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Messages - WillLem

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2671
In Development / Re: A second gimmick pack?
« on: May 24, 2020, 03:59:43 PM »
What's needed here is a list of each gimmick and what they do. It seems there are far more than I realised!

In general, I'm more in favour of those that affect game physics rather than skill assignments, and I'm not in favour of combining gimmicks anywhere except in the final rank - so, giving each gimmick its own rank definitely seems like a good idea. If nothing else, it's in keeping with the structure of original Lemmicks.

That said, I'm happy to expand on the structure of original Lemmicks by pretty much insisting that at least levels 1, 2 and 3 of each rank are no more than Fun/Tricky difficulty to allow the player time to get used to and explore the gimmick.

I'm repeating myself a lot here. Let's get on that list! We just need each one and a simple description of its function. I'll start it off in the next post with the ones I know...

2672
Lix Levels / Re: The original Lemmings 2-player maps
« on: May 24, 2020, 03:54:40 PM »
No, Lix doesn't load Lemmings 1 nor Lemmings 2 terrain. It doesn't load Lemmings 1 .lvl maps either.

This always felt like too much extra work to port. :lix-ashamed:

Is that the only reason? I was under the impression it was a copyright thing...

Which got me wondering, why/how do NeoLemmix and SuperLemmini carry on the way they do if copyright is a concern?

2673
Lix Main / Re: Progress to next level without getting back to menu
« on: May 24, 2020, 03:53:12 PM »
Quote from: RubiX
the reason Lemmings was so compelling to me is that I like being 'locked' from just selecting levels at any time until a map is beaten,  and also having no way of cheating myself through it... I like the feeling of 'If I want to progress, the only way is to play. Does anyone else actually completely understand what I am getting at, or think it's silly?

I totally understand this. I think it's similar to wanting to play the game without Framestepping/Skill Shadows/other player-assists: it's a different sort of challenge, and adds another dimension to the game.

Removing the need to execute a perfect builder placement, for example, or indeed beat a level in order to progress to the next, removes a valid part of the game's aesthetic, and therefore removes a reason to enjoy it. However much it may serve the game's other aspects, some players are undoubtedly going to notice the absence of these things.

It's ok to say that you just want it more like Lemmings, then at least you make it clear and honest that the problem for you is primarily Lix not evoking enough of the nostalgia you'd like to have when playing any lemmings-like games, versus other possible reasons.

It's not always about nostalgia - sometimes it's simply about "no - don't get rid of that, that's a good part of the game!"

Since this will always be subject to debate, it's easy for people to back up an argument to remove certain elements of the game by claiming that any argument to keep that element is merely related to nostalgia. I've encountered this a number of times, and it's very rarely the case. I don't play NeoLemmix, SuperLemmini or Lix for nostalgia - I've got the Amiga emulator for that. If I make a suggestion for any of the modern engines, it's because I genuinely think they will improve that engine!

In the case of Lix, for instance, it's more that being presented with an end-of-level screen including options to return to menu or progress would genuinely be a preferable UI experience than always going back to the main menu each time. Not because Lemmings does this, but because it's a useful and enjoyable game experience. Anyways, probs best to continue this particular discussion here.

More generally, most games do something to celebrate the user's success; even the games that don't have a separate screen or dialog, will generally still enact some "end-of-level sequence" (like Mario with the flagpole and entering the castle and sometimes fireworks, in Super Mario Bros 1)...
Ultimately different people will also feel differently.  For some people, the mere fact that they finally solved the level, or finally got some improved solution or challenge to work out, is plenty enough satisfaction, they don't need the game to then go out of its way to stop and congratulate.

I like being congratulated, particularly if it was a difficult level! Lemmings is a game which has a lot of potential to take on the flagpole-and-fireworks idea. At the very least, it's good to see the stats and reflect on your performance. Lemmings needs it downtime, as well: it can be quite an intense game.

