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 ... 35 36 [37] 38 39 ... 117
541
Closed / Re: [Discussion][Player] New skill: Laser Blaster (Potential)
« on: October 22, 2020, 07:23:32 PM »
Thanks, IchoTolot; I still don't get either how people can make the case that the Fencer were supefluous. But I know there are a couple of them.

Regarding "making a dent into the ceiling to make a Shimmier fall": Yes, this was one of the things we thought projectile skills could do. Of course, a vertical Laser Blaster (or near-vertical) could accomplish the same thing.

I'd support three different options, all of which would have different uses:
- a completely vertical Laser Blaster like in L2 (but this is represented by the red line, so as far as I understood namida, it's already ruled out)
- a 6:1 ratio, i.e. the maximum vertical gain at the shortest horizontal distance that is still Walker-friendly
- a 45 degree angle, i.e. a 1:1 ratio

So nothing in between (5:1, 4:1 etc.), since this would just unnecessarily flatten the angle of the tunnel and make it more similar to that of the Fencer, but not enough to make it usable for Shimmiers.

542
Closed / Re: [Discussion][Player] New skill: Laser Blaster (Potential)
« on: October 22, 2020, 03:55:15 PM »
Quote
In the pink mode the laser blaster has still double the height gain of the fencer. The fencer traverses 1 pixel upwards for every 2 pixels horizontally. The 45 degree angle doubles the height gain.

Oops, sorry, I wasn't even aware of that! :thumbsup: Yes, of course that would make a huge difference. It would make the Laser Blaster oftentimes even more powerful than the Fencer, though, I'd assume.

Quote
Also, 9 pixels above the lemming's head would lead to the skill often only be useful in combinations and not on its own. I wouldn't majorly hinder the skills self sufficiency over one single similar use case.

Personally I would set the step to like 6 pixels above the lemming's head. Reason: Then a player can seperate a lem from the crowd with a single builder slap on top of the step and this brings more distance to the fencer use case as there you are not able to accomplish this easy seperation!

Sorry, I didn't write this clearly enough: I meant 9 pixels above the ground, i.e. 1 pixel above the lemming's head, because a lemming is 8 pixels tall. ;) I corrected this in my previous post now, for clarity.

So I'd actually place the starting point of the laser even lower than you would. ;) But, keeping closer to the original L2 design, starting right above the lemming's head, instead of in front of it.

543
Closed / Re: [Discussion][Player] New skill: Laser Blaster (Potential)
« on: October 22, 2020, 03:20:16 PM »
I certainly appreciate IchoTolot's support for the Laser Blaster, especially since it now sounds like he might be favouring it over the projectile skills? ;)

My question would indeed also be whether the pink trajectory would be 45° and therefore Shimmier-compatible.

This might make the Laser Blaster more similar to the Fencer in some cases, if it's applied at a close distance. Note that the Fencer tunnel is Shimmier-friendly as far as its angle is concerned; it's just too narrow on its own. However, by sending a Basher down a Fencer tunnel (which he will automatically do because of the Basher's sloping behaviour), you can widen the tunnel enough for a Shimmier to pass all the way through. A Laser Blaster with a 45° angle could potentially accomplish this on its own.

Therefore, I think we would want to try and prevent a Laser Blaster from acting just like a Fencer if you assign it e.g. with a lemming right next to a wall. The terrain destruction should definitely not start "in front" of the lemming and then simply be extrapolated until it hits a ceiling. In other words, it should not be that easy for a Laser Blaster to just go on and walk up into his own tunnel.

Instead, if the Laser Blaster held his cannon above his head, then the lowest altitude at which the tunnel could start would be 9 pixels above the ground, i.e. 1 pixel above the lemming's head - therefore too high for a regular Walker to just walk up from the ground. Instead, at least one Builder would be required to make it up to the entrance of the Laser Blaster tunnel.

544
NeoLemmix Main / Re: NeoLemmix V12.10.0-RC Released [RC2 update released]
« on: October 21, 2020, 07:38:58 AM »
Moved-downwards looks better to me! :thumbsup:

545
NeoLemmix Main / Re: NeoLemmix V12.10.0-RC Released [RC2 update released]
« on: October 20, 2020, 05:50:43 PM »
No Logo for me, please! :8:()[: The default should be as close to original Lemmings as possible.

If I want such additions (as in Lemmings 3D), I'll just customise the background for a specific pack myself.

546
Closed / Re: [DISC][PLAYER] Level preview screen
« on: October 18, 2020, 09:27:18 AM »
Sorry if I missed it, but is there a specific reason why the buttons at the bottom are a lighter shade of blue than the level information? I assume it's to differentiate between what is clickable and what is not, but these two colours seem to somewhat collide with each other.

