Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - nin10doadict

Pages: 1 ... 3 4 [5] 6 7 ... 23
61
Help & Guides / Re: Help a scrub solve levels!
« on: September 10, 2018, 09:09:59 PM »
...Nope, still not enough. I'm gonna need more than that. I've tweaked everything. The platformer, the builder, the timing of the floaters, the release rate. Nothing works. This level is just so absurdly precise.

62
General Discussion / Re: Simon blogs
« on: September 10, 2018, 08:47:15 PM »
Sounds like you'll be getting more out of your degree than I've been getting out of mine. Best wishes :)

63
Help & Guides / Help a scrub solve levels!
« on: September 09, 2018, 11:07:56 PM »
I believe it's well known at this point that I'm not particularly good at this game. Many a custom level has stumped me. Instead of just giving up though like I've done before, I'd actually like to beat these levels. I cannot do it alone, I admit. So, I invite you all to lend me a hand!

I realize I could just look up replays or solutions, but that's not nearly as fun or flexible as getting hints. I could also PM the level creator and just ask them, but I dinna wanna do that either. ;P This way gives a chance for even those who haven't solved the level to give input. Two heads are better than one and all that jazz.

I'll post a video of the level that's currently driving me up the wall, detailing what progress (if any) I've made on it. Leave a hint or suggestion in the comments of the video or just reply on this topic.

After I solve the level and get stuck on another, the video will be deleted and I will edit this topic to post a new one.

:devil: Today's Target :devil:
Nothing right now.

:thumbsup: Levels solved so far with help :thumbsup:
Spoiler (click to show/hide)

64
NeoLemmix Levels / Re: Lemmings Plus VI - Release Topic
« on: September 09, 2018, 01:56:18 AM »
Heh, figures the experts are done already. You guys are nuts. ;P

I've cleared over half the levels now, though I have skipped around a bit; Loopy isn't fully done yet. While this pack is easier than the likes of Omega 2, it's still really hard. I'm getting to the point where the frustration is becoming real. Not sure how much more I'm going to be able to take on. :-\ I beat Delirious 6, and that's probably going to be my crowning achievement here.

65
NeoLemmix Levels / Re: Lemmings Plus VI - Release Topic
« on: September 07, 2018, 06:36:56 PM »
Even harder than I expected it to be. I'm getting stuck in rank 1. I might give it another try later, but I'll more likely give up now and get it out of the way.
Tilesets look good. I like the alternate palettes for some levels.

Ok initial bitterness aside I'm back at it. It's too charming to give up so quickly.
The talisman for Sane 14 is brilliant. I saw how to do it right after I got the normal solution. Favorite level so far.

66
Forum Games / Re: Family Feud 2018
« on: September 06, 2018, 02:48:11 PM »
I knew math would be the most popular answer because it's the stereotypical first response that most think of for that question. I didn't like PE though; I'd hide behind the bleachers whenever dodgeball came up.

67
Forum Games / Re: Family Feud 2018
« on: September 05, 2018, 07:45:16 AM »
I usually train a Nidoran to handle Brock with Double Kick when I play Yellow. Red and Blue versions have it easier as their available starters all fare better against Brock than Pikachu does.

I should jump into one of these Feud rounds sometime...

68
General Discussion / Re: Simon blogs
« on: September 05, 2018, 07:41:12 AM »
As a follow up to the 'pronouncing hexidecimal numbers' thing... Consider the number AD. How to say that? "Ay-dee" sounds much like eighty. "Ay-dee-dee?" How do we know that doesn't mean 8D? Would it be better to just read off every number one digit at a time? Perhaps add pauses in fixed locations for long numbers.

Anyone who's studied computer science should have an understanding of hexidecimal, but having it replace base 10 entirely would be a lengthy process that would encounter much resistance.

69
NeoLemmix Styles / Re: graphic set additions
« on: September 05, 2018, 02:22:44 AM »
Probably a good idea. I'm also creating a sort of miscellaneous tileset that contains pieces that fit with various styles, as well as other custom pieces that don't. I'll put my cat trap in there eventually, for instance. I could just use that for all of the changes instead...
In any case, I'll wait until the pack is closer to release before figuring out what to do with this. It'll be a while yet.

70
NeoLemmix Styles / Re: graphic set additions
« on: September 04, 2018, 06:48:16 PM »
As I've been working on my next level pack, I've noticed a few glitches with certain tilesets (though maybe these have been fixed and mine are just out of date?)
1. The trigger area for some arrow walls in Tancastle don't match the graphics.
2. The object in Biolab that used to be an anti-splat pad now does nothing because anti-splat pads were removed.

I've changed these tilesets to fix these things myself (changed arrow walls to match graphics, made the old anti-splat pad into an updraft) and built levels around such changes. When releasing my pack, I'd have to include the changed tilesets as well to make the levels work properly. I'm wondering if this is going to cause a problem.

71
Help & Guides / Re: Making transparent backgrounds
« on: September 03, 2018, 12:31:50 AM »
Here's one I whipped up that provides an example using Arty's Underwater set. It covers pretty much everything the topic has mentioned: Blurring, gradients, and building in such a way that it tiles well.

72
Help & Guides / Re: Making transparent backgrounds
« on: August 30, 2018, 10:36:41 PM »
Oh wow, sticking a Gaussian blur on my BGs makes them so much easier to distinguish from the foreground. Definitely do that if you're going to have any parts of the BG that look like foreground pieces.

You can also just make a gradient manually; I like to make a bunch of rectangles next to each other that gradually change color. If you make the gradient go up and then come back down to the same color it started, you can make the whole BG tessellate and work with levels of any size. Paint.net has a nice gradient tool that lets you make reflected gradients like this easily, as I just discovered.

Trying to make terrain-like images that tessellate is harder. Modifying the image with blurs and the like can make seams appear, so be careful with how you place pieces around the edges.

73
Lix Main / Re: Ceiling, how to check terrain beyond?
« on: August 29, 2018, 06:16:25 PM »
I also feel that a ramp or gradual staircase to the top of the screen should be lethal to all who walk up said ramp. The fact that they are currently lethal to climbers but nobody else makes it seem extra odd.

74
Perhaps there need only be one line dedicated to talismans; just display a line like "This level has a talisman" or something like that. Then again, that might cause irritation in not knowing what it is upon seeing that line and having to go check the talisman list to figure it out.

As for release rate, it could probably be left out. RR is something the player tends to notice quickly upon starting the level and they don't really get a feel for how it will affect things until they dive in, as Nessy mentioned.

75
In Development / Re: Lemmings Plus VI - Development Topic [91.25%]
« on: August 24, 2018, 04:04:42 PM »
Is looking good so far.
I think I'm getting a rough idea of the difficulty from what you've posted, as I think I see how to do "Hold it!" just by looking at it. That is, assuming they start out going left...

Pages: 1 ... 3 4 [5] 6 7 ... 23