One idea I've had is that the end-of-level screen could involve a gif animation of the Lemmings/Lixes arriving home, maybe having a picnic, or a party, or a rave, whatever! Maybe there could be different ones on some sort of rotation. This could, of course, accompany the usual stats/what-to-do-next options.

I certainly agree with ccx that number of clicks is absolutely not a factor for this sort of thing. Sometimes, I'm in no rush to move on to the next level and I might even just close the game screen and do something else. Other times, I'm in a hurry to move on and I spam click to get through the screens! (This is perhaps more relevant to the Amiga version, which takes its sweet tie loading the screens and moving on at its vintage pace.......!)

2674
Lix Main / Re: WillLem's thoughts about Lix
« on: May 24, 2020, 03:21:22 PM »
Lots to reply to, I apologise if this post is a bit loooooong...!

(Which is probably really wierd for you guys to read, as most Lix players know I made a big level pack, but a lot of the reason for my map-making in Lix is that I absolutely love the ease and speed of the editor) IT IS A FUN EDITOR

I plan to do a video making a level in Lix soon!

Me not playing a lot of community maps has nothing to do with 'not wanting to play their levels' but it has everything to do with the real feeling of accomplishment and reward that I spoke of above.

This is a shame: community content is a great thing, and certainly enhances the experience of using platforms like NeoLemmix and Lix. Maybe give it another look sometime.

This is incredibly valuable. It's very hard to observe first-time use otherwise. Thanks!

You're welcome! I'm glad it was useful, and I will do some more; particularly one using the editor for the first time.

This comes from lag... I don't know why you have lag this bad. Is your machine 15 years old?

Confirmed. The machine I did the LP on is from 2010. I recently bought a 2019 laptop and Lix runs perfectly on it; they move faster and the controls are snappier as well.

I guess the runner's permanent future speed, after you achieved the bunching, throws wrenches in your ideas?

Can the Lix Runner be cancelled with a Walker? Also, does it speed up all skills or just the walking state?

Quote from: ccexplore
Lix is supposed to run at 60 fps with 15 phyu/s. You seem to reach 15 to 20 fps and roughly 12 phyu/s, which increase to 15 to 20 phyu/s (matching fps) with the normal fast-forward (intended to run at 1 phyu/frame, or 60 phyu/s). Turbo-fast-forward performs 9 phyus per frame.

This is a problem. I don't know why you have lag this bad. Is your machine 15 years old?

It's also possible there are other programs running in the background that help contribute to this lag?  Hopefully not the recording software itself for making the video.  Maybe a less obvious program?

The game runs slow on my laptop even without OBS, but I don't doubt that OBS was contributing to some of the on-screen lag. My laptop does struggle to process games and screen-recording software simultaneously, hence why I need a new one...

2675
General Discussion / Re: WillLem's Blog
« on: May 24, 2020, 02:25:49 PM »
What is a truth for you, what entities are able of being true or false?

I suppose that one mark of truth is constancy - i.e. if something cannot be changed by time, perspective or physics, then it is "true". However, it is also possible for something to be true right now, but false tomorrow. However, such things are subject to the question of whether they were ever true, a question that can only be reconciled by evidence. And, such evidence needs also to be "true".

It's a great question though, and one I can't easily answer.

Imagine there is exactly one pencil lying on the table at a certain point. Would you see the sentence: "There is exactly one pencil on the table at that certain point." as true or as false or as neither? Is such a sentence for you able to be true or false?

Yes, but it would need to be verified. It's possible to see what appears to be a pencil on what appears to be a table seemingly in the present moment, but that requires three things to be confirmed: that what you're seeing is in fact a pencil, and that what it's on is in fact a table, and that you're seeing it now rather than remembering it later. For these, we largely rely on our senses, as well as prior knowledge of what the objects are, and awareness of the passage of time.

Pangea theory was developed in support of Plate Tectonics theory. However, ask yourself (if it's) plausible (that) all of Earth's continents were once joined together on one side of the planet, whilst all of its water made up the other half.