547
Okay, here's a quick assessment of IchoTolot's solutions for the final two ranks:

For Encore
, as I was hoping for (but not really expecting, so this was still a pleasant surprise), there were pretty much no backroutes. This is most likely because the levels are taken from older packs, i.e. they have been out for ages, and any one of them that contained backroutes was broken and consequently fixed long ago. The only exception is maybe the level "Twilems", where IchoTolot managed to solve the level in a pretty straightforward way using Platformers, instead of the slightly more obscure intended solution. Maybe I can enforce this... maybe I can't.

Groupie, on the other hand, of course had many more backroutes, because IchoTolot was probably the first one to play the entire rank. Most other people, at least that's how it seemed to me, mainly focused on finding out which level had been dedicated to them, and then they "left". ;) Or, if they did play the entire rank in an effort to find out which levels were theirs, they didn't upload their replays except for those select few which they considered potentially dedicated to them.

Thus, there were quite a few Groupie levels that managed to completely enforce their intended tricks...
Spoiler (click to show/hide)
...some that didn't enforce the intended signature trick, but still featured nice alternative solutions...
Spoiler (click to show/hide)
...and some which utterly failed to enforce their intended tricks.
Spoiler (click to show/hide)

"Killed by death" is the easiest fix of them all, because it had the most glaring backroute - glaring backroutes are usually easier to fix than complex alternative solutions.

IchoTolot's solution for "Kiwi nights in white satin" blew me away with some completely new trick I wasn't aware of at all :lem-mindblown: .

Spoiler (click to show/hide)

548
I see. Well, then I guess you can ask your brother how he would say "I'm going to rip you a new one!*" in physician's speak, and then you're getting pretty close to what this particular medical procedure is about. ;)

*Well, not exactly a new one. It's still the same one. The German way of uttering this "threat" is more accurate, actually. :D

One of the things that Crohn's disease can cause, btw.

549
Closed / Re: [DISC][PLAYER] Level preview screen
« on: October 14, 2020, 06:28:35 PM »
This doesn't happen to be another chance to introduce customisable backgrounds for the level preview screen, does it? :D

I'm referring to a Lemmings 3D-like level-by-level variation of the preview screen background, by simply making the background of the level preview screen another property of each individual level text file that you can add (like the music, or the background of the level itself).

This way, you could, for example, have different level preview screen backgrounds for each tileset, or even present a different image on every single level preview screen, by just adding a line referencing the .png image file in the text file of the level.

I know it wasn't something that a lot of people said they would use back when you put up a poll about it - but there didn't seem to be any opposition to it either. And as far as I recall, you said it wouldn't be too much work to implement it. Thus, if you're now ready to modify all kinds of stuff about the level preview screen anyway... maybe this would be a nice additional feature to have? ;)

Also, we've had some new forum members join in the meantime, after the poll on this particular feature had already been closed. So maybe there's more demand for it now? :thumbsup:

550
Oh, I don't mind sharing that stuff - it's more of a question whether you want to read about it :P ...

"Prophylactic" (=precautionary) and "ambulant" (=you go home after having the treatment done) are general terms that don't refer to any particular medical condition.

551
No, no, I'm going in as a patient, but don't worry, I've had this procedure several times this year already. It's more or less a prophylactic thing. I've also had it done ambulantly once, but usually they want to keep you there for one night to be on the safe side.

I just hope the hospital doesn't regard this as a "new source of income" so that they keep inviting me back in after short intervals... :evil:

552
Quote
There's still two more ranks of 40 levels each in LWT that I still need to solve, but I'm currently awaiting a pack update.

I'm going to be in hospital on Thursday / Friday, but just for something that's comparatively routine for me. I basically only have to stay there for one night for surveillance after the procedure, to be on the safe side. I'll have my laptop with me, so I'm going to have lots of time to look at IchoTolot's replays for Encore and Groupie, and then fix as many levels as I can. :thumbsup: Thankfully, WLAN is now also free at the hospital - they used to have this thing where you'd have to pay per day.

553
Closed / Re: [DISC][PLAYER] Further changes to title screen?
« on: October 13, 2020, 09:48:37 AM »
I'm a little torn on this "one line vs. two lines" thing.

