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Messages - bulletride

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121
In Development / BulletRide's Beta Releases
« on: July 26, 2016, 01:54:56 AM »
40 levels up. See last later post for details.


Music download
https://www.dropbox.com/s/ixyar5ts5b0n5qz/bulletrideMusix.rar?dl=0

:compat-ver-10-12::compat-yes:

122
Closed / Re: "Fencer" skill?
« on: July 03, 2016, 05:47:13 PM »
I am not sure that the fencer would be a great addition:
  • L2 Tribes: If I counted correctly, 28 levels use a fencer. Out of them 23 would work equally well with bashers, 3 use the fencer to emulate a one-way-wall and 2 levels would require replacing a steel block (that is not necessary for removing otherwise possible solutions!) by destructible terrain. So L2 did absolutely nothing interesting at all with the fencer!

The problem with the fencer in Lemmings 2 was that the slope it made was to small.



This made the skill kind of useless and very similar to the basher. I think that if the fencer created a slope the same angle as the miner does it would make it a more useful skill.

I think having another way to gain height besides building would be nice to have.

123
Closed / Re: "Fencer" skill?
« on: July 02, 2016, 09:24:28 PM »

Yeah, that's my thoughts too, but I also think there should be some degree of tolerance here - perhaps allow for him not moving up on the first slash as long as he removes some terrain that's level with him, or something. I'm not sure what the exact rule here should be.

I think something along those lines would be needed to make it more forgiving to use the skill. If you had to use it the exact frame you are beside the wall it would be annoying to use.

124
Closed / Re: "Fencer" skill?
« on: July 02, 2016, 09:00:47 PM »
Oh I understand now. I think that the fencer should have to stay on the ground so he would need to fence against a wall. If there was terrain above him we would slash once and then stop.

125
Closed / Re: "Fencer" skill?
« on: July 02, 2016, 08:51:11 PM »
I think an upwards miner would be really cool and fun :thumbsup: . I don't think it should be limited strokes wise it should just keep going like a normal miner/basher would.

126
Closed / Re: Multiple skill assignments per frame
« on: June 30, 2016, 08:29:07 PM »
What would happen if you assigned 2 skills to the same lemming on the same frame?

127
Closed / Re: [suggestion][editor]One-Way-Up Arrows
« on: June 23, 2016, 12:26:05 AM »
I can see how they might not have gotten much attention as they would be pretty niche. I greedily want them to prevent a backroute to a level I just made :devil: but im sure there are some cool levels you can make with them.

128
Closed / [suggestion][editor]One-Way-Up Arrows
« on: June 22, 2016, 11:56:23 PM »
We have one-way-left/right arrows and one-way-down arrows what do you guys think about a potential one-way-up arrow? The terrain would be able to be bashed through but you could not dig/mine through it.

129
Closed / Re: Maximum release rate?
« on: June 19, 2016, 04:54:42 PM »
If a level needs a maximum RR to work maybe there should just be an option that the level maker can set so that the player cannot change the RR at all?? In that case you can just change numbers to a different colour or add a 'lock' Icon over it.

130
Finally beat Gronklings level as well after taking a few days break from it. Amazing job at stumping so many people for so long! :thumbsup: Great level! :lemming::lemming::lemming:

131
Updated my replays to the newest versions :)   (expect V3 of Bulletride's levels as I still used V2)

Simon found another intersting alternative solution on Apjjm's level which could be considered not intended. Replay is also in the zip file.

Also we saw that on BulletRide's R2 level the steel is not steel! Simon tried the ceiling route and we noticed this. Did you turn autosteel off?    ???

Also my Youtube playlist has been updated as well, showing me solving the V2 levels :)

This level started as an older level I never released thats solution wasn't possible under NeoLemmix mechanics. I changed up most of the terrain to make it more interesting as an easy level but the original lemmix steel probably got messed along the way. Ill fix it in a few nice find.

132
Changed the music on both levels. Switched the entrance spawns on Precision.

Edit: fixed steel on Rule2

133
Closed / Re: [suggestion][editor]Smaller Water Objects?
« on: May 29, 2016, 05:17:01 PM »
Alternately, water could be resizeable horizontally because it tiles that way. The current size would just be the default setting.

This is probably the best way to handle this, since I don't think smaller pieces would tile properly.

The thing is the smaller water doesn't necessarily have to tile perfect since you would only need it it small places. If you ever needed more than one of it you can just use the larger water piece we already have.

134
Closed / [suggestion][editor]Smaller Water Objects?
« on: May 28, 2016, 08:27:09 PM »
BitBucket: https://bitbucket.org/namida42/neolemmixplayer/issues/32/improve-fitting-of-water-to-smaller-areas

Would it be possible to create another water object that is maybe 1/4 or half the width as the normal water obstacles? Most of the time it is possible to cover up the water with steel but sometimes the large size of the water hazard can make it awkward to use in tight places.

135
Closed / Re: [bug][player] Can't use keyboard while playing
« on: May 17, 2016, 06:01:41 PM »

1) Start the NeoLemmix.exe, go to Options -> Hotkeys and make sure to uncheck the box "Show unassigned keys". Now you should get a list of all hotkeys and their corresponding functions. Are the correct hotkeys displayed there?


Thanks this worked they somehow all got unassigned!

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