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Messages - WillLem

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1126
Loap / Re: Loap - A Lemmings 3D clone
« on: January 13, 2022, 01:50:16 PM »
And one last thing for today. :D

https://youtu.be/p2UZSeVu-Mg

This one looks really good :thumbsup:

With the "in space" one, the stars seemed to remain stationary so that it was the level itself that was rotating rather than the camera... is this intended? The "blue sky" ones move around as the camera moves instead.

1127
Bugs & Suggestions / Re: [SUG][PLAYER] Level Pack Downloader
« on: January 11, 2022, 06:32:57 PM »
So this is rejected - not because it's a bad idea (it isn't), but because it's in the "far too much work" basket. Now - if someone else was willing to step up and create such a website, which I would be happy to provide the hosting for (provided of course that the website has basic protections against people uploading things that aren't packs), that would be a different matter; I'd be happy to implement the NL side of this feature.

From my side, I'll consider this one resolved in that case. Hosting the packs is something I could do myself, but I'm unlikely to get around to actually doing it anytime soon.

1128
Played through the first 15 levels today. Managed to solve 9 of them, but the others were a bit out of reach for a quick session.

A nice mix of limited-skillsets and open-endeds. Some of these might be backroutes or perhaps just tasty alternatives, you decide! :lemcat:

1129
Closed / Reply to a closed suggestion
« on: January 11, 2022, 03:20:50 PM »
This is a reply to this suggestion, which has now been closed. Mods, please feel free to move this post to that topic.



@namida - Your reply infers that this suggestion is being made to make gamepad mapping better, but this isn't the case and in fact the reverse is true.

Nudging the minimap left and right is something which is made possible by using external gamepad input software, which is capable of simulating a quick movement of the mouse to the left and right and back to the centre (known as "spring"). So, the idea came about this way and is being put forward because it's a function which non-gamepad users might find useful.

I realise that this doesn't make any difference to the decision; I'm aware you've implemented a blanket "no new suggestions" policy (although tbh I didn't realise that this also includes basic UI stuff).

1130
Got it, thanks :thumbsup:

From memory, I believe that the disable skill shadows option does not extend to ones that you specifically request by pressing a hotkey

I tested the Projection Shadows with Skill Shadows toggled off, and they do indeed still work.

1131
In Development / Re: Random level sharing topic!
« on: January 11, 2022, 02:23:49 PM »
I absolutely love the cloud tileset, zanzindorf did a great job with it. I tried making a "sky/cloud"-based tileset myself a while ago and just found it so difficult to get it to look right.

Meanwhile, this is as far as I can get with your level @Armani. I can save 1 lemming, but I'm a destructive skill short of saving all of them.

1132
The Crystal remake of Mary Poppins' Land looked so gorgeous I just had to play it immediately :lemcat:

Great level! I'll get some replays for the rest of these over soon.

1133
Lemmings Main / Re: Secret exits (Amiga)
« on: January 10, 2022, 03:45:47 PM »
WillLem's Investigation!

Mayhem 28 Mind The Step... - Unconfirmed. @Ste Woz Ere - Can you remember which two pillars it was, and whether you need to build a little bit from them or whether you can just walk off?

Wicked 2 Inroducing SUPERLEMMING - Unconfirmed. @Ste Woz Ere - Can you remember the exact location, and how to reach it? A couple of people on this website claim that the exit glitch is near the beginning, but unfortunately the images on the site don't load so it's difficult to see exactly where. I did a bit of trial and error to see if I could find it but didn't manage to.

Wicked 3 This Corrosion - Confirmed. From the beginning of the level, just let the lemmings walk. They fall to the bottom of the screen, die, and then exit via the glitch!
Screenshot (click to show/hide)

Wicked 5 Chill Out - Confirmed. Send a worker to the left and float down. Have them bash through the snowy pillar beneath the exit, then build across to the stalagmite. Bash through it and then walk off to the left. The lem will die and then exit (as will the following lems!)
Screenshot (click to show/hide)

Havoc 18 Lemmings In A Situation - Confirmed. From the beginning, have one lemming climb over the steel block to the right and float down. At the very end of the brick section, dig and then build. The lemming will drop into the exit glitch. I tried completing the level this way and it seems that only Floaters can exit... this may have something to do with the positioning of the Builder though.
Screenshot (click to show/hide)

ONML Multiplayer 5 Showdown - Confirmed, but it's not an Exit glitch. If you dig directly down, there's a spot where the Burner animation plays as the lemmings fall offscreen, and there's another spot to the left of that where the Drowner animation plays. I cleared a bunch of terrain to make these easier to see:
Screenshots (click to show/hide)

I'll continue to investigate these when I have a bit more time. I find it highly likely that there are even more to discover as well!

