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Messages - ∫tan x dx

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46
Contests / Re: Level Design Contest #24 - Playing Phase (Discussion Topic)
« on: November 10, 2021, 09:48:38 PM »
@Armani Still a backroute! I've amended my post in the other thread.

47
Contests / Re: Level Design Contest #24 - Playing Phase (Discussion Topic)
« on: November 09, 2021, 05:27:24 PM »
@Armani Oof, that's a backroute. I think this can be resolved with some skill changes. I'll upload shortly.

48
Lemmini / Re: SLToo, Bomber countdown alignment
« on: October 22, 2021, 06:42:00 PM »
Another thing that might be something to consider is the use of Java's ability to expand upon enums.

Java basically implements enums as classes in their own right, which means that enums can define their own methods and constructors. In particular, one could have some field with the x/y offset values, and populate that field via a private enum constructor.

This way, you simply do not need to check for the state being a few oddball edge cases. Instead you would get the offset directly from the current state and simply apply that value.

Hope this helps! :thumbsup:

49
Level Design / Re: Don't create disjoint unions?
« on: October 02, 2021, 11:28:23 PM »
I think the distinction between ‘good’ and ‘bad’ disjoint union can thought of in terms of ‘global vs local’ effects. By a ‘local’ effect, I refer to the results of assigning skills to one of the sub-levels. What takes place within one sub-level has, by definition, no effect on any other.
For example, suppose I dig in one sub-level. The actual outcome of that assignment, the point in time it was assigned, and its location within the sub-level do not affect any other sub-level.
If a level contains sub-levels with only local challenges, then I would this categorise this as a true disjoint union and therefore would agree that it could be split off into its own level.

This contrasts with ‘global’ effects, such as skill assignments. If one sub-level uses a builder, then another sub-level cannot use that builder. Thus, an overabundance of skills is the issue in this regard. If resources are precious then that could result in an interesting puzzle, in which one sub-level must forgo an obvious solution in order that another sub-level can be solved at all.

To put it simply: local bad, global good.

Now, expanding on the concept of global effects, consider the use of buttons in NeoLemmix. Buttons that open locked doors are global; if three sub-levels each have their own buttons and locked exits, then each sub-level depends on each other level to press all buttons.
So, there are interesting puzzles that can be constructed around this mechanic.
For example, suppose a level has some number of disjoint sub-levels, where the main puzzle is synchronisation: the buttons need to be pressed according to the flow of each sub-level, so that the exits are all opened, and the crowds can all exit safely.

50
Suppose a terrain piece or object is selected in the editor. Pressing a certain combination of keys (possibly Ctrl+F?) would change the currently selected style to the one that originally specified that item. This would not change the theming of the level.

If multiple items are selected, and more than one style is represented in that selection, then the action simply does nothing.

This will help users who are creating levels using mixed styles, particularly if those styles are not adjacent in the ordering. This would also help users to locate tilesets that they might want to work with in the future.

51
NeoLemmix Levels / Re: Integral Lemmings
« on: September 07, 2021, 09:18:18 PM »
Hi Kaywhyn,

I'm so very glad you enjoyed playing though my level pack! :thumbsup::thumbsup::thumbsup:
It's been a pleasure to watch you play through each level and share your thoughts.

Epsilon Rank Responses:

Spoiler (click to show/hide)

Delta Rank Responses:

Spoiler (click to show/hide)

52
NeoLemmix Levels / Re: New Level pack: LemRunner
« on: July 03, 2021, 05:52:12 PM »
Hi kaywhyn,

Be on the lookout for when I take on Integral Lemmings and All Hallow's Eve.
We'll keep our eyes peeled!

Spoiler (click to show/hide)


53
Closed / [SUG][PLAYER] Display the number of buttons in a level
« on: April 23, 2021, 06:06:58 PM »
As the title suggests, the number of buttons in a given level should be displayed. If a level does not feature any buttons, then this information is simply omitted.

