the main criteria to get over the gap, because this connot be streched and normal steching would make the height worse.

So what's my appeal here in this post for all of the level designers????

Do not use bridge-streching as part of the intended solution, unless the level uses a trick centered around it!
But don't punish players who use it as natural (me included)! Make gaps on which streching makes no difference, so it doesn't get punished, but it also doesn't get rewarded with a spare builder!

This will lead to less precision and fiddeling on your levels and make it a bit easier for new players!

I don't say change all of your packs to this non-rewarding method! I myself let the consistent streching requirement to prevent backroutes in my pack and current single levels, too!

I appeal to use this method in your future stuff!
Don't reward or punish it! Make it nessesary only where it actually contributes to the solution!



3470
Closed / Re: 2.00 Screen resolution for NeoLemmix V2.00n
« on: July 13, 2015, 11:50:06 AM »
I play on a 1920x1080 resolution.

My opinion would be:
Let the gameplay area be at it's original size, if ANY consequences could affect the gameplay. May it be in precision (which a lot of levels have) or screen size (one of the biggest advanteges of NeoLemmix over Lemmini is that you can run it at fullscreen and not in a window of which you cannot change the size! And even I say this is painful with Lemmini.)
A little more detail with a bigger resolution ONLY if it still runs fullscreen without a black edge or distortion and precision and gameplay are not affected!

The skillpanel and Info panel can be resized though. Especially the Info pannel to fit in total IN and OUT numbers, so you can have that information ingame. Skillpannel for 1 or 2 additional skills can be nice, but not as a big must have.

3471
NeoLemmix Levels / Re: NeoLemmix release of Lemmings Reunion
« on: July 12, 2015, 02:13:07 PM »
Seperate download is out! I will make a complete and update version from now on. With explanation for new players, so they will choose the complete edition first with readme and music.

3472
NeoLemmix Levels / Re: NeoLemmix release of Lemmings Reunion
« on: July 11, 2015, 10:32:39 PM »
Version 1.1 is out! To update, replace the old files with the new ones. Your old save file will still work!

Following levels fixed (thanks to namida, Akseli and Simon):

1 30 intended solution more obvious

2 19 backroute fixed
2 26 backroute fixed

3 10 backroute fixed
3 11 backroute fixed
3 16 backroute fixed
3 19 backroute fixed
3 21 backroute fixed
3 22 level name fixed
3 25 backroute fixed
3 28 backroute fixed

4 01 backroute fixed
4 03 backroute fixed
4 04 +15 sec timelimit
4 06 backroute fixed
4 07 backroute fixed
4 08 backroute fixed
4 09 backroute fixed
4 10 backroute fixed
4 11 backroute fixed
4 13 backroute fixed
4 14 direct drop backroute fixed
4 18 backroute fixed
4 27 backroute fixed
4 28 backroute fixed

5 30 Level name changed due to an E was cut off


3473
NeoLemmix Levels / Re: NeoLemmix release of Lemmings Reunion
« on: July 08, 2015, 01:23:34 PM »
Ty for the praise, Akseli!:)

These titles in particular shall also hint right at the solution (throw it into the players face), because in these levels a "new" trick is introduced to the player and to the ones that have no idea that these tricks even exist the title shall also help them to "discover" the tricks for themselves (but you're right that costs a bit of level name quality in this case).

Until November I had not really started creating levels. BUT years before this, I played and watched tons of Pieuw's and co's stuff. So I was quite influenced by them and gained a ton of experience, tricks and general Lemmings knowlege.

3474
Lemmings Main / Re: PC versions with CD audio
« on: July 07, 2015, 02:58:10 PM »
First of all, welcome Kirben! :)

I can remember back in the day's, that Lemmings 3 (All New World Of Lemmings) audio came completely from the CD and as I recall also Lemmings Revolution's audio (but this one already has 3D design).
The music of the older entries I haven't really followed the origins, as the DOS games I played on my fathers PC as a kid came via floppy and I had nothing to do with setting them up.
The "Lemmings For Windows" version of the Original game and Oh No More Lemmings came via CD with soundtrack included I know for sure.

All of the tracks (of nearly every port) should easily be found on Youtube nevertheless. A lot of channels have uploaded them and even some remixes can be found.

3475
Contests / Re: Official Level Design Contest #5 (Voting)
« on: July 07, 2015, 07:59:47 AM »
Here are Simon and my solutions for the latest versions of the NeoLemmix entries :)

3476
NeoLemmix Main / Save requirement: show during play (July 2015)
« on: July 06, 2015, 03:50:48 PM »
Edit Simon: This topic belongs to a series of related ones:


DISCLAIMER: IchoTolot is not responsible for the content of the following post: ;)

I'm trying to look at Ichotolot's level in Neolemmix.

I open it and pause and look around.

WHY DOESN'T IT DISPLAY THE FUCKING SAVE REQUIREMENT? Now I gotta exit the level again, only to look at one single number. I've reported this bug already! I can dig it out of the IRC log or bug topic, even.

A level is always always always always always played like this:

1. Enter it, look at the landscape.
2. Look at the skillset.
3. Look at the initial count and save requirement.

THERE SHOULD BE NO STEP 2.5: Exit the level.

Ichotolot thought: Maybe it's not so important. The requirement is at most 10 %, because it's a contest level.

IT DOESN'T DISPLAY THE INITIAL NUMBER OF LEMMINGS EITHER! ARG ARG ARG!

-- Simon

3477
NeoLemmix Levels / Re: NeoLemmix release of Lemmings Reunion
« on: July 05, 2015, 09:15:02 AM »
I really like the music in this pack! Thanks for providing the info about it.

Apart from the artists I linked, the list of the other free to use OGG tracks are:

The Green Orbs - At The Fair
Media Rights Productions - Jazz In Paris
Jingle Punks - Arriba Mami
and the long known remixes of NUMAC which one of which was used in the Lix release vid

and a secret track which you will encounter in the second half of "Nighmare" ;)

3478
NeoLemmix Levels / Re: NeoLemmix release of Lemmings Reunion
« on: July 04, 2015, 12:57:24 PM »
03 13 "Tha Galcier Station":   I really didn't thought that this level would be any problem at all. I am curios to see your thought process! :8():
                                               The intended way is not that complex though, so I guess it's overthinking time again :laugh:

3479
NeoLemmix Levels / Re: NeoLemmix release of Lemmings Reunion
« on: June 29, 2015, 08:47:36 PM »
Well I tried to make the final few levels of a rank a bit harder than the start of the next one.
My goal was to make the rank ends (and more important the final level) not a letdown, as it was kind of in some packs I have played.

3480
NeoLemmix Levels / Re: NeoLemmix release of Lemmings Reunion
« on: June 29, 2015, 07:19:06 PM »
Good to see a lot more people telling me the levels where they were stuck on. Until now most of the "too hard" "too easy" feedback was solely from Nepster and this is one thing which the feedback base should be as widespread as possible.
"The Cage" I moved actually quite a few levels back to it's current position, because Nepster told me that it was way too easy at it's original place compared to the others in the 2nd rank.

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