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Messages - WillLem

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2626
Closed / Re: [SUG][PLAYER] Ability to turn skill shadows on and off
« on: May 31, 2020, 01:55:02 AM »
The usage of skill shadows is different from all of these. They are all features I would want to have inactive nearly all the time... I would hate the inconvenience of having to press a hotkey any time I wanted to see a skill shadow

Fair enough. Toggle on/off does seem better than the "hold" option, even though I feel it does bring the feature in-line with the other player-assists. I see what you mean though - Skill Shadows are probably used way more than the others.

Having said that - I still sometimes choose to navigate splat drops and trigger areas without using the ruler/CPM. I guess I believe it keeps my eye for the game well-tuned. If Skill Shadows had a similar implementation, players may find their judgement improves as they begin to rely on it (i.e. their judgement) more.

How so? That scenario would fall under the 3rd or 5th option, depending on what their preference is for *how* to turn it off.

Not necessarily. The question is asking what a person's primary choice would be. Even those who'd like to see Skill Shadows be made optional may still continue to keep them on all the time, knowing they can be turned off whenever.

the user should always have a way to turn it on when in-game

Massively agreed.

2627
I believe the fixes in recent versions likely address that backroute even if they weren't designed for it. In the event that you can still get it to work in the latest version, I'd like to know about it.

I can confirm that my solution doesn't work in V7. And, I now have no idea how to solve it! :crylaugh:

2628
This is still a work in progress, but can be used as a basis for this challenge, so long as it's clear that all results are only tentative until we have a final version.

I'm happy to wait until version 1.0 has been finalised to be honest. What do you reckon, Minim?

What should we do about this?

Four possibilities:

1) Make every entrance hatch spawn Swimmers, and every time a lem enters the water as part of the solution count 1 Swimmer (unless it's the same lem).
2) Make every entrance hatch spawn Disarmers, and every time a lem disarms a trap count 1 Disarmer (unless it's the same lem).
3) Remove Stoners (I'll probs do this for my version of the challenge since I'll be going for all-save each time anyway).
4) Something else I haven't thought of.

2629
NeoLemmix Levels / Re: Lemmings Redux
« on: May 30, 2020, 06:13:56 PM »
Here's an LP of the first rank of Redux, episode 1 of the new series!

2630
Closed / Re: [SUG][PLAYER] Ability to turn skill shadows on and off
« on: May 30, 2020, 06:11:30 PM »
Am I really the only person who thinks that Skill Shadows should work in the same way as CPM, Splay Height Ruler, Projection Shadows, and basically everything else that's hotkeyed in the Player...?

I thought that there was way more support for the idea of an option than this...

Again though, maybe some of the people who would generally keep Skill Shadows enabled most of the time still would enjoy the option of, well... an option! :excited:

2631
Closed / Re: [DISC][PLAYER] The future of official game conversions
« on: May 30, 2020, 06:08:44 PM »
Some quick final thoughts on this topic:

I've almost finished making Amiga Lemmings, which is essentially a converting-to-NXLV and minimal tidying up of the original Lemmings and Oh No! LVLs extracted directly from the Amiga platform.

These can serve as (at least graphically) authentic versions of the levels which people can use for remixes, or simply enjoy an experience that's as visually close to playing the levels on the Amiga as you can get in NeoLemmix (the custom skill panel will help with this aesthetic as well!).

Meanwhile, I think we all want versions of the original levels that are widely recognised as "NeoLemmix official", (albeit unofficially ;P), for use in challenges and to remain on the official conversions page for easy access.

Originally, I did offer to be the one maintaining such versions, but the more I think about it the more I realise I'm probably not the best person to do this given that I'm not exactly a "NeoLemmixer" when it comes to Lemmings gameplay philosophy. I also realise that Amiga versions of the levels aren't compatible with this philosophy, and therefore my compilation isn't the best one to use for this purpose.

So, I just wanted it to be clear that I'm more than happy to see Proxima take the reigns with this, but of course my offer of help with the task still stands should it ever be needed.

I'd also put ericderkovits forward as a Forum member whose attention to detail and enthusiasm for the original games makes him an ideal person to work with on this as well.

So, with that, I'm signing off my involvement in this topic. I'll release Amiga Lemmings soon in the spirit of finishing projects I've started, and I'll make it very clear that they aren't meant to be NeoLemmix-approved versions of the levels, simply direct conversions with restored graphics.

Thanks,

WillLem :lemcat:

2632
Yeah, ignore that little bit of squabble! Proxima will do a great job at maintaining the packs, I'm sure. And, ultimately, it's way more important that we're all talking about the same packs when we do challenges.

