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 - Strato Incendus

Pages: 1 ... 32 33 [34] 35 36 ... 117
496
NeoLemmix Levels / Re: Lemmings World Tour Remastered [New-Formats Version]
« on: November 14, 2020, 06:23:57 PM »
I haven't fixed the Groupie rank yet, mainly because there are a couple of levels which IchoTolot backrouted but which I still have no idea how to fix. Right now, ensuring general playability of the pack (i.e. the main ranks) is more important.

Never mind with regard to my ability to watch your replays, though. I just realized: Not only that Old Formats is independent from all of this, I also still have the backup of all the levels in my 12.9 folder, to watch IchoTolot's Groupie replays again if I need to ;) .

All the changes to the levels I only made after I had already copied them to the 12.10 folder. It's just that any changes I make in the New-Formats version will only be done on the 12.10 versions of the level files, since there's no use in maintaining 12.9 any longer.

497
NeoLemmix Levels / Re: Lemmings World Tour Remastered [New-Formats Version]
« on: November 14, 2020, 05:35:24 PM »
Okay, good thing I waited with an update until version 12.10 was released, because a bunch of my old replays broke for unknown reasons.

Maybe this has to do with yet another physics change? I remember reading something about a Miner-Basher inconsistency being changed?
It's not mentioned in the 12.10 changelog though, and I can't seem to find a Bug Thread for it either.

Another thing is that lemmings now seem to slip through ceilings through which they didn't use to slip before. (Since lemmings can slip through thin stripes of terrain, they also do that at the top level border, because terrain above the level border is treated as non-existent, even if a thicker terrain piece is placed there.) I had fixed the ceilings for all levels for which it was relevant during the initial New-Formats conversion, so I knew about this. However, now there seem to be levels affected that weren't before.

Those are easy enough to fix: Just add a couple of pixels extra to the Y dimension of the level, select everything, move it down that number of pixels, and the steel piece or whatever I've placed at the ceiling to prevent lemmings from walking upwards and dying gets lowered further into the level. It takes a while to identify them all, though, especially since I've fixed them all before.

A similar thing is true for the Glider-Faller physics change: I had fixed all levels where this was relevant, but now it's suddenly an issue again.

The strangest error was on the level "Streets of London", where somehow the save requirement had been raised from 57 to 59 (out of 60), breaking my solution because I had used two of the three Bombers. ???

I also had to correct the object name for nin10doadict's cat trap again in one level file ("The lion sleeps tonight"), changing it from the style "nin10_cattrap" to "nin10_misc", and changing the object reference to "TrapCat" instead of "catTrap" - even though I was certain I had already done so.



My replays are sorted and the solved vs. unsolved levels after the Mass-Replay check are easy enough to tell apart;
I'm just referring to finding out whether the level broke because of a ceiling death, the Glider-Faller physics change, or because of some other reason.

So far I've fixed everything from Noisemaker up to the end of Professional, but there are still many unticked levels left.

Sometimes, there's actually nothing wrong with the solution, and the reason the level remains unticked is probably just because the level counts as "undetermined", taking longer than the cutoff amount of time after the last skill assignment for everyone to get to the exit. In that cases, I just run the same replay over the level again that didn't pass the mass replay check (and left the level unticked in the selection menu), and it passes as normal and the level gets ticked. So it is also not a problem of the levels not having my correct user name, because I've run them all through the Replay Refresher again.

At least the menu signs were easy to reset to my custom ones :P . Lemmings World Tour actually didn't have a custom rank sign before (custom rank labels, yes, of course, but not the sign itself). Fortunately, I could still grab those PNGs from Old Formats. :evil: I just had to add separate image files for the old up and down arrows. The new ones look nice on the black menu signs I had made for Lemmings Open Air, but I want to keep Lemmings World Tour as it is.

TL;DR: A bunch of levels broke in version 12.10 and this is clearly more than I can fix in one afternoon. This pack is currently not ready to be played in version 12.10!
If you're currently playing it, either keep it in version 12.9 or wait until the update. Either way, be prepared for a bunch of your replays breaking when you update to 12.10.

