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Messages - nin10doadict

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256
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.

257
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.

258
Closed / Re: Timer blink option: What is it for? Should this be kept?
« on: September 13, 2017, 12:33:46 AM »
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:

259
Quote from Ichotolot:
Quote
My 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.

260
Levels for v10 or older / Re: [NeoLemmix] Casualemmings
« on: 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.

261
General Discussion / Re: Post your REALLY bad puns here!
« on: September 09, 2017, 02:23:23 AM »
Sure, let's just keep hammering these out.

262
Non-Lemmings Gaming / Re: Sonic's 25th Anniversary - Sonic Mania!
« on: September 08, 2017, 08:30:43 PM »
Instant death right near the start, maybe? Just guessing here

263
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.

264
Levels for v10 or older / Re: [NeoLemmix] Paralems
« on: 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 (click to show/hide)

265
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

266
Levels for v10 or older / Re: [NeoLemmix] Casualemmings
« on: 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:

267
Levels for v10 or older / Re: [NeoLemmix] Paralems
« on: 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 (click to show/hide)

268
If slowfreeze has to go, I won't argue it too much. I was having trouble coming up with good ways to use it anyway; "Do you feel a draft?" was all I could really come up with. Sure, there could be some more good ways to use it, but that's just the thing: If it's that hard to figure out a way to make a good level that features slowfreeze, then does slowfreeze have a right to exist at all? :lix-suspicious:
I really feel that radiation should stick around though. There are more levels that use it and it's easier to figure out ways to make levels with it. Making levels that aren't just obnoxious timing exercises is another thing, but I think it's been proved that that is doable.
I suppose that "Janky devices" could function with water/fire down there below the updraft instead of an anti-splat pad. You get a glider anyway so having the scout avoid the hazard isn't hard. Maybe anti-splat pads should go too? With proper placement of other objects and terrain then updrafts may be able to accomplish everything the anti-splat pad can.
"Fake" and "Invis" are just for artistic purposes and aren't even used that often. I specifically try to avoid them anyway because it just feels troll-ish.

269
Indeed; in Casualemmings's "Janky devices" (Twitchy 13) you must build the ground beneath the splat pad to make it work, which wouldn't be applicable with an updraft as it breaks the fall before the Lemming hits the ground. There's another level in Paralems that does the same thing ("The opportune moment" - Abhorrent 16). Still, apart from this one type of case, replacing them with updrafts would almost always accomplish the same task...
The disarmer can create puzzles by being misleading as well, such as in "Dangerous Detour" (Lemmings Plus IV - Touchy 9). You may think you have to disarm all the traps but that is a trap in itself.
Slowfreeze is admittedly harder to use than radiation. For these objects the trouble with making a good puzzle out of them is finding a way to build the level so that it's actually a challenge to figure out how to set the lemmings off in the right spot as opposed to just making it more annoying to do so.

270
NeoLemmix Main / Re: NeoLemmix New Feature Poll - Preparation Topic
« on: September 02, 2017, 05:04:04 AM »
Level browsing - No real opinion here.
Merging the exit with the exit top objects seems fine to me. I've not seen a level that uses the exit top for anything particularly artistic without having it attached to an exit, and topless exits tend to look dumb.
Hatch markers could be nice, though oftentimes people put dummy pickups near the hatches to indicate what permanent skills will come out of there anyway.
No open and closed exits at same time seems fine to me; I never even thought of trying to use both at the same time and it seems kind of limited as to what puzzles you could make with it.
Extra animations for objects could be neat. Some traps tend to blend in with terrain pieces; if they had idle animations then they would stand out more. I could definitely see this for creature-type traps at the very least.
Fake and Invisible objects are pretty dumb, honestly. They just invite troll levels and I don't think NeoLemmix really has a place for troll levels, especially with the clear physics button. That's more of a classic Lemmix thing.
I disagree with cutting splat pads. A few levels involve having to destroy the ground under the splat pad to nullify the danger. You can't do that with fire. You could build a bridge over the fire, but you can't survive fire with a floater or glider.

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