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Messages - Silken Healer

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31
Lix Main / Unable to paste a name into Lix
« on: August 14, 2023, 03:17:08 PM »
When I try to paste something into the name when first running Lix, I am unable to paste, because when I press Ctrl+V it just says "V" and does not paste what is in the clipboard.
Expected behaviour: Pastes what is on the clipboard into the name box when pressing Ctrl+V.
Running Lix version 0.10.13 on Windows 11 Home version 22H2.
Everything I've said here also applies to chaning the name agian in settings afterwads.

32
SuperLemmix Bugs & Suggestions / Re: [SUG] Invincibility
« on: June 25, 2023, 02:19:19 PM »
So essentially, just a temporary triathlete?
No, way much more than that. Just a few of the ideas that have been mentioned which would make the state more than "just a temporary triathlete": can destroy steel, can be assigned infinite skills, can bomb without being sacrificed, is immune to traps, can survive any fall, etc.
Yeah, sorry, I realise now after I said it, it's way more than just a temporary triathlete and that was an unfair oversimplification

invincible lemmings shouldn't be able to blow up or become stoners. If you think about it, in reality, it wouldn't work unless the lemming actually died
...
100% no on destroying steel. Steel should be indestructible above all else; that's the whole point of steel.

The invincibility state doesn't need to care about reality - in fact, the whole point of it, in my opinion, would be that these sorts of rules can and absolutely should be broken, otherwise - what's the point? You'd end up with, as you originally stated, "just a temporary triathlete" that can survive traps/falls. Boring, not worth the effort.

Also, Stoners aren't part of SuperLemmix any more. We now have the Freezer skill instead. See this discussion.

make the skill less overpowered, and create more puzzle opportunities

The whole point of invincibility mode, from my point of view, would be to make the lem overpowered, and to subvert the puzzle element of the game.

Perhaps, then, we don't want this? If people think this is a bad idea, then I'm more than happy to focus my efforts on something else instead.
My intention was to bring some variety to the concept of invincibility. However, I understand now that your motivation for adding it may be more inspired by invincibility in platformer games rather than as a puzzle element. That's a valid perspective, and it is then true that you probably would still want bombers/stoners to work. I still think it might look a little old, as we're used to a lemming dying, but I understand it's still probably what you'd want. I still stand by what I said about steel though.

I don't see any reason why they should walk past the exit.

I can think of three:

1) Perhaps there does need to be some limitation to the invincibility state - if not in terms of ability, then in terms of time and interaction with objects. It makes sense, then, that if it ignores trap triggers, it also ignores the exit trigger. This could also be extended to teleporters, splitters, and even buttons.

2) It makes sense that the player would want to keep the invincible lem active in the level for as long as possible, so it would actually be a good thing that they don't exit.

3) It introduces some puzzle potential which wouldn't be too tricky for a player to figure out - e.g. requiring the lem to Jump/Build/etc from the position of the exit's trigger, requiring the Timebombing invincible lem to walk past the exit in order to detonate at some point after it, etc.
For 1 and 3, didn't you say the point was to make the lemming overpowered and subvert the puzzle element of the game? For 2, true, but it also there's a chance it might just fall down a pit or otherwise not go back into the main route of the level in the way you'd expect.

33
SuperLemmix Bugs & Suggestions / Re: [SUG] Invincibility
« on: June 25, 2023, 07:58:06 AM »
So essentially, just a temporary triathlete?

I don't think they should have infinite skills. Both the level designer and the player have to count up how many skills each [however long the invincibility lasts for] second section would use, and then figure out where you need to utilize them to finish with enough skills. That just seems like it would get annoying, and it would be much less hassle to have the actual number of skills you had for that section, to see what you need to do. The only case I can think of where infinite skills would be a good idea is "X of everything" levels, where the player likes to solve them with as few skills as possible, but that's very niche.

If it does have infinite skills, maybe it can still only be assigned levels that are actually on the skill panel as part of the level's skillset. This would keep the original integrity of the level's design at least a bit, but again, I still think it's a bad idea to add at all.

