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Messages - IchoTolot

#3631
I can't think of a level which would break if the trap+blocker behavior is changed.
The blocker one was just annoying sometimes (you can't place a blocker here; put it elsewhere!) and the trap one will make a few levels a LITTLE bit easier.

So personally I would approve these two fixes, but would not encourage further physics changes due to possibly broken levels. But if there are any more of these little ones which are just a bit annoying and won't break sth, go ahead! :thumbsup:

#3632
Archived Bugs & Suggestions / Re: 2.00 Main menu of player
September 06, 2015, 03:01:28 PM
I must say:

Geoo's idea sounds nearly perfect to me! :thumbsup:

I would (if it is perfectly codeable and no better ideas show up) strongly enourage this.

Quote from: geoo on September 06, 2015, 10:08:14 AM
I'm just treating level packs specially here as I feel some people might want them to feel like the original game. Otherwise they could just be treated like a file tree (and I still think they should also be implemented like that instead of a binary blob, but that's a different issue).

Put away the might!
This original game feel is sth I would love to preserve and it means quite sth to me and it really impacts the reactions and feelings of people who play packs for the first time and even veterans.
I showed my work to a few non-Lemmings people in personal and the pack was WAY more impactful and attractive as a "real game" instead of the old Lemmini-like file tree stlye.
It is not just a pile of ordered levels this way and people recognise this. Logos, music, rating signs, tilesets....... everything makes this so much more personal and it gets closer to perfection if everything comes together!
Of course a file tree is more practical, but this way our work will loose a lot of attraction to new people who could get "infected" with the "Lemmings virus".
And come on: Everyone gets happy inside when they see or know people are having fun and enjoy the stuff they created and everyone wants to attract as much people as possible.

Not everything should be worked around minimalism and praticalism to the maximum.
The Presentation of our work is a very big factor and geoo's way he described is a very good compromise!




#3633
NeoLemmix Styles / Re: L2+L3 NeoLemmix Tileset collection
September 05, 2015, 07:31:19 PM
Patch 1.2:

Fixed a visual error on of the biolab steel hatch. Physics are not affected, just recolored some single pixels.
#3634
Simon here, playing Ichotolot's levels.

Bug in editor playtest mode: Double assignment isn't remembered in replay.

How to repro:
- pause
- RMB on lemming A to highlight
- RMB on skill to assign to highlit lem A. This will not advance physics.
- LMB on different lem B. This will advance physics.
- Unpause, play on.
- Hit Numpad-Minus to go back in time.
- The assignment B is not in the replay anymore.

-- Simon
#3635
Ok sounds also good. The Lemmini way of handling packs is also a very good way of handling the situation. This would also make LemMain a thing of the past and one less tool that needs to be used.
#3636
After thinking quite a bit about the upcomming changes and especially about the "core player with level packs included" method I came to the conclusion:

I would prefer this player method, but I would like to suggest it in the following way:

- Level packs will be simply dropped into the main folder
- A button in the menu lets you choose out of the main folder which pack should become the  active one
- It would be nice if after choosing which pack should be active the main logo in the main menu will be also loaded along the rating signs, which will be needed at least.

The dedicted thread to this was already closed and I remembered that this was the overall preferred method, so I made a new topic to post my little afterthoughts about it and why not make this topic about my (and maybe others aswell) overall opinions of 2.00  :8():


Overall the other 2.00 changes sound well...... Better skill icons, customisable hotkeys, higher resolution, no physic changes which screw over your levels :P   and an editor which includes the graphic set tool, LemMain and the Flexi tool kit (as far as I understood everything. I must admit I did not follow every post in the last time due to my little level creating frenzy)

One more thing which could make more space in the main ingame screen: The little things drawn left and right the minimap. They could be thrown out for possibly 2 additional skills.

#3637
I am fine with just OGG and IT, as every mp3 can be easily made into an OGG and IT also includes MOD's.
So for me everything is fine :)
#3638
I am rather impressed about how many people are stucked on Frenzy 26. After namida's post I was very corious about the change and played it myself, before Simon came to visit me today. Obviously my backroute was taken care of with steel, but even with that I found another solution rather quickly (watched Cranes solution afterwards and it is exactly the same, so no real point in double post it).
Wrote the exact changes to the Lemmini version under your video namida maybe this will be of help.
#3639
Quote from: Crane on August 18, 2015, 01:28:54 AM
Oh, by the way IchoTolot, you posted the actual levels, not the replays.

Ty, fixed that! Sometimes I've got my mind elsewhere................:-[
#3640
Quote from: Flopsy86 on August 16, 2015, 06:16:36 PM
Just started working my way through this and I've only done the first 19 levels so far so SLOW progress.

After watching namida's videos on this pack and getting the hang of the hotkeys in NeoLemmix, I thought I'd give this beast of a pack a try.
I'm not confident enough to video it though because some levels in this pack looked brutal.

I enjoyed watching namida's videos but since most of his backrouting has been fixed in the updated version (1.2), the final few ranks will be more challenging. Chances are I'm not going to remember most of the solutions anyway!
Anyway, I'm liking the vast amount of music and graphic sets included in this pack, especially the music tracks from Lemmings Chronicles (they are great tracks)

I'm currently recording an LP of 3D Lemmings for my Youtube channel but when that's done, I may be moving on to doing custom level packs in NeoLemmix as my next video project. I think I'll be a long way off recording this pack though!

Hope you enjoy it! (and I will stay tuned if vids of it will appeared on your YT channel ;))
The Lemmings 3 tracks are indeed great, esspecially the Classic/Biolab ones. Will definitly continue to use them with my NeoLemmix conversion of this tileset (and the L2 ones).
#3641
V 1.2 is out with the following changes:

Custom background added to all Shadow levels!

Backroute fixes:

3 03

4 18
4 20
4 26
4 29 (- 30 sec)

5 01
5 02 (fire pit fixed)
5 03
5 04 (reworked and - 33 sec)
5 05
5 08
5 09
5 12
5 13 (intended solution changed to namida's solution)
5 14
5 16 (save req up 1 Lem)
5 18
5 19
5 21
5 22
5 23
5 24 (Akseli's solution was backrouted little steel block added)
5 25
5 26 (Akseli's backroute)
5 28
5 30

If sth doesn't work anymore tell me!
#3642
Ok more replays of updated versions!

Safe Descent:
Spoiler
Finally I see a challenge! Now it's a nice little level.

Mind the Gap:
Spoiler
Little bit of finetuning needed, but my opinion has barely changed.

Parking Garage:
Spoiler
This solution (hopefully intended) is even better and cleaner than my first one! Exellent level!

lasranas:
Spoiler
Now without a time crunch! Had to rework my solution though, because of the extra frog. But now the level is a lot better than before! (Did not use the left steel, too! :P)

For Nepsters level: I looked over geoo's shoulder as he solved it (I also got his replay here), but it's his solution so it would be wrong from me to also post it.
#3643
It seems that nobody encountered errors or bugs in the last days, so it's (also) up on the NeoLemmix website as an addon now!

http://www.neolemmix.com/old/neolemmixeditor.html



#3644
Great post :XD:

The Mexican god Ichot'olot still is astonished how hard it is to get those Lix players to focus on actually solving the level instead of raging about the controls!
They ran even in danger of awakening and angering the god next by (also known as my roommate). It was a hard time trying to control their rage!
#3645
Little update 1.1 which fixes some lighting issues in the biolab tileset. It just changes around a few pixel colors so everything will stay the same apart that the coloring is improved on the diagonal slides.

Thanks to geoo and Simon for this one :thumbsup: (and also credit to Mindless for sending the L3 styles ;))