- The nostalgia factor would be greater for me with all the menu signs in one line - I used to play Lemmings predominantly on Mac in my childhood, until i discovered the Atari version, which included an additional menu sign (2 player mode), but they were still all in one line.
- I also had some contact with the DOS version back then; I liked that some of my favourite tracks came earlier in the game with the DOS music rotation. Also, everything was larger, filling up more of the screen. I somehow remember most of the tileset graphics as darker than they are now in NeoLemmix, though. But anyways, thanks to the DOS version, of course I also remember the two-line menu screen.
- My father was (and is) an avid Mac user, so he used to trash-talk the DOS version of Lemmings a lot. It did come with quite a few downsides, admittedly, such as no fast forward and no option of selecting skills in pause mode. Also, the sounds used for music and in-game sounds were much more muffled than on Mac. The Atari instrumentation I remembered as on-par with Mac; I was quite shocked to hear how terrible some of those Atari tunes sounded when I listened to them again recently. :lem-mindblown:

In NeoLemmix, I'm very much used to the two-lines screen now, so changing it up would feel weird. Also, NeoLemmix graphics are taken from the DOS version (even though, as I said above, I remember many of the DOS tiles as darker). The Mac version also always had the green background, not the red-brown one which is currently the default.

In short: If everything else in NeoLemmix looks like in the DOS version (at least by default), I think the default menu should also continue to look like the DOS version, i.e. two lines.

Of course, for some cases, having them all in one line would be nice - not just for emulating Lemmings on Mac or Atari, but e.g. also for emulating Lemmings 3D (as I'm going to do with "Lemmings, Drugs, and Rock 'n Roll"), where the signs are also all in one line.



I guess you can already see it coming, but... any way to make the menu design optional? ;) Like something you can switch in the settings menu, e.g. between "Mac view" and "DOS view"?

We've already had features for switching between Mac-style and other music rotations - and music rotation even became completely customisable in the end. Of course, that's easier to do with something that can be arranged in a list, like music tracks and levels.

554
Other Projects / Re: [Android] Lemmings-like game (WIP)
« on: October 12, 2020, 11:12:47 AM »
The NeoLemmix Stacker just places 8 bricks (1 pixel in height each) in front of himself rapidly, then proceeds to walk against his own stack and turns around.

The L2 Stacker stands on top of the stack he is building (like Builders and Platformers move along with what they are building, respectively). While moving upwards, he flips back and forth between looking left and right, and the stack he builds has two columns. Whatever side he has last placed a brick on will be slightly higher than the other side. The stack can thus serve as a small staircase. The direction in which the Stacker looks when finishing is also important, because it determines whether he will fall back into the crowd or go on to be the pioneer. You can easily control this in Lemmings 2 by assigning a Jumper to the Stacker whenever he is looking into the direction you want him to go. Also, this is frequently used to adjust the height of the stack.

Meanwhile, in NeoLemmix, you mainly only distinguish between an 8-pixel stack (a wall) and a 6-pixel stack (or less), i.e. something Walkers can still ascend over.

In order to emulate an L2 Stacker in NeoLemmix, you'd have to make the Stacker a Climber, so that he climbs onto his own stack, where can build the next one. That still doesn't make him look left and right successively, though.

555
Levels for v10 or older / Re: [NeoLemmix] GigaLems official release topic
« on: October 12, 2020, 11:06:16 AM »
The NXP-Converter pretty certainly won't work, indeed.

You might be able to do a step-by-step conversion manually. If I want to convert one of my Lemmicks levels to the newest version of New Formats, I have to open the level in the latest Old-Formats editor (10.13) first, save it, then open that file in an early editor of New Formats (e.g. 12.6.5), save that one, then open the New-Formats file in the newest editor (12.9). Doesn't sound like much fun though to do that manually for every single level. ;)

Also, I remember playing GigaLems in version 1.43 - which, among others, had no clear-physics mode - so any instance of a hidden trap or exit caused real, actual trouble. And if I get annoyed by those things, that means something, since I have quite a bit of tolerance for them. :evil: When GigaLem was a guest on Arty's LP of SEB Lems, he even mentioned himself that he made IchoTolot ragequit with this pack. As far as I understood his comments in that LP video, he has moved on from hidden objects and is now quite a strong opponent of them. (Arty argued in the LP that the existence of clear-physics mode makes them more tolerable now than back in 1.43, but GigaLem said you shouldn't have to use CPM in the first place, which is a position a lot of NeoLemmix players share.)

Thus, I assume GigaLem's view on this early pack of his is a similar to the one I have on my own first pack (Paralems) - which I'm not planning to convert either, except for a few select levels.

In short, I wouldn't hold my breath for this pack being converted ;) . Even though I did enjoy some of the puzzles very much and would be happy to see them brought back in a New-Formats pack. Maybe as an additional rank (like the MegSEBytes rank in SEB Lems), or as a selection, like in Lemmings Redux.



@GigaLem: I hope I did not misunderstand and consequently misrepresent your position here, so please correct me if I got anything wrong. ;)

Pages: 1 ... 35 36 [37] 38 39 ... 117