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Messages - nin10doadict

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271
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.

272
I'm in agreement about the triggered decorations. While they could potentially be neat, they are misleading and don't really add anything to the gameplay.
Radiation and slowfreeze levels are admittedly difficult to make without just being obnoxious. Still, I think I've helped to prove that it can be done in Casualemmings. I'm not so sure I'd like to see them just go away.
The disarmer is kind of in the same boat. There are often other ways to get around traps, but that would require giving out more skills to circumvent them, skills that could be used elsewhere to break something. Making a level where the disarmer stands out is a matter of managing the disarmer's location compared to the rest of the lemmings. I think that 'Fixed Ascent' in namida's Introduction Pack does this well.

273
Levels for v10 or older / Re: [NeoLemmix] Casualemmings
« on: September 01, 2017, 06:10:18 PM »
To Nessy:
Spoiler (click to show/hide)

I'm pretty happy with the reception so far, and it's a lot less broken than Lemmings Squared was from the looks of it.

I think I'll work on cleaning up the small problems/backroutes that people find, adjust the placement of some levels (I'm thinking that 'Look at them shimmy!' probably needs to move up a bit) and perhaps add a few more levels for the next update.

I also never knew a blocker that is standing on a locked exit will escape when the exit opens.

274
Live Event Scheduling / Re: mobius' videos/streams
« on: September 01, 2017, 12:25:36 AM »
Saturday evenings tend to be open for me, so that would work out nicely.

275
Non-Lemmings Gaming / Re: Which video games have the best plot?
« on: August 31, 2017, 02:56:35 AM »
The Phoenix Wright games come to mind, though I've never actually played them myself.

276
Levels for v10 or older / [NeoLemmix] Casualemmings
« on: August 31, 2017, 02:54:26 AM »
Version 1.2 is now out!

This forum is frequented by experts at Lemmings, who love to make really hard levels.
I am not one of them, and cannot conquer some of their devilish creations.
Perhaps you're in my boat? Or maybe you're just like Lemmings but are new to NeoLemmix?
In that case, this pack could be the one for you!

Featuring 100 levels across five ratings, this pack contains many easier levels for the casual player to enjoy, but also a few tough ones as well.
(Yeah, I know I said that about my first pack but bear with me here :8():)

Calm - 30 levels :D
A relaxing romp that introduces many of the new skills and objects in NeoLemmix, and doesn't have too many difficult challenges. Puzzles are fairly simple, and many levels give you significantly more than you need to win.

Perky - 25 levels :)
This rating introduces a few more NeoLemmix mechanics. Puzzles are a bit tougher. Levels still often give you more than you need, but the wiggle room is a bit less than in Calm.

Twitchy - 20 levels :o
The puzzles start getting hard here. You'll have to use skills in some odd ways and manage your Lemmings carefully so they don't meet with terrible fates. Though many of them will be doomed anyway... Still, expect wiggle room on at least a few levels.

Hyper - 15 levels :lem-shocked:
If you're looking for some puzzles that are a real challenge, you may just find them here. Don't expect anything Spiky or Sharp (except perhaps a few traps here and there, ho ho), but these aren't a cakewalk either. Wiggle room is sparse, but still existent on some levels.

??? - 10 levels :devil:
QUARANTINE. NO ENTRY WITHOUT AUTHORIZATION

Oh, and oftentimes the last few levels in a rating are harder than the starting levels in the next rating. My reasoning is as follows:
https://www.youtube.com/watch?v=i3GzZtx2xes

As for talismans, we've got those too! 12 talisman challenges for you to try out. 2 of them don't tell you directly what to do either, but rather present a riddle...
Of course, if that isn't your thing, you can just check here to see what those riddles are asking.
Spoiler (click to show/hide)

Download the custom music here: https://www.dropbox.com/s/gmbtedsac54nx27/CasualemmingsMusic.zip?dl=1
If upgrading from version 1.1, you need only download this new music: https://www.dropbox.com/s/u3khzg6ux6kdyeu/CasualemmingsMusic2.zip?dl=1
The level pack is attached to the post.

277
In Development / Re: [NeoLemmix] Casualemmings (in development)
« on: August 31, 2017, 02:31:29 AM »
Baring my soul, it is time for the first full release. Check the full releases section for the respective topic and download.
This topic will now be locked down. :8():

278
Live Event Scheduling / Re: mobius' videos/streams
« on: August 31, 2017, 02:29:02 AM »
Thursday is my busiest night so I won't be able to join in. Have fun though! :)

279
In Development / Re: [NeoLemmix] Casualemmings (in development)
« on: August 29, 2017, 04:02:54 PM »
Because I don't have much of a social life and only work part time. :P

280
Closed / Re: [SUGGESTION] Multiple of the same skills from one pickup
« on: August 29, 2017, 03:49:42 PM »
One thing I've tried is to just offset all the pickups by one pixel each. It's clear that there's more than one there that way, and it honestly doesn't take all that much space. Still, your idea could make it very concise and immediately clear.
Admittedly, somebody could get rather rude with this by stacking pickups of different types behind each other so you can't clearly see which is which. Even clear physics mode wouldn't immediately reveal such treachery... :evil:

281
In Development / Re: [NeoLemmix] Casualemmings (in development)
« on: August 28, 2017, 08:29:56 PM »
Update on the pack's development: All 75 levels that I plan to have in it are done for now. I plan to test it a bit further to try to iron out any remaining issues, but it should be ready for a full release soon.

