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Messages - nin10doadict

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226
Level Design / Re: Communities & level editing, probable history
« on: October 08, 2017, 09:22:36 PM »
Sounds about right except for the 'build high quality levels from the get-go' part because pretty much everyone is going to make a few levels that are hot steamy garbage when they're just starting out. Until they pick up on the quality that the community has established and gain some experience with level design themselves, most people are going to make a few stinkers. I feel like I am a good example of this; while Lemmings Squared does have some good levels, it has its share of terrible ones too. Having gained more experience and feedback, I feel like Casualemmings has a lot fewer levels that are objectively bad.

227
NeoLemmix Styles / [NeoLemmix] Cat trap
« on: October 07, 2017, 11:27:31 PM »
Not a full tileset per se, but rather a single object: A cute kitty that will slice and dice a Lemming that comes near.
The set also contains the BitPolar tiles I used in my fanart level in Casualemmings because I just decided to put those pieces in the same tileset instead of making a new one.

I've had a few requests to make this object available, so enjoy! I did turn down the volume of the cat slightly.

228
I still feel like I did something I shouldn't have with 'Final Impediment.'
I'm thinking maybe just have the water under the middle column in 'If at first you don't succeed.' I like the normal solution I use of sending an athlete up to build the way then mining through the third pillar and bombing through the stairs. It feels a little less janky than what I had to do here.

On another note, I finally solved 'No justice for the hero.' No idea why that one took me so long... Made me feel like a total moron the whole time. :(

229
I think the minimap is certainly worth discussing. If removed, it would open up space to display other things that might be more helpful. While I think the minimap is cute, it's true that I hardly ever look at it. That said, for really big levels, I do find it useful to click on the minimap to quickly jump to other parts of the level without having to zoom out. If I am looking at the bottom left and want to look at the top right, the minimap can get me there with a few quick clicks. If I zoom out fully then zoom back in, I'm left looking at the center of the level. I'll have to scroll manually over to the top right from there, which is slower.

230
NeoLemmix Main / Re: Several bugs in the current version of NeoLemmix
« on: October 06, 2017, 05:31:58 PM »
These are actually new features getting implemented in the switch to the new NeoLemmix format, from what I understand. Release rate is getting a change where every distinct rate will be different. In the original games, only every other number was different (97 = 98, 95 = 96, and so on). In the new format, every release rate will be different. 99 will still be the same, the new 50 will act like the old 1, and every number lower than 50 will be even slower.
As for the ability to open the options menu and level select even while playing, I believe that is intentional as well. If you've played DOS Lemmings or similar you may be used to having the function keys like F3 be used as hotkeys to select skills... I can see how you might be annoyed when F3 is suddenly opening an options menu instead.

231
Joke review of the contest entries is up.
https://www.youtube.com/watch?v=ZJW7p5Lgq-4&feature=youtu.be
Don't take it seriously. It's a joke. :D

232
Lix Levels / Re: Wafflem streamed Rubix's singleplayer
« on: October 04, 2017, 03:08:06 PM »
I also like that the platformer doesn't turn. Making it different from how it works in NeoLemmix allows for more puzzle ideas to come to fruition. For similar reasons if jumpers or shimmiers get introduced into NeoLemmix, I feel like they should be different from how they are in Lix (no tumbling mechanics, climbers can't cling to a wall if they jump into it, etc.)
I find marking Lemmings to be useful for when there's a Lemming in the middle of the crowd that I have to have do something by separating from the crowd, but I don't know exactly which Lemming it has to be to make everything time out properly. Marking the Lemming helps me to know which one I tried last. Still, that's a case that only pops up very rarely.

233
Levels for v10 or older / Re: [NeoLemmix] Casualemmings
« on: October 03, 2017, 11:38:28 PM »
'Sewer rodents' is a very open ended and easy level. Pretty much any route works, and the one you found is pretty close to the talisman solution.
'Super Mecha Death Gators' indeed has some trickery. You will have to sack a bunch of Lemmings, but if 99 RR isn't tight enough to get them through, then that means...? ;)
'Service with a smile' does have some pixel precision, but I don't really see how to work that out. I could just turn down the release rate to take off some pressure, but I think that makes things a little too simple.
'If only they could dig' has a solution that should be evident quickly if you've played this type of level before. If you haven't, then it's easy to forget about a certain tool you have at your disposal that generally isn't useful.

234
Levels for v10 or older / Re: [NeoLemmix] Casualemmings
« on: October 03, 2017, 02:17:59 AM »
I've already made some changes to Power Core, but I'll wait to update this level pack until I get feedback on all of the new levels. I'd rather release a fix to all the broken parts at the same time.

235
Frozen Factory V2: Made the large gap lethal to enter so you can't just build stairs in it and skip 2/3 of the level.
Power Core V12: Lowered RR to ease execution troubles at beginning of level. Hopefully I won't have to update this further. :P

236
Levels for v10 or older / Re: [NeoLemmix] Casualemmings
« on: October 01, 2017, 08:13:20 PM »
Version 1.1 is out now!
Check the first post in the topic for the updated .nxp and music pack.
I said I would add 5 levels, but I ended up adding 15. Also fixed some backroutes, shuffled levels around, and more.

237
Well I was going to record my attempts at these... Then I looked at them.
NOPE :o NOPE :lem-shocked: NOPE :lem-mindblown:
These are all way too hard for me. All I can do is just say "oh wow these look pretty." So I won't be voting on them.

238
I wouldn't mind if the ceiling did become deadly... The only level I can think of that I've played recently where I used the ceiling was "Bridgeworks" from Sublems, where I built all the way up to the ceiling to form a wall up there, which I don't think was the intended solution anyway.

239
Whether or not the ceiling should be solid isn't the focus of this topic, it's whether or not we should let the Shimmier move across it (if it stays solid). I honestly don't think it would look that awful if the lemming is grabbing the border, as long as the area outside the game window is a different color from the background. Plus, if the ceiling already acts like steel, then this will be consistent with every other ceiling interaction. Then again, not many levels actually ask you to do anything with the ceiling. The fact that it's solid tends to be more important than the fact that it is steel.

240
I also agree with the 'comb' case. Ending up walking on the lowest ledge seems to be the thing that makes the most sense there.
I'm guessing there's gonna have to be some messing around with stuff to figure out what looks and feels good. After all, it's not that often that a person codes everything just right on their first try anyway. ;)

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