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Messages - WillLem

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2476
Whenever I use CPM, I tend to do so via its hold function, which makes more sense for Lemmings since I generally only want to check things in CPM very quickly.

I do also have a toggle Hotkey assigned as well, just in case there are any times when I need a more extensive look at a level, for instance if it has a particularly complex layout with lots of trigger areas. Now that I think about it, though, I don't think I have yet used this Hotkey other than to test that it works!

For a minimap in Tiel Attack, however, having both options is definitely a good idea since players may use keys or an X-input controller to play the game, and there are likely to be a variety of input preferences amongst players. More user-side options is always better, especially for anything to do with controls/input.

Also, studying a minimap could arguably take longer than quickly checking something in CPM, so an on/off toggle makes sense for that reason as well.

2477
Closed / Re: [PROPOSALS][PLAYER] New menu design
« on: July 25, 2020, 01:23:33 AM »
There isn't so much in the way of technical obstacles to this, but it would invalidate a lot of existing content... Having seperate low / high (or rather, high / higher) res modes for the menu is out of the question

That's why I suggested running it through your upscaler. This would preserve any existing (and indeed, future) content that is made for the current 600 x 400 menu.

Thoughts?

2478
Fan Corner / Re: Two lemmings holding a panel
« on: July 25, 2020, 01:20:46 AM »
Thanks for this Lana! Really like the font as well, I was wondering which one it was!

2479
Closed / Re: [PROPOSALS][PLAYER] New menu design
« on: July 23, 2020, 09:52:07 PM »
Quote
Also - if the menus are high-res, why not have hi-res graphics in them? Or run them through your upscaler?

I'm not sure what you mean by this?

So... if the menus are hi-resolution, why not have 1200 x 800 background, more pixels for logos, etc...

2480
Closed / [SUG][PLAYER] Fast-Backwards!
« on: July 23, 2020, 02:58:11 PM »
A button for fast-backwards, to quickly rewind to a particular point...?

It's already kind of possible to do this by customising a Hotkey to -4 frames and then holding it down, but a dedicated button might be good as well.

2481
It's come up a few times that "waiting around" for Lemmings once a level is complete is sometimes an issue, even with smaller lem counts. Also, there are times when you want to move ahead quickly, but the Frameskip buttons can sometimes be unpredictable (that's not a complaint - I love my custom Frameskip buttons and use them all the time).

However, not everyone uses custom Frameskipping and may enjoy the use of a TURBO button!

2482
Quote from: WillLem
That's not a bad idea! :P

The reason Dullstar brought that up I think is because it has already been used on a level :P .

Haha, I know; I made the comment because it's something I did in Tame Gone Wild - it's the level Proxima is referring to as being "trollish". When I did TGW I was still in my naughty newbie phase. I'm only just coming out of it, really... ;P

Maybe we can prevent such cases of hatch stacking though by making it easier to modify the limited-number hatches... If all you want to achieve is "I want the 70 lemmings from hatch A to come out first, and then at the end the 10 lemmings from hatch B"... then it would probably be best to have a box you can tick that chooses between "alternating hatches" and "successive hatches".

+1 for this. Super idea!

That would prevent the author needing to stack 20 hatches to get this result, but they would still need to stack two, and they would be doing so for the explicit purpose of deceiving the player. I'm on board with many use cases of stacked hatches being legitimate, but not this.

On the other hand, I can see legitimate puzzle potential in wanting 70 lemmings from hatch A to be released, followed by 10 from hatch B, if A and B are visibly separated -- so there could be discussion about such a feature

Good point. Although I still think the easiest way around this is to have an in-game indicator that the hatches are stacked, or how many there or, or something... it does need discussion, but I generally don't like the idea of not allowing a feature that's a good idea just because it might be used trollishly. A visual way to represent stacked objects (or indeed a warning system) is all that's needed to circumvent this issue.

However, this is a general problem. One could certainly make the case that each and every hatch should always display the number of remaining lemmings inside, for consistency and visual clarity.

An interesting point: it's currently possible to stack a limited hatch above a regular hatch, so maybe all hatches should display the number of lems yet to appear. This info could then be removed from the panel in favour of something more useful, perhaps.