2633
So I appreciate the idea of saving space by combining the two buttons, but I'm not too sure on whether it's wise to not have a "play" button. :-\

5 cards could still be put in a single-row formation, which would probably be my preference if keeping the current general menu aesthetic. I'd suggest (not necessarily in this order):

PLAY (F1) / LEVEL SELECT (F2) / OPTIONS (F3) / REPLAY (F4) / RANK (UP/DOWN)

I'm also open to the idea of a complete redesign, given that NeoLemmix is very much its own engine now, and perhaps should make this point right away in the menu screen, like Lix does.

I'd go so far as to suggest a higher resolution menu as well (happy to volunteer to create graphics if needs be).

Also, I'd rather the replay button just directly launch the file browser for you to select a replay file.

Fair enough, although maybe the replay browser could be customised to include a Mass Replay check button/general replay options.

Can replay files be configured to load the correct level as well, or does the order have to be load level>load replay?

2634
@Dullstar, I think I may have backrouted the level as well: (link to correct part of video) - bear in mind that this is an early version of the levelpack, but the footage may be helpful anyway.

2635
@Minim - I think Proxima is currently preparing a conversion for Challenge purposes. It's probably worth waiting for these, as they will likely feature some restoration of the decorative terrain.

2636
Welcome to the topic for my all-new LP Series!

WillLem Plays Through Just The First Rank Of A Bunch Of Custom Packs in NeoLemmix!

Episode #1 Lemmings Redux by The Lemmings Forums Community
Episode #2 SubLems by Colorful Arty
Episode #3 Rodents by Ron Stard
Episode #4 TMChallenge by Proxima
Episode #5 NepsterLems by Nepster
Episode #6 Lemmings Plus VI by namida
Episode #7 Sammings 2 by Mantha16
Episode #8 Ski Sloping Lemmings by grams88
Episode #9 Lemmings Migration by Nessy
Episode #10 NeoLemmix Introduction Pack by IchoTolot


Here are the packs I'll be doing, not necessarily in this order (at this point I've arranged the list alphabetically by author):

The Lemmings Have Grown by Davidz
Godlems by Duuddu
Festival Millas 2020 by GigaLem
MobiLems 3: The Lemmings Strike Again! by mobius
Casualemmings 2.0 by nin10doadict
Lemmings World Tour by Strato Incendus
Lemmingzones by LemFan

2637
NeoLemmix Levels / Re: Random level map generator
« on: May 30, 2020, 08:41:47 AM »
This is a good idea, has there been any further development of this?

2638
Closed / Re: [SUG][PLAYER] Ability to turn skill shadows on and off
« on: May 29, 2020, 04:32:25 PM »
If all 5 of these options were possible, I'd mainly use toggle on/off. However, always off but available by holding a hotkey would also be good, and would be more consistent with other player-assist tools such as CPM, splat height ruler and the new projection shadow.

Quick comment regarding the poll, just seems worth mentioning: it appears that option 1 is the most popular at the moment, but this doesn't necessarily indicate that the people who've chosen this wouldn't want the option to turn the Skill Shadows off occasionally. The previous poll suggested that some people would be interested in having this option.

I would likely have Skill Shadows on most of the time as well; this whole topic (and indeed my entire campaign regarding this) has really been about presenting it as optional.

2639
Thanks for the kind comment NieSch, and for the hint! I will have another at the level sometime, for sure. :lemcat:

2640
NeoLemmix Levels / Re: Lemmings Redux
« on: May 29, 2020, 10:30:14 AM »
One possibility would be to have 6 ranks of 30, 180 in total, but again, that would require finding 20 new levels.

If any pack enlargement does take place, I'd suggest this would be the best way to do it as more & smaller ranks is better than fewer & larger.

since really we would then be making our own level inspired by the original, and that's beyond the scope of Redux.

To be fair, a lot of Redux levels seem to do exactly this by changing skillset, time limit, amount of lems, etc. For Oh No! It's the 4th Dimension!, for instance, simply increasing the save requirement would be enough to render this one less trivial.

Adding an extra rank requires further discussion of how to spread the levels out between ranks; simply keeping the same overall order but changing the cutoff points could end up with rank starters / finishers that don't feel so appropriate for the position, etc.

The simplest way around this would be to leave the start and last levels as they are for each rank, and it's possible that current members of the community may enjoy being part of the process of contributing to Redux.

I say all this without wishing to give the impression that I'm all for Redux being changed or expanded, but opening the pack up to the community once more (particularly now that it's bundled with NeoLemmix) and responding to feedback on what levels people would like to see included definitely seems like a positive thing to do. I'm communicating my thoughts in that spirit more than anything else.

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