Specifically, plate tectonics do not actually posit that the Earth started off as Pangaea.  Instead, the continents of today were the result of the breaking apart of an earlier supercontinent that geologists named Pangaea, but other stuff happened well before you got to Pangaea.

Whether or not Earth's land masses started off as a super-continent is not what's in doubt here: Expanding Earth Theory questions whether they were ever in such a formation on one side on Earth at the size it is now whilst all of the water was on the other side. It seems to be more plausible that the continents were in fact joined on all sides, which of course would only be possible on a smaller planet, with or without water.

At the times in Earth's history when continents did come together, their old boundaries were effectively erased by great, violent force as the continents collide and smoosh together.  It's like if you take two balls of play-doh and smoosh them together into one, in the process the touching parts of the original balls' surfaces fuse together and effectively disappear as distinct surfaces.

I just want to take a moment to enjoy your use of the verb "smoosh" twice in as many consecutive sentences. :lemcat:

Smooshing, as I understand it, is what you do to dogs, cats or other small animals that are particularly cute, displaying extreme physical affection. i.e. "come here so I can give you a smoosh!" :crylaugh: :lemcat:

The "Butterfly Dream" alluded to for example, basically boils down to the question:  "Is it the man dreaming he is a butterfly, or is it the butterfly dreaming he is a man?  Can you really tell which is which?"  If you consider that a dream is a mind's simulation of the "real" world, then effectively you have a form of simulation theory in another guise.

That's true, I hadn't thought of it that way: dreams are, in a way, a simulation of reality. Descartes attempt to reconcile this with his oft-quoted "Cogito, ergo sum" - existence is certain as long as there is awareness. However, the nature of that existence is still, indeed, up for investigation.

Coders use a pre-existing or self make set of rules to create a system and are then bound by that system/must play within the rules of that system. "God"(s) are not bound by any system or anything at all.

Aren't they?

That's what really limits us; if you didn't/can't think of it; it's not going to happen. Even if it's something really simple. If it doesn't occur to you; you can't do it, except by stumbling upon it by accident.
...
When you have a thought it is an image, voice or feeling that is a mixture or regurgitation of previously collected stimulus. The images in your head are "real" in that they are there, they exist.

Is thought, therefore, God?

In the 'real world' there is no such thing as pi and there is no such thing as circles.

I disagree here: the observable world is full of naturally-occurring circular and spherical objects. I'd probably prefer to conclude that the shape came first, and pi is our way of understanding and measuring it. But then, it could also be reasoned that pi is the "natural code" that allows circular shapes to exist in the first place... hence the question.

Yes, you may never find a perfect circle in the real world. But you do find plenty of slightly imperfect circles that deviates slightly from pi, and the mathematics tell you how the amount of geometric imperfection translates to an amount of numeric deviation... It kind of makes the question of whether the abstract thing is "real" or not almost a little irrelevant?

How so? (i.e. how does it make it irrelevant?)

I will point out that simulation theory has an obvious built-in weakness, in that the theory being true can also very well mean it can never be proven. Just like there's no way for the lemmings to escape your computer into the world outside, most simulations would effectively trap their inhabitants within the simulation, possibly with zero observable interference from the "outside", making it impossible for the inhabitants to come to any definitive proof that they are in a simulation.

If you could enter a simulated world of your own making, design it to be exactly as you want it to be, but with the caveat that you would either:

a) Not be aware that it was a simulation after entering it, but if you ever realised it was then you would immediately leave and never be able to return to it.

or

b) Be aware that it was a simulation, but be unable to leave after you entered it.

Would you enter the simulation under either of these conditions? If so, which one, and why?

2676
NeoLemmix Main / Re: Plans for V12.10.0
« on: May 24, 2020, 01:36:52 PM »
A compilation list of ideas/possible considerations:

The new official levelpack conversions - it seems like there's enough interest in keeping these a part of NeoLemmix, for various reasons. I am, of course, still very happy to continue with the process of converting and maintaining these. It's best if Proxima's challenge-approved packs serve this purpose.

