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Messages - bsmith

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121
I have been thinking recently that the best thing to do right now is to try to sort all the levels according to difficulty (ignoring major backroutes) - no decisions about what to include or exclude yet; no backroute fixes either.  That way once we reach the stage to cut levels then we will have a focus on where to cut.  I'm going to try to do that this weekend.

122
I agree with IchoTolot.  IIRC, 30 is the largest rank size in the official sets and that gets long on harder difficulties.

My preferred ranking options would be 180=6x30 or 175=7x25 - I voted for 5x35 only because that is the closest to these numbers.  It should not be too hard to cull 16 levels out of the tentative list we have now to meet 6x30.

If we want to keep the list of 196 as is then 7x28 is an option. As long as there are no objections to the current list I would be happy with this division.

123
All the original levels I like all appear to be included in the compilation.

From Flopsy's list I also would want Crazy 16, Crazy 19, Wild 20 and Havoc 15.

124
Forum Games / Re: Would you rather...?
« on: December 28, 2015, 06:27:57 PM »
I'll opt for no computer for a month.  I have other things to occupy my free time and not going outside would really mess with my almost-daily exercise.

Would you rather lose access your bike/car/transportation or your house/apartment/residence for a month?

125
Forum Games / Re: Family Feud 2015
« on: December 28, 2015, 06:23:05 PM »
Hey Quizmaster! Did you get busy during the holidays?

126
General Discussion / Re: Logic Puzzles
« on: December 28, 2015, 06:19:09 PM »
How about this algorithm. I don't have end-of deck behavior, just the basic idea of the main process.
10 Start by looking at the first card, noting its color: card position = 1, block count = 1
20 Jump ahead to the second card after the current card and note its color: increment card position by 2
30 If these two cards are different, add 1 to the block count: increment block count by 1, goto 20
40 Go back one card (the one that was skipped) and note its color: decrement card postion by 1
50 If this card is different from the other two: increment block count by 2
60 Increment card position by 1 (already looked at it), goto 20

127
Forum Games / Re: Family Feud 2015
« on: November 29, 2015, 04:26:31 AM »
Neat minigame!  But I have to ask, did question 14 get blown up by the incoming nuclear missile?

128
Small terrain change to stop a backroute for the bottom right exit.

129
Closed / Re: Editor Bugs / Suggestions
« on: September 29, 2015, 05:35:22 PM »
I don't use the three docks for the windows.  I like to work at a 1 to 1 display when making levels and use almost all the vertical space available in the main window for the level.  Usually I have the inspector, level properties, and skill set windows open and off to the right of the main editor window.  I would like to be able to dock the smaller windows to the left or right of the editing area, instead of what I do now which is having them float off to the side.

130
Closed / Re: 2.00 Customizable skill panel
« on: September 29, 2015, 04:17:29 AM »
The only time I feel I want to see all 16 skills is when the new skills are mixed in with the old ones.  I'm at an odd stage of using hotkeys for classic skills but mouse clicks for new skills.  I have the 8 original skills memorized to F3-F10 partially as a result of the classic interface mapping F1-F12 to the twelve icons on the screen.  Without a fixed position for new skills I am not making the connection between the new skills and the number buttons 3-0.

131
Closed / Re: 2.00 One-Way Arrows
« on: September 29, 2015, 04:10:59 AM »
Would I be able to make a single frame of a one-way graphic and have the engine work out scrolling the graphic to the left/right/down?

132
Levels for v10 or older / Re: My level pack
« on: September 29, 2015, 04:07:56 AM »
namida, I watched your video for the Vanilla rank this morning.  Thanks a lot, it was really interesting to watch someone play through my levels.  Some thoughts I had while watching:
You found a different solution to Ups and Downs.  I enjoyed seeing you work out different methods of dealing with the obstacles across the level.
You backrouted 'Without a Ladder Nearby'.  I need to deepen the fire pit now!
Very interesting solution containing the crowd at the left end of the main sand block.
Again, a different solution than I expected for 'Atop a Tall Brick'.
The ease of losing a few lemmings is exactly why I made the save requirement 90% in 'Over the Top'.
No floaters solution to 'Hit the Pavement Running' - something I was already thinking of adding as a talisman.

133
Levels for v10 or older / Re: My level pack
« on: September 28, 2015, 01:31:23 AM »
Thanks for the replays.  Your solution to Without A Ladder Nearby is close to what I had in mind.  I used 1 basher, 1 miner, and 1 digger in the beginning to contain the horde.  Your solution to Compressed Sand is pretty much what I expected.

The ratings are sorted by the amount of new NeoLemmix skills are in each rank.  Levels in Vanilla use just the classic eight skills.  A Chocolate level will have one new skill along with the classic skills.  Neapolitan has at least two of the new skills in each level.

134
Levels for v10 or older / Re: My level pack
« on: September 27, 2015, 05:33:29 PM »
I finally have an update!  New player in first post.

Ranks are now named Vanilla, Chocolate, and Neapolitan.  Many level changes, mostly to address backroutes.
Cheat code is the default CHEATCODES.

Vanilla level changes:
'Without a Ladder Nearby' - Bottom chain link terrain filled in.
'Atop a Tall Brick' - Rebuilt level, mainly wider brick in the center.
'Hit the Pavement Running' - RR from 99 to 95.

Chocolate level changes:
'Lateral Movement' - Taller terrain at the exit.
'Safe Descent' - Removed trap.
'Not So Simple' - Widened level.
'Sour Flavor' - Added steel block near entrance.
'Send Me a Postcard' - Reworked terrain left of the entrance.

Neapolitan level changes:
'Arctic Ascention' - Now first level in the rank.
'Take the Hard Way Down' - Reworked the left side.
'Off the Shelf Lemmings' - Widened pit at the bottom.

I probably will not add my zombie levels to this pack.  At the rate I am going I am likely to put those in a separate pack after namida releases the ghost lemmings update.

I have some ideas for talismans:
'Hit the Pavement Running' - Do not use miners
'Hit the Pavement Running' - Do not use floaters
'Top and Bottom' - Do not use climbers

135
My thoughts on the levels:

Crane's Stonecrest Bay
Spoiler (click to show/hide)

GigaLem's The bURns of DrEAD
Spoiler (click to show/hide)

IchoTolot's Lemmings in Unison
Spoiler (click to show/hide)

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