I propose three places where this information would be located:
  • Level select screen - In addition to lemming counts, skill counts and other requirements, an icon for buttons would also be present with the appropriate number next to it.
  • Level preview screen - Similar to above, the extra button requirement would also be displayed.
  • Ingame info bar - The small part of the UI dedicated to lemming counts and the timer could also be used to display a button count. I propose it would act as a kind of fraction that updates when a button is pressed, i.e. "0/3", "1/3", etc.

54
NeoLemmix Levels / Re: New Level pack: LemRunner
« on: April 15, 2021, 05:42:25 PM »
Hi Armani

I'm glad to see you've found the secret bonus levels! I can confirm there are only two of them. We considered cutting these levels from the pack for different reasons, but we ultimately decided to include them as a nice easter egg which would be revealed upon a user submitting fifty valid replays. :)

Nicely done! :D

Regarding solutions:
Spoiler (click to show/hide)

We plan to properly add these levels to the level lists in the next update, so that everybody can enjoy them without having to dig into nxmi files.

55
NeoLemmix Levels / Re: New Level pack: LemRunner
« on: April 14, 2021, 09:08:10 PM »
Hi Kaywhyn! I'll take this one since it is my level :)

Do I have your guys' assurance that Jungle World 10 is possible with the given skillset?

I can indeed confirm that this level is possible with the given skillset. :thumbsup:

However, the solution submitted by Armani has revealed a backroute that I have already patched. Dexter and I will be updating the levels in a few days, so it's up to you whether or not you want to wait until then.

You also mentioned that you are LPing the pack? Do you have a link to the video(s)? Or are you waiting until you've completed everything first? Either way, I would love to see it! :D

56
NeoLemmix Styles / Re: Chalkboard Lemmings
« on: April 09, 2021, 07:44:11 PM »
Hi all!

Thank you for your kind words about the chalkboard style! :thumbsup:

As for Kaywhyn's replays...

Spoiler (click to show/hide)

57
NeoLemmix Levels / Re: Renaissance Lemmings
« on: April 09, 2021, 07:32:02 PM »
Hi Kaywhyn!

I'm glad you enjoyed our level pack! Thank you so much for your kind words and interest in our levels. :thumbsup:

I've had a look at your solutions, and it appears you've found a few backroutes! ;P

Spoiler (click to show/hide)

As for the other replays, I would say they are all in line with our intended solutions. You've got a real talent for solving levels!

Sorry for my delayed response. I've been sidetracked with the work on our latest level pack.

- tan

58
Closed / [SUG] New talisman item - Level object
« on: April 08, 2021, 07:26:13 PM »
Consider a special talisman item that can be placed within a level. If a lemming collects this item, similarly to collecting a pickup or activating a button, then this satisfies a talisman criteria.
The criteria itself may be defined as "Collect [N] talismans".

The object itself would have no impact on gameplay, other than encouraging players to go out of their way to find a solution which sees the item being collected.

This opens up possibilities for level creators to encourage "thinking outside of the box" when it comes to interesting (but totally optional) solutions.

From a certain viewpoint, this is already technically possible. Consider one or more cloner powerups placed at certain points around a level. If the normal save requirement is, for instance, "Save 50/50", then a talisman may require "Save 53/50". However, such a solution may cause unintended backroutes due to the power of the cloner skill. Further, if a level already has all its skill slots used up, then this is infeasible.

59
Closed / [SUG] New talisman criteria - All zombies killed
« on: April 08, 2021, 07:15:34 PM »
As mentioned in the title, this is an idea for a talisman criteron.

When the level ends, either by all regular lemming exiting or otherwise dying, a check is made to see if any zombies remain alive. If all are dead, the talisman is awarded.

Since the nuke option also kills all zombies, the nuke would presumably disable the win criteria. Unless it is possible to determine that all zombies have been killed before the nuke is used?

60
NeoLemmix Levels / Re: New level pack - All Hallows Eve
« on: September 14, 2020, 07:43:48 PM »
Update!
I've finally gotten around to updating this style to work with the new formats!

Both this level pack and its corresponding style have been updated to the latest NeoLemmix version. You'll need to download and install both the level pack and the style.

Enjoy!

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