An option to hotkey Skill Shadows - whilst the implementation or not of a Skill Shadow option has still yet to be decided upon (and, of course, how it's implemented), I'd probably suggest from the content of the discussion that Permanently-Enabled or Hotkey-Controlled are the two options that would provide the most all-round satisfaction. It seems that nobody is up for the idea of an option to disable them altogether.

An improved/updated menu screen - seems fairly popular. Subject to consensus/discussion of possible ideas, this one might be a good one to include in 12.10 since it's cosmetic.

An option to have different backgrounds for menu/level preview screens - this one also seems like a popular enough idea and would tie in well with the above.

Full statistics records/talisman info/etc included in F2 level select menu - This would be a great way to keep track of individual records, and could even form the basis for sharing/updating general records in the future as well. Note that this post also contains ideas of how this could be implemented, particularly for talisman info (which would then remove the need for an F4 talisman screen/menu item).

Level-pack downloader - I imagine this would be implemented in a similar way to the styles downloader, and would make it remarkably easy to download/update packs, for both player and creator. It could also be useful for ensuring that players always get everything they need for a pack with one click. It's just a seed of an idea at the moment, but could be developed into something workable.

I think that's it! It's been very useful compiling this list as I tend to come back to these ideas quite a lot, one way or another!

---

Regarding the jingles - I personally don't use them, but if a player has the post-level jingle enabled anyway, it makes sense that pack creators have the option to override the default jingle with their own, in the same way as any other sound.

2677
Is only the text in the level selection tree affected, or also all other texts displayed elsewhere in NeoLemmix (excluding of course the ones based on the Lemmings graphics)?  How about other texts in other programs running on that laptop?

It affects any and all programs that run in lower resolutions. The computer upscales these using a basic Bilinear filter, and they appear particularly blurry alongside the neat, HD-quality of Windows itself (plus any other apps that run in basic HD or higher).

All menus and dialog boxes in NL are affected by this scaling.

Please keep the screenshots coming, people. It's really a big help!

2678
Noted - this would be that the skill IDs weren't correctly adjusted to account for the introduction of the Shimmier... to be fixed after V12.9 stable is released. (And pending decisions on whether I continue officially maintaining the conversions at all...)

Surely this isn't a "maintaining official conversions" thing... it seems like this issue would affect anyone using the xmas style for custom levels.

2679
NeoLemmix Main / Re: NeoLemmix V12.9.1, Editor V1.21 Released
« on: May 24, 2020, 12:40:33 PM »
Yeah - WillLem made new animations for them, but I didn't realise this would impact physics (I thought they became useable as soon as the exit started opening, not only when it finished doing so). I'd have rejected the modified existing ones had I realised this at the time, but V12.9 (and the associated styles) were already out in the wild by the time I realised this.

I already released an updated version of the level to address this difference, though.

I thought that locked exits became exitable as soon as the button was triggered - maybe this ought to be the case, so that people's levels aren't broken by the longer animation?

Great to see that these have been included btw! :thumbsup:

2680
Hi all,

I'm having some issues with a new laptop I bought recently. I've already decided I'm returning it, but before I go ahead and shop for another, I just need to see now NL looks in everyone's display.

Please can you screenshot your F2 Level Select menu and post it here, along with your laptop make and model.

Thank you!

For reference, here's how it looks on my old laptop (an Acer Aspire from 2010 with a 15" 1366 x 768 display) Nice, clear, friendly MS Sans Serif:


And here's how it looks on the new laptop (an Acer Swift 3 from 2019 with a 14" 1920 x 1080 display). Yucky Bilinear scaling with mucky orange anti-aliasing:


(I've also attached these images because embedding from imgur adds its own layer of filtering!)

