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Messages - DireKrow

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16
Advanced Rank complete and replays attached. Some of these were pretty tricky, even with the hints.

These ones:

9 Stack and Step
10 Jump the Sausage
13 Caught and Released
20 A Different Kind of Space
27 Victory Lap

...each took me at least half an hour. Not necessarily a bad thing, though it does make the beginner tag feel slightly misleading, hah.

Some specific comments:

Spoiler (click to show/hide)

17
Closed Loap Bugs / Suggestions / Re: Missing SFX
« on: January 31, 2022, 04:55:43 AM »
Yeah, even if you want to get rid of the old sounds, I think it's generally a good idea for most commands or user interactions to have some kind of audio confirmation that you did or tried something.

18
Completed the first four ranks, replays attached.

The new content is very good for the most part. I have concerns with two particular levels, but the rest are going great so far. I really love the new Slider and Laserer tricks that you've shown off. Particularly liked the stuff about sliders+builders and the showcasing of how much a single laserer can do for you in a level.

Spoiler (click to show/hide)

I'll do Advanced Training over the coming days, time permitting.

19
Closed Loap Bugs / Suggestions / Missing SFX
« on: January 30, 2022, 10:59:02 PM »
At the request of namida, currently missing SFX as of 0.0.11:

- "Ow" when lemmings splat
- Teleporter sound effect
- Spring sound effect

- Builder placing a brick
- Skill and camera selection sound effects
- HUD sound effects (e.g. turning FF on/off, pause/unpause, changing RR, etc)

- Electrocution sound effect
- Climbers climbing sound
- Thud when a lemming becomes a stunner
- ARMAGEDDON


Will post more as I discover or think of them

20
- Climbers sliding on ice currently don't climb when they encounter a wall. They should.

21
Closed / Re: [SUGGESTION][PLAYER] Continual automatic replay playback
« on: January 24, 2022, 06:01:55 PM »
Honestly, the main reason I'd like it is because if I release a pack of levels (which I did) and someone gives me a set of replays of their solves, I'd like to be able to just watch them all without having to do several clicks between every level.

22
Closed / Re: [SUGGESTION][PLAYER] Continual automatic replay playback
« on: January 24, 2022, 02:04:44 AM »
I'm going to +1 this as well.

23
Spoiler (click to show/hide)

- Bashers and miners can't destroy builder bridges in Loap currently. They can in L3D (see Image 6-1).
- Diggers in Loap only destroy the lower tile in builder bridges, where as L3D Diggers destroy both tiles in the same grid square. This makes it so diggers can't free blockers on builder bridges in Loap, where as they can in L3D.
- If a builder bridge is offset by half a grid square from a builder starting mid-block instead of at an edge, then attempting to dig the topmost tile will result in the digger doing the digging animation, but not actually breaking anything.

24
Continuing from above and related to some of the other points, in L3D the following happens:

If you assign a basher at the base of the slope: It bashes the bottom 2 slices of the slope
If you assign a basher in the first quarter of a slope: It bashes the middle 2 slices of the slope
If you assign a basher in the second quarter of a slope: It bashes the top 2 slices of the slope
If you assign a basher in the third quarter of a slope: It bashes the top slice of the slope
If you assign a basher in the last quarter of a slope: It does nothing to the slope itself.

Currently in Loap:

If you assign a basher at the base of the slope: It bashes the bottom 2 slices of the slope
If you assign a basher in the first quarter of a slope: It bashes the bottom 2 slices of the slope
If you assign a basher in the second quarter of a slope: It bashes the middle 2 slices of the slope
If you assign a basher in the third quarter of a slope: It bashes the top 2 slices of the slope
If you assign a basher in the last quarter of a slope: It bashes the top slice of the slope... but misses the slope itself.

Images demonstrating this:

Images 5 (click to show/hide)

- I think it would be better if it worked like L3D, because currently in Loap, there's no way to bash a wall above a slope without bashing into the slope itself.

25
Another major version, another feedback thread, this one focused on the new destructive skills.

I have some concerns regarding their interactions with slopes...

Images 1 (click to show/hide)

- Blockers at the top of slopes that are bombed, in L3D, act as though they are positioned at the highest point of the slope. In Loap, they appear to act as though they are one slice lower, at the 3/4 point of the slope, resulting in a different explosion pattern. This isn't a concern, however...

Images 2 (click to show/hide)

- ...The same is true of Miners, resulting in a miner at the top of a slope removing the top two slices of the next block, instead of only one. This also interrupts them, where as in L3D the miner will continue on. Additionally...

Images 3 (click to show/hide)

- ...A basher that bashes into a wall at the top of a slope shows the same behavior. This results in the basher removing the bottom slice of the block in front of them, and the top slice of the block below, clipping them into a 1-slice-wide hole and prevent any lemmings from following. In L3D, the basher removes the 2 bottom slices of the wall and allows lemmings to follow, as expected.

Images 4 (click to show/hide)

- The behavior of diggers on slopes is different as well. In Loap they remove the bottom two slices only, where as in L3D, the entire slope is destroyed. This may not be a problem, but has been noted for reference.

26
Contests / Re: Level Design Contest #25
« on: January 23, 2022, 06:11:39 PM »
Some rules questions.

Rule 1
- Are you allowed to include any hatches, or are the preplaced lemmings the only ones allowed?