282
Non-Lemmings Gaming / Re: Hardest video games
« on: August 28, 2017, 06:41:52 PM »
The Pit of 100 trials in Thousand Year Door can be totally cheesed with a Danger Mario setup. If you never improve your max HP and then use Chet Rippo to decrease it down to 5, you will always be in Danger so you can equip tons of Danger Rush badges and increase your attack power by a huge amount at all times. You can only do this once you reach chapter 7 and you have to farm the arcade a whole lot to get all those badges, but destroying Magnus Von Grapple 2.0 with one Power Bounce is super satisfying. If you equip all the other badges that boost defense and evasion when you're in Danger then many enemies can't hurt you either. The aforementioned Magnus Von Grapple 2.0's audience cannon then becomes completely hilarious. *whiff whiff whiff clink whiff whiff clink clink etc*

I tend to shy away from hard games, but I know I've completed Mario Sunshine 100% at one point... I have beaten Pokemon Puzzle Challenge on Intense with no continues a few times. Does that count for anything?

283
Closed / [Suggestion] Single-use triggered decorations
« on: August 28, 2017, 06:24:04 PM »
What if triggered decorations could be set to only trigger once, much like one-use traps? Consider the thin ice decoration in Raymanni's snow tileset. One way to use it is to create the illusion that a lemming broke through the thin ice and fell to the area below, even though there was just no ground there to begin with. After the lemming breaks through though, the decoration can be triggered again. Aesthetically, this doesn't make sense. It's even more egregious if you build a bridge over the gap but can still trigger the decoration repeatedly as lemmings walk over the bridge. :sick: This problem would be solved if the decoration just triggered once and then sat on the last frame of animation forever after.

I know triggered decorations don't get much use because they don't directly affect the puzzle, but I think this change could make them more interesting.

284
Levels for v10 or older / Re: [NeoLemmix] Paralems
« on: August 27, 2017, 12:32:37 AM »
I've started playing through this and jumping around the difficulty ratings. It's been pretty fun so far, though the difficulty does fluctuate quite a bit.
Troll levels just don't work in NeoLemmix, as I learned the hard way. Pretty much anyone is going to press the clear physics button and then all of the trolling is revealed.
I do like how you put the traps behind the creatures. It just looks neat, even though there are some who I know will hate this. "The Black Widow" was pretty fun to see how the traps were stacked up like that.
I do believe I've found some backroutes though. "Painful Parkour" seemed a bit too easy because I found a way to basically ignore the bottom half of the level, and "Luring Lemmings into mousetraps" can be done by just using a digger near the start and cranking the release rate. I also feel like "Lemming epigenetics" and "Shock absorber" aren't different enough. The reduction in skills for the harder level doesn't really change anything.
These are just some things I've noticed up to this point. Overall it's looking good though!

285
Levels for v10 or older / Re: [NeoLemmix]Yung's First Level Pack
« on: August 16, 2017, 08:41:34 PM »
This was a pretty neat pack. There were a lot of 'contain everybody while you build the path' levels but there's nothing really wrong with that. It just makes everything feel a little bit samey.
Because you have to save less than half in Decent 1, you can just ignore either the top or bottom entirely. Seems a bit odd.
The graphics pieces are sometimes laid out a little bit oddly, like that spot of water in Suspicious 2 that's completely under the ground, yet you can still see pixels of it popping out through the top. There was also the lizard in Decent 2 that had its trigger buried in the ground, thus rendering it useless. Apart from those little things, it looked pretty nice overall.
I was also able to cheese Suspicious 4 by just cranking the release rate to 99 immediately and then starting to bash through the wall. Most of the lemmings will turn around by the time you get through. By doing the same thing with the second wall everyone will turn around. Then you just clone the basher 3 times and you're done. It's even still possible to save the basher by platforming out and then cutting him off with another basher so he can climb out. Still a pretty neat level, and it stands out among the others as being more puzzle-oriented.
I think my favorite was "There is only one way." "Distance" was pretty good too; I feel like with some tweaks it could be made into something very interesting that forces you to use some skills in different ways.
The difficulty curve was pretty well laid out, and though it was overall easy it was still fun. Good job! :D

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