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Messages - nin10doadict

#256
I'm wondering if I should try getting into these sessions at some point, but I've seen the chaos that can result in 2 player Lemmings matches. Trying to keep track of what 8 players are doing would probably make my head explode. :8():
Plus, my internet connection is often spotty and my computer is 7 years old, so if my head didn't explode then my computer might.
#257
Levels for v10 or older / Re: [NeoLemmix] Casualemmings
September 15, 2017, 09:04:10 PM
I probably will swap out the link, yes. And I suppose that the 'waiting a little while longer before posting' does serve the double purpose of giving more time to anybody who is still working through the current version.
#258
Levels for v10 or older / Re: [NeoLemmix] Casualemmings
September 14, 2017, 06:19:47 AM
Version 1.1 is just about ready to go. I've fixed the backroutes and adjusted levels according to feedback that I've received, and added five more levels to boot. However, since one of said levels was my submission to the design contest #13, I'm debating on holding off the release of the new version until the voting session for the contest begins.
#259
Knowing the solutions to many of these in advance makes it hard to judge, but I do know that I just got stuck on 'with a little help from my Lem' for a half hour. Then I came back to it after playing some other levels and solved it in 30 seconds. I don't know why this happens to me sometimes. ???
"The needs of the many" either needs to have the backroute fixed or move down. I can see what the level wants me to do but you don't have to use the builders at all. A bomber at the very top of the wall will let you bash through the whole thing.
The rest of the ordering seems fine.
#260
Seems pretty solid but I feel like "Downwardly Mobile Lemmings" should move down a bit because it really just feels like "Tailor Made for Blockers" except easier.
#261
The timer in NeoLemmix does blink a bit slowly when it runs low. Perhaps if it was invisible for less time (say, 1/15th of a second invisible, then 14/15ths visible or something like that) or if it just blinked a different color (could just invert the color of the text, seeing as how some packs actually change the text color) then it might be better.
At the very least it keeps blinking when you pause. If you could pause it when it was invisible then it would really be terrible. :XD:
#262
Quote from Ichotolot:
QuoteMy point of view is: I want to treat the player good like a god. I want him to understand, learn and see everything, but my goal is still (at least for the last rank): Defeat (stomp) the player fair and square. No dirty tricks, no hidden stuff - just a 100% fair, logical and solvable puzzles that get the better of him. So yes, I still want to defeat him in the end.
That was my view when I first started making Lemmings Squared. After posting it, I was harshly made to realize who I was dealing with. Casualemmings is my repentance for being foolish enough to believe I could defeat the veterans. :D Though I have been making a bit more progress on some of namida's levels... Just a bit.

From the looks of it, radiation is going to go away too. That's fine; I'll just stop making levels with it. I had a few more ideas with radiation, but I can come up with other ideas that don't use it. I probably won't be switching over to the new format for a while yet anyway, so perhaps I'll just use these ideas while I still can and then never have to bother thinking of ways to use radiation ever again.

Removal of features does prevent some levels from existing in newer versions, yes. This cannot be avoided. But those levels aren't gone for good. If you want to play it, you can still boot up the old version. Just like with the first Lemmings game: If you want to deal with having to restart a long level because you made one slip-up right at the end, the original game is still there for you. The fact that the old versions still exist and can be developed for if you so choose is what really makes the decision to cut a feature less painful to deal with. I support Nepster's push to take NeoLemmix in a different direction that tries to limit execution-based difficulty; that's why the engine was created in the first place.
#263
Levels for v10 or older / Re: [NeoLemmix] Casualemmings
September 11, 2017, 11:50:24 PM
I did create it myself using sprites from Legend of Zelda: Minish Cap as a baseline. The sound is a combination of two sounds from the Incredible Machine: Even More Contraptions.
I'll attach the custom tileset to the next update (which contains the pieces used in Perky 20 as well), which should be soon. I believe I've ironed out all backroutes at this point and have made 2 of the 5 new levels, so it shouldn't be too long in coming.
#264
General Discussion / Re: Post your REALLY bad puns here!
September 09, 2017, 02:23:23 AM
Sure, let's just keep hammering these out.
#265
Instant death right near the start, maybe? Just guessing here
#266
Looks like slowfreeze gets the ax then. So it goes.
As for the 'Airborne Aid' level, the replay that was posted seems to be broken so I can't see how it was supposed to work. That said, the level itself was broken too, unfortunately. I was having trouble figuring out how to get everything to time out properly and then realized that you don't need the teleporters or slowfreeze at all... That's a bit of a problem there. The fact that the slowfreeze was annoying enough that I started looking for ways to get around it entirely doesn't bode well for the defense of its continued existence. As mentioned though, it will still exist in the old versions, so it isn't like it's dead forever.
I appreciate the effort to try to defend this feature, but I can't really jump in to defend it myself. I've made a total of one good level featuring it. That doesn't give me enough ammunition to work with. At the very least I don't even have to consider what I could do with it anymore.
#267
Levels for v10 or older / Re: [NeoLemmix] Paralems
September 06, 2017, 09:51:18 PM
It's not the Oh No tracks that annoy me, I actually like all of those. It's some of the original tracks that I don't like, mainly because I grew up with the SNES version and so certain other covers of those tracks sound foreign and wrong to me. So I end up muting the game music, opening up YouTube in the background, and then playing a song that I feel will fit the level I'm on. I could have copied some of the other tracks I had and given them names so they would have played, but enh...

