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 - Armani

Pages: [1] 2 3 ... 37
1
NeoLemmix Main / Re: Future of NeoLemmix development
« on: March 07, 2024, 05:34:45 AM »
Neolemmix is the most popular and widely-played engine at the moment. That's true. But there was no official community consensus on "adopting" a certain engine as a community standard.(correct me if I'm wrong) There are several other engines out there but the reason why NL is considered the community standard is that NL has the largest user base. NL has attracted most people and that's it. If there emerge a superior engine that attracts more people, it will naturally take over Neolemmix's position and considered the next community standard. People are enjoying whichever engine they like the most and the it's the natural selection which decide the community standard as it always has been.

Also,
If his wish is still for NL development to discontinue with the final version, then that leaves us with 2 options:

1) Start a “Community Edition” fork which will essentially pick up where the final version of NL leaves off.
2) Adopt a new engine as the community standard. We need something that’s actively maintained and open for business or people will basically just lose interest.
was there any community consensus on this? ???

I'm honestly not fond of both options. Let just leave Neolemmix as it is(outside of the already planned end-of-gameplay change). And if you have some features you'd like to impletement you can do it for your own fork, superlemmix in your case. I also have my own modified version of Neolemmix although I'm don't have any plans of public release. I put in some joke skills(like the bubbler I showcased in the discord sever eariler) and tuned some of the QOL features to my taste.

2
NeoLemmix Main / Re: Future of NeoLemmix development
« on: March 05, 2024, 04:07:58 AM »
Oh.. yeah looks like I misunderstood what you're asking. My bad :forehead:
What I said is completely off topic then.

Adding some QOL or newbie-friendly features is always very nice for the game!
It's all come down to whether namida agree with this or not but he's already okay with merging the most recent QOL(no auto-exit the level on losing all lemmings) to official NL. So I'm optimisitic that he's okay to approve some other QOL features as well given that they're well developed and tested by the community.
Though I don't think we need another NL fork for such new changes, nor does namida need to hand over the development to someone else. He's been not only an competent developer but also an excellent decision-maker who makes the current NL possible.

3
NeoLemmix Main / Re: Future of NeoLemmix development
« on: March 04, 2024, 11:31:58 AM »
My understaning is that Superlemmix is a kind of "every stuff WillLem wanted to do" project.
And that is the reason why I(and I'm sure there're more people) didn't bother to reply or give opinion on some of the controversial physics changes like dd, timed bomber, classic mode, many many new powerful skills, making both sides force field... etc. I want Neolemmix to be remain the way it is right now. Especially in terms of physics.

To be honest, I think Superlemmix has gone too far after it branched off from Neolemmix to use the same name with NL, both Neolemmix or Neolemmix CE. They are very different games and have different userbase.

4
NeoLemmix Levels / Re: DavidLems (70 levels) [Difficulty: Medium - Hard]
« on: February 28, 2024, 05:56:44 AM »
I finally used the blocker in 400metres level 8-) while one-minute10 is more or less the same solution as before.

5
In Development / Re: [NeoLemmix] Lemmings Forum LDC Compilation Pack
« on: February 27, 2024, 07:43:09 AM »
LDC#29 is now included to the pack.
Also I replaced all the update levels of Cranium upto v1.07 ;)

6
NeoLemmix Levels / Re: DavidLems (70 levels) [Difficulty: Medium - Hard]
« on: February 27, 2024, 07:31:58 AM »
Cool! :thumbsup:
Now we are down to the last 4 levels.
They all look somewhat intended to my eyes, but let's see :D

7
NeoLemmix Levels / Re: DavidLems (70 levels) [Difficulty: Medium - Hard]
« on: February 26, 2024, 06:14:49 AM »
I resolved all the updatd levels ;)
Some of them are similar to my previous solutions and some of them look intended 8-)

8
NeoLemmix Levels / Re: DavidLems (70 levels) [Difficulty: Medium - Hard]
« on: February 18, 2024, 09:32:01 AM »
Here're my replays to rest of the levels. :laugh:
I can smell some sneaky backroutes(and hopefully some alternative solutions) you might want to look at.

Overall, it was a very enjoyable pack. Maybe there're too many button-pushing levels but that's my personal opinion and I don't mind playing them anyway. Puzzles were also very clever and creative. And I tend to appreciate levels that author put a lot of works and effort to make them look appealing. And your levels are absolutely superb in that regard. :thumbsup:

9
NeoLemmix Levels / Re: DavidLems (70 levels) [Difficulty: Medium - Hard]
« on: February 18, 2024, 04:13:19 AM »
I'm playing through the pack and just completed the first two ranks.
It's a very well-made pack with many creative and clever puzzles :thumbsup:
I'll come back with more replays later.

10
NeoLemmix Levels / Re: [NeoLemmix] Lemmings Halloween 2023
« on: February 14, 2024, 07:09:03 AM »
@Ichotolot
Yep. Everything is intended :thumbsup:
I only made a small change to Funeral11(widen the platform a bit) but it won't break your replay anyway.

11
NeoLemmix Levels / Re: [NeoLemmix] Lemmings Halloween 2023
« on: February 13, 2024, 05:11:32 AM »
@Ichotolot
Thanks for playing! :thumbsup: You've already found the intended solutions to most of the levels. Especially I'm happy to see that most of the complicated levels are already stable :D

Regarding your solutions:
Spoiler (click to show/hide)

12
more solutions 8-)

Regarding the second solution: If you are going to block this by making the exit area higher(or the starting platform lower), keep in mind that I have an unused stacker so I can go even higher.
The first solution uses most of the skills but still doesn't use the second swimmer though.

13
This looks better!
I have a gut feeling that I somehow need to get rid of the lone zombie at the top, but I couldn't found an efficient way to do so...

14
Here's my new solution 8-)
I normally see a glimpse of how the intended solution looks even when I backroute a level, but not this one.
It felt like I have too many powerful skills.

15
Here're some new solutions.
r1 level shoud be good now 8-)

Pages: [1] 2 3 ... 37