2483
Closed / Re: [PROPOSALS][PLAYER] New menu design
« on: July 23, 2020, 02:22:43 PM »
(c) Options like mass replay check, cleanse levels, etc, should be collected in a "Creator's Tools" sub-menu

+1. Yes! Brilliant :thumbsup:

all buttons are clickable

Could they have "hover" and "clicked" versions as well? This could be a simple recolouring/edge-shading of the background; happy to do the graphical work for this if you like the idea.

I'm in favour of pretty much everything else you've suggested as well, apart from the following:

I never click on the rank sign, but I use it all the time to see what rank I am currently in, especially when using the up and down arrow keys to switch rank. That must stay.

It's simply much nicer to have a visual representation of what the rank is about, rather than it just being a string of characters in the level-selection menu.

+1 for rank graphics staying, for both of the reasons given by Proxima and Strato. It can actually be very useful for seeing where you up to at a glance from the main menu, even if you don't use it as a selection button, as such.

With the Talisman menu... having... an overview that is accessible without having to look at every single level separately in the level list would still be nice.

+1 for this (although I definitely think the F4 Talisman menu should be removed): one suggestion could be having the full list of Talismans visible from the F2 level select when clicking the title of pack itself. Doing so currently already indicates how many Talismans have been achieved - I guess there's no reason it couldn't also display the full list as well.

Also, it doesn't help with seeing the talisman requirements during play -- and maybe once that is addressed, there won't be any need to show them on the preview screen at all.

Agreed. I think a simple icon to indicate the presence of Talisman(s) in the level is all that's needed on the preview screen. I do kind of like the idea of showing the skill panel, though, and I suppose there's no reason that it couldn't also show the Talisman-related skills once the icons are clicked...

I'm generally all for keeping the preview screen as un-cluttered as possible.

Yeah, fair. I didn't expect the suggestion of removing the rank sign would go down very well... - it can stay.

Ah, good! :lemcat: :thumbsup:

Does this need to be directly accessible from the main menu, though? Would it be acceptable for it to instead be accessed via the level select menu; either as a secondary tab when a level / rank is selected, or else as a "click to view talisman list" button with a similar effect to the existing menu option?

+1 for this, as per my suggestion typed earlier in this message.

I need to start changing the way I reply to threads...! :forehead:

The main goal here is to have it as an efficient way of showing more info - the release rate and skillset - on the preview screen. The re-use for talismans was actually an afterthought, to be honest, but I do very much see it as a useful idea. I'd also note this wouldn't be a full skill panel, but would only show the release rate + skill buttons (I'm open to going either way on the "does it show placeholder slots when there's less than 10 skills in the level").

Since this idea needs a bit of support, I'm happy to +1 this. As long as the overall goal of the preview screen is to make it more readable and less cluttered, I quite like the idea of a visual representation of the skillset, RR, etc.

Another question to discuss is - since these menus will be mouse-friendly, obviously, they need a visible cursor. Simply using the default Windows cursor is not out of the question, nor is using the same crosshair cursor from in-game. If the in-game one is used, it would by necessity always use the high-res one (as menus are always drawn in a resolution equivalent to high-res, and have been even as far back as DOS Lemmings).

What about a blue arrow with a green edge... or a green arrow with a blue edge?



Also - if the menus are high-res, why not have hi-res graphics in them? Or run them through your upscaler?

2484
Closed / Re: [SUG][PLAYER] Displaying Talismans In-Level
« on: July 23, 2020, 01:47:36 PM »
If the talisman conditions are visible from the preview screen... do you think specifically showing the (remaining) limit in game on top of having the per-skill limits as suggested above... is necessary?

No, not at all. If it works in the same way as individual skill limits, i.e. changing colour or not allowing further skill assignments, this would be fine. It would need to be something in-game though, as it's way too easy to forget talisman info from the preview screen.

2485
NeoLemmix Levels / Re: Lemmings Redux
« on: July 23, 2020, 01:39:17 PM »
Official WillLem Suggestion:

6 ranks of 27
Replace Matter of Timing with 4TH DIMENSION
Replace Old MacDonald with Mary Poppins' Land
Add Running Jump and Boiler Room to bring the total levels to 162 8-)

2486
NeoLemmix Levels / Re: Lemmings Redux
« on: July 22, 2020, 01:12:02 AM »
The current pack is 5 x 32 (160). If we increase the pack size, the main options are 6 x 27 (162), 5 x 33 (165), or 6 x 28 (168).