I did just finish the Demented rank. While I didn't think to save replays for most of the levels, I did save a few. Mainly for levels that I thought were broken, or just fun in general.
Also that time limit on Abhorrent 24 can go die, :devil: and I've attached a replay that shows why. I didn't save my original solution so I think it was ever so slightly different, but the general concept was the same.

A few more level notes...
Spoiler
On Demented 30, for me the title hint opened up the thought "Oh, winter is coming. Better find a safe spot to hunker down and wait for the storm to pass!" That thought led me to the solution in my replay.
As for Demented 22... https://youtu.be/YIvsNFMGqlw?t=6m5s
#268
While my solution to the fire and ice level was very different from yours, the point was still made about exploding the second lemming to walk through the slowfreeze. Certainly a very good use of it, and the zombie level was a pretty good way to use it as well.
Still, I think the decision to remove slowfreeze might still go through. It's not my decision to make regardless, and either way the older editor that supports it should still be available in case you come up with any other good ideas for it. :D
#269
Levels for v10 or older / Re: [NeoLemmix] Casualemmings
September 06, 2017, 02:40:38 AM
People keep telling me that Hyper 2 has many different solutions, but both Nessy and Nepster (and me for that matter) have done pretty much the same thing solving it... If you're referring to how you don't have to be super precise about it, then I agree and I think the level is better for it.
There are definitely some things I'm seeing here that were a bit unintended... I've got some work to do, but I've already fixed a few. Look forward to an update that may feature a few new levels to boot!
Thanks to all with the help playtesting! :thumbsup:
#270
Levels for v10 or older / Re: [NeoLemmix] Paralems
September 06, 2017, 02:24:15 AM
I also thought Disgusting 10 was impossible just from looking... And then I started it and saw that all the Lemmings were swimmers. :o
This is why it's a nice thing to put pickup skills next to hatches that release Lemmings that have preset skills.

I kinda wish you hadn't used copyrighted tracks for the custom music. It's better than nothing, but if you don't own any of those tracks (like me) then there's no difference. And some of the default music tracks are pretty lame IMO, so I don't want to listen to it for a long time while trying to figure out a hard level. I end up muting the music and picking other music that I think matches the level theme and have that play in the background. ;)
I've managed to clear all but the last rank so far, which I have made some progress on.
A few notes on some levels...
Spoiler
I must say that Demented 30 was really fun. It looks intimidating, the title provides a good hint (which I didn't figure out for the first 20 minutes) and solving it felt really satisfying. :thumbsup: The time limit was annoying and I felt it didn't need to be there, but at least it didn't actually bite me. I have no idea what music you intended for this level, but I played it with Id (Purpose) going and I think it fit rather well.
As far as time limits go, most of them have been rather benign. A notable exception was on Abhorrent 24. It was a good puzzle and took me a while to figure out how to get all the pieces in the right places. Then, once I had done so, the time limit bit me and told me to do it again. >:( I didn't have to change my strategy, I just had to be more precise. Having to replay a whole level for that reason is super frustrating... Also that trap should be made visible, seeing as how you have to go under it because going over it seals you off later. Trying to go under a trap you can't see with that kind of terrain is also frustrating.