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Messages - namida

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10501
I've adjusted it to a darkish gray. I didn't really want to go with light blue because blue will almost certianly be the primary color of the 4th graphic set? (Notice the theme? Red, Green, Blue :P although not quite in that order)

Also, we FINALLY have another level using the pickup skills (actually this level uses a lot of new objects - pickup skills, pre-placed lemmings and teleporters)! :D Still working on it though, so haven't included it in the completed level stats yet. I'll post a pic when it's done. Most likely position it's going in is Dodgy 21... which actually means there's now a streak of five levels in a row that are complete (Dodgy 17 to Dodgy 21 - did have a Dodgy 22 at one point but it was moved to Rough 15 and then to Fierce 15; I thought almost right way it'd be too hard for Dodgy but based on feedback from a couple of people I sent it to, I decided that it was too hard even for Rough - for those who I sent it to, "Dead Is The New Black" is the level I'm referring to here.)


EDIT: Here's the image. Just to be clear, there isn't a second receiver hidden anywhere; both teleporters link to the same receiver. And the pre-placed lemming actually begins facing left (NeoLemEdit just doesn't render it as such when that option is set, at least not yet). Not that it matters; the solution works fine on either side (at one point during development it only worked on one side, hence the lemming facing left, but I've since fixed that).

10502
I found that with the new boxes, the black outline didn't look too good. I could change it to a set color, though, although it'd then have to be one of the fixed palette colors... perhaps I could just change the Sky style's color to a darker shade, so the border is clearly seperate from the numbers?

10503
So, I've made some changes to the skill panel... :) I also changed the minimap/bridge colors (which are also used in the new panel :P ) of the Sky and Circuit styles to actually be a shade of the set's primary color, previously I'd intentionally not done so but with this change I think it works better this way. (The skill panel text has been changed from the default green to use the style's color, and such color is also used in places on the skillbar itself.)

10504
By the way - although you can't set it in the INI file, you can enable cheat codes in the demo by entering "DEMOCHEATS" as a code.

10505
Another new level in the martian style. :D Rough's the only rank left that doesn't have a martian level yet (though it was a very close call whether this one went into Dodgy or Rough - the deciding factor came down to that it would've only been early Rough, it's a 2-of-everything level, and Rough 5 is already one of those). I will mention that it is one of those levels that's not quite as hard as it looks.

I think I also need to think about the pickup skills more. Out of the 23 levels I've made so far, Extra Skill Required is the only one that uses them. Although I suppose the pre-placed lemmings aren't too common yet either; I'm sure there's more but off the top of my head I can only think of "Party In The Skies" (a late-Dodgy level (actually it immediately follows the level in the attached image :P ), I'm planning to include this one in the second demo) and "Viva Las Lemmine".

10506
Yep, those too.

10507
Making some improvements to teleporters for the next version. It's now possible to make them so the receiver starts animating sooner than when the teleporter finishes (this is of course set by the graphic set, not the level), and also it no longer requires the next object to be a receiver - instead, it searches through the objects (starting from the next one, and it wraps around if it passes the last object) until it finds one. If the level doesn't *have* any receivers, the teleporter won't function. I'm not sure if I explained that well, so to give some examples:

-case 1-
Object 1 is a teleporter, object 2 is an exit, object 3 is a receiver. It first checks object 2, realises it's not a receiver, and moves on and tests object 3. Since it is, the teleporter will link to that.

-case 2-
1 = receiver, 2 = teleport, 3 = receiver, 4 = teleport. In this case, object 2 first checks object 3, and finds the receiver to link to. Object 4 gets to the end of the list without finding one, so it goes back to the start, and finds object 1.

-case 3-
1 = teleport, 2 = teleport, 3 = receiver. This case is similar to case 1. It doesn't matter if it finds another teleporter, it still just keeps going until it finds a receiver. So, both teleporters would link to the same receiver here - and probably glitch if lemmings were to enter both at the same time. :/ (Of course, I'll test this and if it does cause glitches, fix them.)

I won't change the circuit set to make use of the animation (since a couple of levels I've made are reliant on the current timing of them), but it'll be useful for the teleporters in the martian style.


Aside from this, I'm adding another new feature for V1.07n (won't say what it is yet) that doesn't affect gameplay, but might add a bit of fun. :)

10508
And finally, every rank has a Level 1 now. :D Just made Fierce 1, although still ironing out backroutes and fine-tuning the solution so it works tidily. The level's title is "Curiosity Killed The Lemming", and as the name ever so vaguely implies, it's a Martian style level.

EDIT: And it's completed now (apart from adding some more decorative elements - what I mean is, the functional elements of the level are complete). I should probably note on that subject - a level being included in the completed level statistics actually just refers to the functionl elements, a few levels marked as "completed" still need further decoration.


I've also added teleporters to the Martian style. Unlike the fairly slow ones in the circuit style, these ones operate very quickly. (By comparison - the highest release rate at which the circuit ones will get every lemming without fail is 49; for the martian ones it's 87.) Still deciding which other object types I'm going to add (so far it has exit, window, one way left/right (still need to add one-way down), water and teleporters - also I'm adding secret triggers and pre-placed lemmings to *all* graphic sets so those will be added at some point).

10509
Based on the feedback for Timid 3 - as well as the difficulties people have observed in 100%ing it - I've moved it to Rough and upped the requirement to, of course, 100%. Destructive skills also dropped to 1 of each (builders is still 20). Also I was somewhat mistaken in what I said before about it needing every builder - it can be done (even with the new skillset) with only 19. :P

I also just made a level based on a really clever trick I thought of the other day (it works equally well in both traditional and NeoLemmix, so it's not based on obscure new mechanics :P). I'm not going to say for sure I'm the first to think of it, but I've definitely never seen any levels using it before. :D Assuming I don't move it, the level to look out for is Dodgy 22; I'll almost certianly include it in the second demo. (I might move it to Rough, or if people find it difficult enough to get the trick, possibly even Fierce.)

