Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - bsmith

Pages: 1 ... 8 9 [10] 11
136
Levels for v10 or older / Re: My level pack
« on: September 20, 2015, 04:47:36 PM »
Thanks for the replays, IchoTolot.  About half of them are pretty much the intended solution.  The other half are a mix of alternate solutions and backroutes.  I'll probably have an updated pack later this week.

137
Levels for v10 or older / bsmith's level pack
« on: September 14, 2015, 01:27:35 AM »
My first level pack!  Well, at least a pack I am comfortable showing you guys ;)  Before I go submitting this to the database I want some feedback.  My entry from official contest #6 (Safe Descent) is in here too.

So far I have 18 levels in this pack, all inspired by various levels in Lemmings.  The pack is divided into three ranks, 'Zero', 'One', and 'Two'.  The names indicate how many of the eight new skills appear in a level within that rank.

I plan to add a fourth rank using the zombie gimmick.  Those levels are still under construction.  These are going in my second pack.

Edit Simon: Topic name "my level pack" -> "bsmith's level pack"

138
Forum Games / Re: Corrupt-a-Wish
« on: August 17, 2015, 12:36:37 AM »
Congratulations! Your pizza is indeed the biggest, but it is also too far overcooked to eat.

I wish I had a full head of hair.

139
Forum Games / Re: Ask a stupid question, get a stupid answer!
« on: August 16, 2015, 02:52:51 PM »
A: Only as long as he has enough booze to wash down the pies.

Q: What does a lemming clown look like?

140
Terrain changes along the bottom.
Added walkers, reduced skill counts to 2 each.
Increased save to 18/20, dropped RR to 1.

141
How does the Zombies on Death gimmick work with the Karoshi gimmick?  Would I be able to make a Karoshi level where 20 lemmings spawn but 40 need to be killed? (20 regular + 20 zombies)

142
I can support option 2 or 3 for the new editor.  Right now I am leaning toward option 2.  I have absolutely no problem for the 2.0 editor being just for NeoLemmix levels.

My biggest concern about option 3 is how all the metadata would be managed in a fullscreen mode.  (I assume that NeoLemmix 2.0 will be fullscreen like its predecessors.)  Right now I let the Inspector, Skillset, and Level Properties windows float off to the right of the main editor window so I can have a full height view of the level I am working on and still be able to see critical metadata simultaneously.

If you do decide to support file association, I suggest using a more distinct suffix for level packs, like '.leml' (lemmings level) or '.lemp' (lemmings pack), rather than the current '.dat' and '.lvl' suffix.  '.dat' and '.lvl' are used by so many different programs now - enough that I don't want to make a file association for those (unless it is something like a generic text editor).

143
This looks very interesting!  Just watching the demo I can see puzzle potential, like a level which you need to fill a reservoir with water to let the gnomes across to a safe holding spot and then drain the water afterwards.  It would be pretty easy to add a difficulty curve by limiting which kinds of grain you can use for a given level.

I think the graphics look good enough, I think the screenshot at the top of your website blog is almost perfect for a puzzle game like this.  Puzzle games usually have a Goldilocks relationship with graphics - I need enough visuals to be able to easily distinguish different elements but not so much that the eye candy becomes a nuisance or even a hindrance.

I suggest getting a playable build put together once you get the mechanics working.  I would not add any new features yet, it looks like you already have enough different types of grains to make some good puzzles.

144
Forum Games / Re: Family Feud 2015
« on: July 22, 2015, 04:01:52 AM »
I'm the current Quizmaster and how I made the latest round of questions was this - I started with the resistor color code sequence and did some word associations, then for most of the colors I made questions that matched the word I came up with.

My original list went like this: black=the pirate Blackbeard, brown=bear, red=Little Red Riding Hood, orange=carrot, yellow=road sign, green=pine tree, blue=pants, purple=???, grey=hair, white=wolf (specifically the nickname 'White Wolf' for Geralt from The Witcher series), gold=jewelry, silver=superconductor metal.  Purple was the only color I did not have a good association, so I stuck the flag question there.

145
Closed / Re: Player Bugs / Suggestions
« on: July 21, 2015, 06:36:15 PM »
I'm running Windows 8.1.  When in the options menu, making a change while the screen is black does update the option selected and causes the screen to display properly.  As long as I don't change screens, once it displays properly I can make as many changes as I want without any problems.

146
Levels for v10 or older / Re: NeoLemmix Introduction Pack (WIP)
« on: July 21, 2015, 05:01:09 PM »
I don't think that a text screen introducing every new skill is necessary.  The eight levels focusing on each specific skill do a better job introducing the skills - showing as opposed to telling.

The only thing I would change about Fixed Ascent is to add some more space between the wall that the first basher needs to go through and the first up ramp, probably simpler to to move the up ramp to the left.

147
Levels for v10 or older / Re: NeoLemmix Introduction Pack (WIP)
« on: July 20, 2015, 01:41:30 AM »
I've been playing with Fixed Ascent some more.  What is the release rate supposed to be?  I can put it up to 85 and still solve the level without using the climbers or anything on the right side of the level.

148
Closed / Re: Player Bugs / Suggestions
« on: July 20, 2015, 01:27:51 AM »
When the fade glitch occurs, it seems to happen every 4 or 5 levels while playing for a while.  I thought level length could be a cause but I have seen it pop up after short levels with a couple of skill assignments or after a long level with many tasks.

But I can just start up a game and hit F3 and page back and forth between the two settings panels and the glitch seems to crop up once every 5 times I switch between the two pages.

149
Closed / Re: Player Bugs / Suggestions
« on: July 19, 2015, 03:00:52 PM »
I have noticed a minor problem across all the neolemmix players - sometimes when finishing a level, I get a black screen instead of the results screen.  When I click to continue I see a brief flash of the results screen before the next level intro screen loads.  I have also seen this behavior when accessing the options or talismans screens.

150
Levels for v10 or older / Re: NeoLemmix Introduction Pack (WIP)
« on: July 19, 2015, 02:26:02 AM »
I'm getting the same error.

Also, there is a very simple backroute to the new disarmer level - make the first lemming the disarmer and wait.

Pages: 1 ... 8 9 [10] 11