Maybe to add a bit of variety, invincible lemmings shouldn't be able to blow up or become stoners. If you think about it, in reality, it wouldn't work unless the lemming actually died. It would add a bit of variety, make the skill less overpowered, and create more puzzle opportunities.

100% no on destroying steel. Steel should be indestructible above all else; that's the whole point of steel.

but, then I realised - what if they're assigned a Timebomber?

I would simply add the number above it. Maybe (and this is in general, not just for the invincible lemming), the invincibility timer could be blinking gold, and the bomber timer could gradually go from yellow to red for aesthetic purposes and to tell which one is which.

I think it should be a lemming type that can be pre-assigned and assigned to a hatch to maintain consistency with the theme of the other lemming types. However, I wouldn't be against it being a skill either.

I don't see any reason why they should walk past the exit.

34
Yes, I can see that on my end now too. Thanks Simon :thumbsup:

35
If you're referring to what we did the week pack 8 released back in October 2021 where we played all 5 games one after another then it's not going to be one of those sessions.

Was more just wondering if I should lookup the pack 9 games beforehand or if we'd all be relatively new to the pack 9 games, but thanks

36
I am planning on coming, the time is fine.

Seeing as a new pack has released whilst we haven't really playing Jackbox should I go and familiarize myself with a basic understanding of how the pack 9 games play beforehand or is it going to be a "lets learn the new pack together" type session?

Looking forward to playing with you all again :)

37
Yeah, now that I think about it, the news ticker is pretty pointless. I wouldn't be against just removing it.

The only thing actual "news" that couldn't be replaced with a "Lemmings Forums New Poster Information" thread or an automatic email when singing up or something along those lines is the contests, and we've lived not only without it but with it actively displaying the wrong information for a year.

One thing to note though is that if we removed the news ticker we wouldn't have the one month advertising prize on the level design contests anymore.


38
When I first refresh/load the forum I see every single possible text for the news ticker all at once and not in bold for a split second

39
General Discussion / Re: Simon blogs
« on: March 26, 2023, 03:40:36 PM »
Does Yahtzee count as a board/card game? No boards and no cards ;P

40
Live Event Scheduling / Re: Future of LF forum Jackbox sessions?
« on: March 05, 2023, 12:02:44 AM »
I'm always down for some Jackbox

41
SuperLemmix / Re: [SUG] Improvements to Skill Panel
« on: March 04, 2023, 07:48:21 PM »
Yes. I checked and it was blank not zero :)

42
SuperLemmix / Re: [SUG] Improvements to Skill Panel
« on: March 04, 2023, 03:41:17 PM »
If all skills end up being possible in the skill panel at once, will you show all skills even if they're not used and set it to "0" or blank like the original Lemmings? Even if just for classic mode?

43
SuperLemmix / Re: [DISC] SuperLemmix Discussion Topic
« on: February 26, 2023, 11:25:28 PM »
What would you say if you had to sum up the goal of SuperLemmix in one or a few sentence(s)? Originally in the early days of the fork the goal was just "reintroduce timed bombers so it's possible to play levels 100% classically" but I'm getting a bit confused about what the point is now as it's progressed a lot further in the recent days.

(As I'm reading this back I feel like it comes across as bit rude so sorry this is not meant to come across as negative)

44
Maybe it has something to do with the date?

(We can argue if 40 is too much, we can find some other value that works for you. With 25 new topics, I see borderline over a week of history only, and I really have only ~20 different topics, not 25, in it because I see ~5 recycling posts in a separate line. But that's beside the point of the bug.)

In the same way we could argue if 40 is too much, we could also argue if it'd be better to have it as a all posts since [time] ago instead of last [amount] posts as the user wanting to see what's happening recently would probably want to see it that way. Maybe we could create a separate thread to discuss changing it?

45
And the list shinks day by day. Yesterday I saw 24, today only 22.

All while the setting remains at 40.

-- Simon

Hm. This is peculiar. Can you still set it to less than the current amount of topics okay? What about more than the current amount of topics but less than 25?

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