OK, I'd suggest 6 x 28 then. Maybe even 7 x 24...

we will have a vote on whether or not to increase the number of levels, so "shout outs" are unnecessary.

My apologies - perhaps my choice of wording wasn't quite right. What I meant was that since the current discussion may lead to an increase in the number of levels in the pack, I felt it necessary to bring attention to the fact that doing so will also, by default, increase the number of levels in each rank. Since my opinion is that the ranks are already way too long at 32 levels each, it seemed relevant to include this point as a factor for consideration in the current discussion.

Removing a level now (for any reason other than intrinsic problems... would undermine the selection process and make it impossible to make clear decisions going forward.

Yes, I can see how that would be an issue. Since discussion regarding the levels has been opened up again, it initially seemed to make sense to include as many opinions regarding level selection at this stage as possible, especially now that Redux is bundled with NeoLemmix and therefore represents the current community.

However, if removing levels is already a no-go, then of course I agree on the basis of the reasons you presented (i.e. preserving previous decisions regarding the levels.)

2487
Closed / Re: [DISC][PLAYER] The final new skill
« on: July 22, 2020, 01:01:21 AM »
how about the final new skill be a lemming that can reveal hidden elements such as stacked elements (ie hatches). Haha just kidding.

Haha! I think that's the first joke I've seen you crack, I thought you were being serious at first :crylaugh:

I would like to see a downward diagonal builder since we have an upward diagonal one and a horizontal one(platformer).

I think this idea's already been ruled out... platformers and well-placed terrain can achieve the same thing from a design point of view, but I agree it would make existing levels very interesting for remix/challenge purposes.

there have been times I wanted one availaible when trying to make my version of Angry Lemming

Angry Lemming?

Some of the discussion makes me kind of opposed to the idea of having it be the final new skill. The surviving three could all arguably be good ideas, but one must be chosen and the others discarded.

Agreed. Although to be fair, my favourite idea has both already been ruled out long ago so whatever gets chosen out of the remaining lot, I'll be happy enough.

If I were to rule one of the ideas out, I'd rule out the projectile skills. For every other skill, the skill shadows and sketches are an assist feature, but I think the projectile arc would make the skill shadows and sketches a must have for using it.

Hmm... good shout. The projectiles were initially my favourite of the three, but this has made me re-think. I think having the option to turn off skill shadows (which I believe is definitely happening now) would mean that players could get used to using the skills "classic style" to get an idea of the range and be able to judge it more or less accurately without the use of the shadows, then perhaps be less reliant on the shadows when they are enabled.

2488
Whilst I'm waiting on the purple GameCube arriving, I got to work on my existing black GC. I RB'd the controller port cover and memory card slots, plus took the whole thing apart, cleaned it, got rid of all the dust, and polished the jewel on the lid. Really happy with the results, and it's given me a lot of experience working specifically with the GC which I'll be able to apply to the purple one when it arrives.

Here's the black one, looking cooler than ever! 8-)




2489
I wasn't aware it was possible to get replacement screen protectors. I should probably look into that; I've got a Game Boy Color as well as an original Game Boy in my collection that have badly scratched up screens.

I had one of the later model GBA SPs that had a backlit (rather than a front-lit) screen, but it doesn't charge anymore. I also have a DS Lite with a similar-ish problem. I should probably look into that; getting them repaired would be quite nice.

I picked mine up from SuperSmashMedia on Amazon, it was only £5. Most (if not all) of the available replacements are third party, but they look basically identical. The lettering on the one I got is slightly clearer and the colour of the stripes is a touch darker, but I actually prefer that. And - of course - it's brand new, so gives the GameBoy that pristine look. It's currently on display on my bookcase, I keep glancing over at it and feeling chuffed that I actually bothered to do it after years of thinking about it!

Have a look at Handheld Legend. These guys are USA-based so may charge shipping fees outside the US (and they're not the cheapest) but they sell pretty much everything for Nintendo hand-helds.

2490
Come now, that's clearly not in the spirit of the game:

1) You will be given three short descriptions of a certain type of video game music, and it's up to you to write down the title of one specific video game track...

Ah yes, good shout. OK:

Spoiler (click to show/hide)

I've updated my original entry as well.

Also, @Proxima - whilst we're reminding each other of the rules, please be sure to put my quote (in your previous message) in spoiler tags as per requirement 2. Cheers ;P 8-)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

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