Rule 2
- I assume only official styles are allowed for this, to prevent people from trying to use large custom made terrain pieces.
- Does the 10 object limit include any hatches and exits?

27
Closed Loap Bugs / Suggestions / DireKrow's Feedback (0.0.6.1 Builders)
« on: January 23, 2022, 02:57:19 AM »
It was requested that feedback be split up a little, so here's a new thread for the new update, focused on builders.

I want to commend what I've seen of them so far. I expected builders to be tough to implement, but you've knocked it out of the park already. I did find some quirks, but some of them turned out to be L3D accurate ones. Talked about those on the discord.

Image 1 (click to show/hide)

- If you quickly assign a builder to a shrugger, they'll place the next tile directly above the last tile from their previous build, resulting in the double step shown here. They should instead walk forward and place the next tile, extending the bridge along the same trajectory.

Images 2 (click to show/hide)

- As seen in the first pic, building into a ceiling in Loap causes the builder and all subsequent lemmings to get stuck in the ceiling until the top tile is destroyed. In L3D, as shown in the second pic, once a builder is one block away from a ceiling, they will attempt to place the next tile but fail and turn around. A 1 block wide gap is left there and lemmings can freely walk through.

Images 3 (click to show/hide)

- In the first screenshot, you can assign a lemming to be a blocker after they've placed the next tile but before they step up onto it, creating the situation shown. This is not necessarily a bad thing, but I'll note you can't do this in L3D, as trying to assign a blocker at that moment will be met with an "uh uh!". Intended?

- The second screenshot shows that if the edge of a tile is in the middle of a block rather than the edge, assigning the builder as a blocker/turner will cause them to cancel their build and walk off. You can't do this in L3D, as trying to assign a builder that is in the "first half" of a block as a blocker/turner is met with an "uh uh!". I actually like the L3D behavior, because it acts as a failsafe to prevent you from wasting blockers/turners, because eyeballing the exact alignment of a builder can be quite difficult at times. Also, this new behavior may create backroutes, since it's a new and relatively cheap way to cancel a builder early.

28
Closed Loap Bugs / Suggestions / Re: DireKrow's Feedback
« on: January 22, 2022, 01:53:41 AM »
- When a lemming exits Security Walls (from LP3D), the game crashes with the error below. So far I haven't found any other levels where this happens.

Code: [Select]
Unhandled exception. System.IndexOutOfRangeException: Index was outside the bounds of the array.
   at Loap.Rendering.Renderer.<>c__DisplayClass49_0.<AddBlocksToEntityQueue>b__0(BlockCacheEntry cacheEntry) in C:\Documents\Dev\loap\Loap\Rendering\Renderer.cs:line 792
   at System.Linq.Enumerable.SelectArrayIterator`2.MoveNext()
   at System.Collections.Generic.List`1.InsertRange(Int32 index, IEnumerable`1 collection)
   at Loap.Rendering.Renderer.AddBlocksToEntityQueue(List`1 queue, BlockCacheEntry[] blockCache, Int32 iteration, Func`3 getExitFrameFunc) in C:\Documents\Dev\loap\Loap\Rendering\Renderer.cs:line 778
   at Loap.Views.Game.GameViewRendering.RenderEntities() in C:\Documents\Dev\loap\Loap\Views\Game\GameViewRendering.cs:line 130
   at Loap.Views.Game.GameViewRendering.Render() in C:\Documents\Dev\loap\Loap\Views\Game\GameViewRendering.cs:line 107
   at Loap.Views.Game.GameView.DoRender() in C:\Documents\Dev\loap\Loap\Views\Game\GameView.cs:line 42
   at Loap.Views.BaseView.Render() in C:\Documents\Dev\loap\Loap\Views\BaseView.cs:line 65
   at Loap.LoapMain.Draw(GameTime gameTime) in C:\Documents\Dev\loap\Loap\LoapMain.cs:line 105
   at Microsoft.Xna.Framework.Game.DoDraw(GameTime gameTime)
   at Microsoft.Xna.Framework.Game.Tick()
   at Microsoft.Xna.Framework.SdlGamePlatform.RunLoop()
   at Microsoft.Xna.Framework.Game.Run(GameRunBehavior runBehavior)
   at Microsoft.Xna.Framework.Game.Run()
   at Loap.Program.Main() in C:\Documents\Dev\loap\Loap\Program.cs:line 9

- If you tell a climber to be a blocker or turner as they approach a wall, they'll climb the wall instead of becoming a blocker/turner. The skill is still consumed.


29
Closed Loap Bugs / Suggestions / Re: DireKrow's Feedback
« on: January 22, 2022, 12:15:51 AM »
Images (click to show/hide)

When a hatch is close to a deflector block, the lemmings end up coming out of it going the wrong direction, as seen here in The Prisoner. Using a bomber to shave the tops of the deflector blocks off restored things to normal.

30
Closed Loap Bugs / Suggestions / Re: DireKrow's 0.0.5.X feedback
« on: January 21, 2022, 06:18:56 PM »
Same version as above...

Image 1 (click to show/hide)

- Walkers ignore one-slice-steps-up, phasing through them instead of increasing their elevation.

Image 2 (click to show/hide)

- Turners on down-slopes are ignored by other lemmings. Happens on both shallow and step down-slopes. Up-slopes work fine.

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