EDIT: I already decided to move it to Rough 8, but I'll quite possibly end up moving it again.
EDIT: Indeed. I've moved it into Fierce now. (Fierce 15)

10510
I'm aware of that solution (actually, I discovered it about 10 minutes after I released the demo xD), and was at one point considering removing it, but I think it's fine. I think the easier solution is somewhat balanced by the increased difficulty of crowd control on that side, especially since the level is not very lenient on how many lemmings you can lose. In fact, in general LPIII isn't too lenient on that. Ironically, aside from the Frenzy, the most lenient level so far is actually in Fierce. xD (It's because just *getting* a significant number of lemmings to the exit is hard enough that I didn't see a need to require you to save every lemming that you possibly can.)

10511
100% is possible in The Perfect Storm, just. Unless I'm missing something, one less builder and it wouldn't be. I'm not sure either way about Dodgy 1 (haven't really looked into it), it's not possible AFAIK on Dodgy 3, the remaining levels are all 100%able (with Dodgy 2, Rough 1 and the secret level *requiring* it).

Same deal as with LPII as far as repeats go. They won't be a regular thing like in Orig/LPDOS, but levels sharing a common theme (like Floater Frenzy, Upwards/Downwards Mission, -Tuned Lemming levels) might happen. And I will probably have a once-per-rank level again, as I've said, with more similarity to No Salvation than to Floater Frenzy.


EDIT: Just had a go at 100% on Dodgy 1. It's possible. :) (For a semi-challenge, try to do it without blockers.)

10512
Levels for other engines / Re: MobiLems - Alpha release!
« on: June 15, 2014, 10:00:45 PM »
Just wondering, if Lemmix is giving you problems, did you try using jLevelBuilder? It also supports Lemmini (in fact, it supports Lemmini far better than it supports DOS/Lemmix) and IMO is more user-friendly.

(I also plan on most likely adding Lemmini support to NeoLemEdit at some point, but it won't be until after LPIII is completed.)

10513
More work on the red style. :D

I'm starting to think it looks kind of Martian-y, so I might make its proper name "Mars style".

EDIT: Made some more minor modifications to fit in with this idea. Specifically the entrance and exit. This very minor change actually makes the style feel a lot better, I reckon.

10514
About the secret: It can be reached with only two skills; in fact there are at least three different combinations of two skills that will get you to it or maybe not, I'm thinking of an older version of the level that had an extra skill that's no longer present, but there is still at least one way to get to it with two skills. ;)

Your solution to Dodgy 2 was pretty unique! I wouldn't call it a backroute, since it's similar in difficulty to the intended one, but it's definitely a unique route.

EDIT: I figure this post is the best one to put it in. xD The secret level is hidden in...
Quote
Rough 1.



Based on yours and DynaLem's comments about Timid 3, I've moved it's position in the full game to Timid 23 (was previously Timid 9).


By the way, to avoid too much backroutes and/or glitches etc, I'm probably going to want a couple of people to test it once it's complete but before release (in hindsight, I probably should've done this with LPII as well). If you're interested, let me know preferably via PM. No rush; it probably won't be ready for quite a while yet, especially with how difficult I'm aiming for Fierce to be. (As with LPII I'll release a second demo at some point; and that one will include some Fierce levels.)

10515
Levels for other engines / Re: cLemmings - a new Lemmings game
« on: June 15, 2014, 06:41:03 AM »
I'm saving replays of these, so once I've beaten all of them I'll send you those so you can see how I did it. I'm currently near the end of Tricky, I don't remember off-hand exactly what level number.

EDIT: (Removed at exit's request)
There's the everything-in-one-file Lemmix player for it. :) (Exit mentioned in a PM that he's going to be away for a while, hence why I'm posting it instead of letting him do so.)

EDIT: I've now completed up to (but not including) Taxing 20. The levels are starting to get challenging. :D Taxing 19 was especially good (try to save 100% :P ).

I'll do detailed comments later, but a few things I feel I need to point out now:

> Taxing 11 is a repeat of one of the levels in Tricky (or might've even been Fun); I actually found the Taxing version to be by far the easier of the two. The only thing that's harder about it is the time limit.
> There's a few too many levels that rely mostly or solely on bomber timing for these difficulty; these kind of levels usually aren't looked on too positively from what I can gather. (Indeed, that's the reason I got rid of the countdown in my level packs; because I do like to be able to use the bomber for its unique nature (small area of effect, requires a lemming to be sacrificed) but the timer was just an annoyance that added nothing except an element of trial-and-error and guesswork.)
> Even more so than bomber timing, you're REALLY overusing the "hold the crowd between two blockers (or a blocker and a wall) while one lemming does the work" concept. It's definitely possible for this kind of level to be good, and even for it to be hard; and the formula works very well for Fun/Tricky-type levels, but by mid/late Taxing, I'd personally expect to see this sort of die off a bit.

Now to be fair, these are the kind of things that everyone does at first. My early packs (the Cheapo-based Lemmings Plus packs) were also full of these kinds of flaws (as well as over-reliance on builders); even the more-recent LPDOS exhibits them to a degree. Don't get me wrong - there are also many VERY good levels in here, you definitely have a LOT of potential, and I'm looking forward to the rest of this pack and your next one. :D

I'm saving replays as I go, I'll send them to you when I've completed them all. :P

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