As a result, I'm also not sure to what extent IchoTolot's and kaywhyn's remaining replays will still work if I watch them now in version 12.10...
I expected some levels breaking with the update, but certainly not THAT many at once! :lem-mindblown:

498
Quote
As far as visuals on the destructive skill, I'd suggest going ahead and using the L2 bazooker for three main reasons: first, anyone who's played L2 should understand exactly what the skill is going to do; second, it will be more distinct from other skill icons that way; and third, we can use the L2 graphics if we want (did we do this for Shimmiers and Jumpers, or did we draw new ones?)

I'd be fine with that! :thumbsup: I guess we should simply call it "Bazooker" in that case, though?

"Grenader" is not an existing skill anywhere, plus there's the confusion with "Grenader" and "Grenadier". Granted, "Bazooka" (the weapon) vs. "Bazooker" (the guy firing it) is a similar source of confusion. But at least there's the precident of it being called "Bazooker" in Lemmings 2, and that name shouldn't be too long for the panel, in contrast to "Laser Blaster".

The main difference between a Bazooker and a Grenadier would obviously be that the Bazooker requires a "shooting device", instead of just throwing the explosive projectile.
This could be the same as for the Laser Blaster in a pinch, just pointing into a different direction (but slightly diagonally upward would make sense, given the parabolic arc of the projectile).

However, if you suggest using the original Lemmings 2 animation anyway, then the "shooting device" is already part of that animation anyway - and it would actually be more effort to remove it, to turn the L2 Bazooker animation into a (throwing) Grenadier, than just leaving the animation as it is and renaming the Grenadier to "Bazooker".

Of course, given the parabolic arc, "Mortar" would still be a possible name as well:
The Bazooker in L2 flies mainly horizontally.
The Mortar in L2 has a steeper curve, as far as I recall, than the current Grenadier. However, both would have more in common than the Grenadier and the Bazooker, because the Mortar is more widely applicable: You can dent ceilings with it, you can shoot horizontally, and you can even blast through the ground like a regular walking Bomber, but at a distance. (In fact, I remember one particular L2 level where you have to use several Mortars in rapid succession to blast a shaft into the ground on the other side of a water pond).

499
An even number for the pure "hand-motion" time (like the current 4 pixels) seems fine by me.

Regarding the movement of the projectile, 7 pixels per frame seems quite fast, but then again, I hope nobody plans to use pixel precision with these throwing skills. (Although the Spearer might lend itself more to that than the Grenadier, because the created piece of terrain is smaller than the large crater the grenade causes).

Quote
Seriously though, maybe we could come up with something totally new that's unique to NeoLemmix and hasn't been seen in either Worms or earlier versions of Lemmings...

COOKIES!

If we want to stick with explosive foods and go with one that hasn't been used before, there is a clear candidate that overshadows all the rest:

The pomegranate (in German it's literally called a "grenade apple" :evil: ).

I still don't understand to this day how Team17, the Worms developers, were quicker to come up with a banana bomb than with a pomegranate.

500
Yes, that would be very helpful indeed - especially when the talismans are based on my playtesters' solutions, rather than my own... :evil:

501
Quote
I was thinking of having them throw exploding sheep, but it's hard to animate that at an acceptable size.

How about a banana? :evil:

Quote
Also, I think throwing normal grenades isn't really something a game could claim exclusivity on.

As is shooting a Bazooka, like in Lemmings 2. ;) Both Bazookas and Grenades exist in Worms, and both are staples of that game.

But I've already said previously that I'm going to make a bunch of more Worms levels with these skills anyway, if they make it into a stable version :P .

502
Looking at the skill panel again: Can the grenade maybe get a different colour, just like the spear?

The Spearer is easy enough to distinguish from the Basher thanks to that colour difference, but the Grenadier can be mistaken for a Basher with two heads. :D

In general: Would the grenade be expected to change colours depending on the tileset, just like bricks (Builder / Platformer / Stacker) and the Spear? ;)

503
Closed / Re: [SUG][PLAYER] "Purge replays" button
« on: November 09, 2020, 10:45:07 AM »
I'm fine with a "Failed" folder as well. :thumbsup: As long as it's some more convenient way of quickly and automatically distinguishing between working and broken replays - the separation is the key issue, not what happens to the failed replays after they've been singled out from the rest.

