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Messages - WillLem

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1621
Before things get too out of hand, my suggestion is this and only this:

A hotkey that toggles the entire panel to show skills used, as shown in Reply #2.

So, NOT individual skills, NOT showing both used/remaining simultaneously, and NOT a clickable button on the panel for toggling the view; these are things that have come up in the conversation, but I'm not necessarily in support of any of these ideas.

Regarding these; as Proxima said, showing both figures is confusing, would clutter up the panel, and there isn't enough space to do it anyway. Toggling individual skills, whilst useful, is not entirely necessary so I'm probably 50/50 on that one (namida appears to have ruled it out at this point anyway).

Having a clickable button, meanwhile, might simply be a case of expanding the panel to have an extra slot; I've created this topic to consolidate this idea into something inclusive of current features.

Again, though, the primary idea as shown here (and the one namida appears to have agreed upon) is the only one I'm promoting in this topic.

1622
Closed / [SUG][UI][PLAYER] Skill panel layout
« on: April 18, 2021, 11:19:30 AM »
Since UI feature suggestions are heading towards finality, I thought I'd bring this one up as it's an idea I've had for a while and others may agree.

Let me start by saying that the current dimensions should, of course, remain as they are. This suggestion is more to do with how the panel itself is laid out, and the possibilities for additional buttons to be included.

I'd suggest adding 1 extra button, bringing the total to 20. This would allow for the addition of a "save replay" button, and (possibly) a "show skills used" button (if this feature gets implemented, that is). Here's a mockup:



Note that the "load replay" folder button is now paired with a "save replay" counterpart, and the "show skills used" button is paired with CPM.

Thoughts?


1623
How about a shadow of a lem facing the opposite direction, at the exact point of turnaround and the same colour as the skill shadow itself?

This could be more useful than simply an arrow, since it could also indicate the exact positioning of the turned lem, and even what state they will be in (e.g. faller, slider, etc).

1624
a Laser Blaster could easily create Swimmer backroutes.

Easily?? I'd like to see that in action! ;P

1625
If you want to see both a limit and a usage, x/y is a common way.

???

Please elaborate :)

1626
NeoLemmix Main / Re: [PLAYER] Side-quests in levels
« on: April 13, 2021, 05:04:51 AM »
Quote from: IchoTolot
In the case of Nepster/Namida for example they can see the rough effort it takes to implement this inside the code and we always need to consider the ammount of complexity we add to the game to the actual gain we get from the new features.

So a bunch of people simply cheering "Yay we want that!" is not automatically an automatic implement. The code, gain in functionality and complexity issue needs to be examined as well and this a seperate matter from the popular vote.

Absolutely, which is why namida (and other devs) ultimately have the power of veto.

Some ideas are less valuable than others, this we can agree on. If an idea keeps coming up again and again though, whilst it doesn't necessarily mean that it should be implemented purely on popularity (we can also agree here), it perhaps does mean that it's worth further investigation into its complexity:reward ratio, as opposed to outright dismissal.

Quote from: IchoTolot
It also describes a dilemma:

- Not changing at all is problematic (aging due to lack of movement)
- Changing is problematic (aging due to "ignorant surgery" - aka just changing stuff regardless of the original design goal with much understanding and also adding redundant features)

This seems an unnecessarily negative view of the concept of progress. It's possible for things not to change and to remain beautiful and relevant, whilst it's also possible for things to change very much for the better (where a lack of change would have resulted in stagnation). These things can't be held up to a universal standpoint; rather each idea must be taken upon its own merit.

Quote from: IchoTolot
As a result, new features must bring serious improvements to usability or need to introduce new bahaviors fitting to the game which cannot yet be easily replicated. Otherwise we just make the program more complex without having much return as a result.

Agreed. Further to this, discussion and testing is often necessary to establish usability; unique concepts that can be simulated often bring about their own un-simulatable side-behaviours, advantages (and disadvantages, sure) as well.

Quote from: IchoTolot
with talismans and the ability to make seperate challenge versions of the levels I am not sold. It is by far not a nessesity to have challenges as side-quests!

Not necessary, sure; but - a lot of fun, and builds enjoyable re-play value into a level/pack. It's not for everyone, of course, but those of us who enjoy it are bound to notice when it's missing (hence the repeated suggestion and subsequent support in favour of it).

"Keeping the game clean" is important as well, I totally agree. Thankfully, when designing levels we have the option (and indeed the luxury) to make them exactly as we see fit.

Quote from: Proxima
Button: If the main exit is unlocked, you could have a button that unlocks an exit in an isolated part of the level, where there is a pre-placed lemming. The talisman would then, again, be for saving 1 above the normal requirement.

Brilliant idea :thumbsup:

Quote from: Proxima
Walker pickup: If there is a pre-placed blocker or the main solution requires a blocker, a walker pickup could be used in conjunction with a talisman for (again!) saving 1 above the requirement.

Trickier to implement, but could also work!

Quote from: Proxima
Limited-number exit: This seems to be maybe the "cleanest" solution. The level's main exit could have a limit of R, and there is a talisman for saving R + 1, requiring a lemming to navigate to another exit.

Another brilliant idea :thumbsup:

This could be used where navigating back to the main exit isn't part of the Talisman.



I still think that collectible Bronze, Silver and Gold in-level Talismans would make a neat idea for NeoLemmix, without presenting too many (if any) of the "complexity" issues alluded to by Icho.