2681
Here's my video LP of Rule 1!

Once I've got my new laptop up and running I'll do LPs for Rules 2 and 3 as well. :lemcat:

After filming this, I managed to solve Icho's Stachenblochen via a more refined version of the solution attempted in the LP. Probably wasn't intended though as it uses a lot of backroutey techniques. (EDIT: Replay only works for V1 as it was indeed a backroute.)

Also managed to solve DireKrow's Traipsing About Tombs after filming - turns out that I had most of the correct elements of the puzzle figured out, but I just had to put them in the correct order!

Solved JRT's This Month's Tribute To M.C. Escher whilst filming the LP. This one felt like a backroute to be fair, but I did like the fact that the abundance of skills offered plenty of solution possibilities, and it was good to get one for the LP :thumbsup:

Meanwhile, I haven't got a clue how to solve Armani's, (Icho's), Mantha's or NieSch's levels. I did have another look at them, and they're just crazy hard. Onto Rule 2 methinks, hopefully I've have a better shot at those...

Successful replays attached.

2682
Lix Main / Spawn interval fixed per level, 2020
« on: May 21, 2020, 03:55:46 PM »
Split off from thread: WillLem's thoughts about Lix

Sparked by video: Youtube: WillLem plays lemforum/Lovely 6-10

SI = Spawn Interval = Number of physics updates between two spawning lixes from the hatches. Measured as release rate in Lemmings. Release rate and spawn interval measure the same thing using different numbers.

VSI = Variable Spawn Interval, the ability of the player to change the spawn interval during play. Lix doesn't have it. Lemmings had it.


-- Simon



To be fair, even the Amiga version didn't offer release rate changes or a timer in 2-Player mode... perhaps this is why it doesn't feature in Lix's single-player mode either, if it was never originally intended to be a single-player game.

That said, I always thought that RR should have been available in the 2P mode as with practice you can use it tactically as well as functionally, even in realtime.

Still, the Phyus counter happily makes up for lack of a timer and I guess I can try out something new and see how the game is different without the RR...

2683
In Development / Re: A second gimmick pack?
« on: May 21, 2020, 03:46:15 PM »
Also, note that deadly edges work differently in 1.43: The lemming looks like he walks into a fire trap (frier animation), so he might die slightly earlier than he would in New Formats from walking off the map

Hmm. In that case, I'm not sure... maybe take it on a level-by-level basis and see what works. Obviously, the wrap ones won't be a problem. It could also be that we keep solid sides but just always have stuff around the edges of the level so it's never an issue anyway.

Finally, I've added one more question to the starting post, and that's the question of whether ghosts should appear in the pack again, and if so, in what form ;) .

I'd say only if they're never used in a confusing way! :forehead: :-[

2684
Lix Main / Re: WillLem's thoughts about Lix
« on: May 21, 2020, 02:05:22 PM »
It's come to my attention that Lix doesn't have a timer - I'm guessing a decision was made to cull this as well as the release rate?

If so, these would probably be my biggest turn-offs for Lix generally (i.e. no timer, no release rate). I like to know how long it took me to solve a level even if the timer isn't a factor, and release rate is useful for way more than just speeding up the stream once the level is solved...

Having said that, I can see that Lix is quite far removed from Lemmings as a game and isn't trying to be a Lemmings clone, despite its obvious similarities. So, it's that bit easier to accept that there are glaring differences between the two based on game philosophy. I'm just unlikely to get into it as much, is all. Which is a shame, because it genuinely seems like a decent game/engine.

2685
Lix Main / Re: Progress to next level without getting back to menu
« on: May 21, 2020, 01:59:18 PM »
You actually get feedback to your performance below the preview screen where else the level information is written and the checkmark indicates that you've won the level. But I agree that this information could be made eye catchier. Improvement for LastGameStats is discussed in connection with problems with smaller resolutions.

Ah yes, fair enough - I didn't notice that straightaway. Making it more prominent would be a good thing, for sure. It would be good if it could show time taken/best time as well.

Having said that, I noticed that Lix doesn't have a timer - I've posted my thoughts about this here to keep it topic-relevant.

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