1134
It's in the title, but just to unpack it a bit...

When configuring Hotkeys, there are 3 options which mention shadows:

Toggle Shadows
Projection Shadow
Skill Projection Shadow

Am I to understand that "Toggle Shadows" turns all types of shadow on and off, or does it just affect regular Skill Shadows (with Projection Shadows and Skill Projection Shadows being still available as "hold" keys)?

Also, what is the difference between a Skill Shadow, a Projection Shadow, and a Skill Projection Shadow?

1135
Closed / [SUG][PLAYER] Nudge minimap left & right using hotkeys
« on: January 10, 2022, 08:53:11 AM »
I'm currently experimenting with mapping NL controls to gamepad. I currently have the right analog stick setup so that a nudge to the left or right accelerates the mouse cursor to the far left or right of the screen, with it then "springing" back to the centre when the stick is released.

The effect this has is to nudge the gameplay screen left and right, as shown here.

Would it be possible to build this functionality into NL so that "nudge minimap L/R" (for example) could be set to hotkeys without disturbing the position of the mouse cursor?

1136
If you're in a level with classic 8 skills, for example:

When you have Digger selected and you press "next skill", could it loop around to Climber, and vice versa?

1137
NeoLemmix Main / Re: Playing NeoLemmix with a Gamepad
« on: January 10, 2022, 08:03:55 AM »
One thing I do recall doing is using combinations of buttons in several cases ... perhaps for example, L2 + X/Y could be longer frameskips, with the buttons alone being just a single frame?

Good shout, I thought about doing this as well. X could potentially be mapped as a "hold" button to allow A, B and Y to perform different "shift" functions, thus adding an extra 3 buttons. It's something I'd definitely consider if I get into playing with the Gamepad setup more often.

I'll probably record some gameplay today to demonstrate the fluidity (or not!) of the controls so far.

1138
Loap / Re: Loap - A Lemmings 3D clone
« on: January 10, 2022, 07:49:20 AM »
Looks great so far! :thumbsup:

1139
NeoLemmix Main / Re: Playing NeoLemmix with a Gamepad
« on: January 08, 2022, 11:37:58 AM »
I've now played through all of L1's Fun rank in just under 30 minutes with the above setup. I was able to perform quite intricate actions such as Bash-cancelling to create a "staircase" through terrain, and with some practice I was able to control more than one Lemming at the same time at opposite ends of the screen without too much difficulty* (for example, continuing the worker lem whilst rescuing the Blocker in Worra Lorra Lemmings).

It will take a bit more practice to become deft enough to use this setup for the later levels, but I'm enjoying the setup thus far and I'll likely continue through the rest of the game with it at least.

It's unlikely that I'll adopt this as my go-to for playing NeoLemmix in general, but it's at least a fun experiment!

*I later realised that I could've used the Replay Insert Mode, which I have designated to the "Start" button. I'll likely need to make much more use of this as the levels get more difficult.

1140
NeoLemmix Main / Re: Playing NeoLemmix with a Gamepad
« on: January 08, 2022, 10:31:17 AM »
After an initial test, I've decided to swap out Cancel Replay in favour of Select Walking Lemming, since Replay mode can be cancelled simply by clicking anywhere in the empty screen, and this tends to be how I cancel Replay mode when playing using a Mouse and Keyboard anyway. Meanwhile, the ability to select a Walker from behind another active Lemming seems like it'll be very useful for finer control.

I've considered adding in the Highlight Lemming function, but I tend to find this very fiddly to use even with a Keyboard and Mouse, so I'm unlikely to reach for it all that much. If I find that any of the other buttons I've assigned are mostly redundant, though, I will reconsider putting this one into the setup; maybe the function will make more sense to me on a Gamepad...

Pause and Fast Forward are both very useful in the Trigger position, so I'm leaving these as they are (I originally had these assigned to Start and Select, but found that I used them a lot so it makes sense to have them in a more readily accessible area of the pad).

The large Skip Forward and Skip Backward buttons didn't get used much, but I was testing using the first few levels of L1 which don't require much skipping. Fast Forward was more than sufficient to get through the slower parts of the levels, and since I've played these levels a million times I never needed to do large Backward skips.

I can imagine that the skip buttons will get used way more when playing levels I'm less familiar with.



Overall thoughts so far:

NeoLemmix is great when played using a Gamepad! It adds another layer of tangibility which, whilst slowing down the gameplay somewhat, helps to bring back some of that feeling of "herding kittens" which permeated original Lemmings. I didn't use the finer game controls during the initial test, so I'll have to play a more complex level which requires more detailed and precise inputs to get a sense of how it handles for more intricate gameplay.

More on this later!

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