1627
we don't have a dedicated shitposting board

:crylaugh:

+1 for namida is a silly sausage

:thumbsup:

Anyway, back on the subject of toggling the silly view to show how many sausages we've used....

Yes, indeed!

Thinking about it, Silken's idea of being able to toggle individual buttons might also be useful (for example, if you want to see how many Bashers you've used and how many Miners remain simultaneously), but if the idea gets implemented as a panel-wide-only thing, that's also brllliant.

Anyone else have any other thoughts on this?

1628
NeoLemmix Styles / Re: Chalkboard Lemmings
« on: April 12, 2021, 06:27:16 AM »
@kaywhyn

Yeah, I read that post. Hence why I think tan should definitely fix it!

1629
NeoLemmix Styles / Re: Chalkboard Lemmings
« on: April 12, 2021, 05:45:22 AM »
Solved the 3 levels! These were hard but the style and theme of the pack was compelling, so I persevered :lemcat:

I'm pretty sure my solutions to levels 1 and 2 are intended since I used all skills and met the save requirements exactly.

For level 2, I got a little bit of help from Armani who
Spoiler (click to show/hide)

Kaywhyn then told me that he solved the level using only this tactic, a backroute which you defo should fix because the intended solution is ace ;) Just one thing though,
Spoiler (click to show/hide)

I'm not sure if I've got the intended solution for level 3 because I saved an extra lem (although I did use all 10 builders). It seems relatively open-ended, as these levels go, but still... it would be nice to know what you had in mind for this one.

Are you thinking of doing a full pack of chalkboard levels? Chalkboard Lemmings would be awesome! If so, I'd recommend doing what Gronkling did and do some "easy versions" of the levels as well so that players can enjoy the style for a bit first before getting into the challenges! ;P

1630
NeoLemmix Main / Re: [PLAYER] Side-quests in levels
« on: April 12, 2021, 05:14:23 AM »
No, it means that (as far as physics are concerned) the time to "comprehensively address the possibilities that the engine presents" has passed and it is now time to focus on implementing the remaining ideas that have been accepted (or at least, discussions on have been opened), so that NL's physics can be declared finalized eventually.

Now would be the time to "comprehensively address the possibilities that the engine presents" for UI features, if that's what you want to call it, on the other hand.

I thought you'd called time on UI suggestions as well...?

1631
It's a rule of the NeoLemmix Bugs / Suggestions board. So - you should not be creating polls anywhere on the NL Bugs / Suggestions boards, unless of course I specifically give it the okay (which I usually won't, unless it's eg. a suggestion being discussed on Discord and I say something like "create a topic and add so-and-so as a poll"). Elsewhere on the forums is fine, as the bugs / sugs board rules don't apply outside those boards. ;)

So I can create a Poll asking, for example, "is namida a silly sausage?", as long as it isn't on the Bugs or Suggestions board? :lemcat:

1632
From the rules topic:

Quote
4. Please do not create polls in your topics. I will add polls as I see necessary, that ask questions that get the kind of answers I'm interested in finding out.

Just to clarify - does this only apply to suggestion topics, or should I not be creating polls at all?? :lem-shocked:

1633
NeoLemmix Styles / Re: 5 New Style Packs
« on: April 11, 2021, 09:09:14 PM »
What is your top 5 favourite styles, Mantha? Since you've made at least 1 level in every style (quite a feat, btw!), I'd be interested to know...

1634
The shimmier (and slider in the other case) is visually completely outside the level. Every user would expect a lemming who is visually completely outside the level to die as that's a basic rule in NL.

Conceded. :lemcat:

1635
Quote from: IchoTolot
There can be a big difference between "It's expected in terms of how internally NL physics work" and "from the outside the normal user expects it".

Hmm, that's a problem, then. Surely the two should be as harmonious as possible.

Quote from: IchoTolot
The shimmier (and slider in the other case) is visually completely outside the level. Every user would expect a lemming who is visually completely outside the level to die as that's a basic rule in NL.

I'll concede this. Looking again at Armani's gif, I can see that it is indeed actually only the "highlighted lem" arrow that remains visible, and the lemming completely disappears. Given the shape of the terrain as well, it's expectable that the lemming should continue walking off the edge as opposed to turn and slide down.

The Shimmier case presents more of a grey area since they are clinging onto the terrain as they descend, but I suppose that this is analogous to a walker dying if it ascends above the level area, which is consistent to NL's physics and so should be fixed.

Maybe this is why level edges aren't deadly in original Lemmings (this is just a thought, and not a suggestion that they ought not to be); perhaps it raised too many physics questions.

Quote from: IchoTolot
And here you got your error!

The terrain is at the level border. No 1px away from the side cases is present in the slider/shimmier case. It is at the side!

Yes, I see that now. The 1px border is in Armani's gif, not the level itself. I guess I should have spotted this due to the shape of the terrain, but I was tired when I first saw the post :forehead: :sleep:

Quote from: Simon
WillLem: To arrive at your position (that the sliding is acceptable), did you see that there is no air between abyss and wall?

No, tbf I thought it was black. On much closer inspection I can see that it is dark grey and therefore not part of the level area.

Quote from: Simon
probably it's a misinterpretation of the gif.

Yes, it is. My bad! :forehead:

I'm sure there will be other popcorn opportunities as the NL deadline date closes in; at least, I hope there will be, even if only for the fun of it! :lemcat:

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