504
Closed / Re: [SUG][PLAYER] Allow override of default scroller text
« on: November 08, 2020, 03:46:39 PM »
Quote
(Including a butt joke. Yes, I know that "namida" and "kindergarten humour" are virtually synonymous, but you're putting this in the space that pack authors have to give credit to people who have contributed.)

What? :D But not something referring to his second name, is it?
Because every German forum member can make such jokes about that, and thus I'm pretty sure namida already knows. ;)

505
Closed / Re: [SUG][PLAYER] "Purge replays" button
« on: November 08, 2020, 03:35:28 PM »
+1 for this suggestion! :thumbsup:

I do indeed like to keep non-working replays around for my own packs if those solutions are backroutes that I have successfully fixed (to test later on whether they accidentally popped up again due to further changes on the level).

However, for playing other people's packs, indeed those broken replays are rarely useful to the player anymore.

And even though with regards to this

Quote
Needless to say, I play many more packs than I design.

I was about to comment "It's the other way round for me" :evil: , no, it honestly isn't. I just started a lot of packs in parallel and got stuck on most of them somewhere. I may have designed more packs than I've finished playing... but that might just be me forgetting about some of the easier packs I have solved. Usually, the harder ones remain in your memory for longer, because you've spent more time thinking about them.

506
Closed / Re: [Discussion][Player] New skill: Laserer
« on: November 08, 2020, 10:09:03 AM »
Quote
What about "Blaster"?

I remember proposing "Blaster" as a name for one of my joke skills: A lemming that makes other lemmings he touches turn into Bombers. :evil: But of course, that ultimately doesn't matter because it won't ever be introduced, so except for people who have read that thread, there won't be any confusion with regards to what a Blaster does.

I agree that both "Laserer" and "Spearer" sound a little weird.
If neither "Laser Blaster" nor "Spear Thrower" fit on the panel, the equivalent of "Blaster" would be just "Thrower" for the Spear Thrower.

Although that might be confusing, because the Grenadier also throws his grenade, and most likely, that skill will be introduced alongside the Spear Thrower.

507
Closed / Re: [Discussion][Player] New skill: Laserer
« on: November 08, 2020, 12:45:52 AM »
That's why I'd put it in between the Miner and the Digger, because it's still diagonal :P . 45° should still be steeper than a Miner, right? Thus, the angle would get continuously steeper from Basher (flat) to Digger (maximum).

Alternatively, it could also go between Fencer and Miner, I guess.

508
+1 for the green arc :thumbsup:!

509
Closed / Re: [DISC][PLAYER] Slider physics (potential)
« on: November 07, 2020, 08:58:28 AM »
Great work, namida! :thumbsup: Especially the smooth transitioning to the Shimmier. And also, that the Climber overrides the Slider during wall jumping.

My only question would be about the Climber transitioning directly to a Slider when hitting a ceiling. Does this happen in Lemmings 2, as well, btw?

Anyway, this is certainly great for preventing Climbers from splatting. And I assume the Slider will turn around when reaching the bottom again (as a Slider sliding down a regular wall does in L2, even when it is a Climber)?

Because otherwise, it will be a constant back-and-forth transition between Climber and Slider, and the only way to get the lemming off the wall again would be by wall jumping.

You wall-jumped right away in this video, so I couldn't tell what was going to happen once the Climber-Slider reaches the bottom and lands on terrain right in front of the wall.

510
Closed / Re: [Discussion][Player] New skill: Laserer
« on: November 07, 2020, 08:51:52 AM »
I would place it closer to the Digger in general, because that's the historical origin of the Laser Blaster.

Where exactly does the Fencer go right now?

Because logically, the following order would make sense to me (from left to right):

Basher, Fencer, Miner, Laser Blaster, Digger

So always the analogous upward skill first. I'm not sure whether this alligns with the current skill panel setup though.

Pages: 1 ... 32 33 [34] 35 36 ... 117