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Messages - Nepster

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1336
If the lemming is at the left edge of the level, the terrain checks for starting a platformer are relaxed.
Consider the test map and try to assign a platformer at the very edge of the terrain piece. You will succeed only for the upper left lemming.

Here is again namida's LemCanPlatform function:
Code: [Select]
function TLemmingGame.LemCanPlatform(L: TLemming): Boolean;
var
  x, x2: Integer;
  c2: Boolean;
begin
  with L do
  begin
    x := LemX;
    if LemDX < 0 then Dec(x, 5);
    Result := false;
    c2 := true;
    for x2 := x to x+5 do
      if not HasPixelAt(x2, LemY) then
      begin
        if x2 < 3 then c2 := false;
        Result := true;
      end;
    if LemDX < 0 then Inc(x, 2);
    if c2 and Result then
      for x2 := x+1 to x+2 do
        if HasPixelAt(x2, LemY-1) then
          Result := false;
  end;
end;

It contains the line
Code: [Select]
if x2 < 3 then c2 := false;which sets c2 to false if either the lemming faces left and is among the 8 left-most pixels or if the lemming faces right and is among the 3 left-most pixels. However setting c2=false removes the terrain checks at HasPixelAt(x+1, LemY-1) and HasPixelAt(x+2, LemY-1). So the upper right lemming in the example level does not see the inverted cone hanging above him and hence starts platforming.

PS: I hate non-descriptive variable names like x, x2 or c2. :lix-suspicious:

1337
One possible solution is simply to disallow both if there's a pixel at (LemX, LemY-1).
Sounds like a good idea.

PS: Your LemCanPlatform causes some irregular behavior as well. Will post a new topic with example map.

1338
I see... What are the precise terrain checks for platformers? Perhaps one can use something similar for builders? I noticed that in your example level, one cannot assign platformers to the trapped lemming.

1339
Here is the second glitch concerning builders:

If a builder is placed correctly, he places all 12 bricks and then on his first frame when meeting the wall and turning around, moves one pixel into the terrain. If it happens to be a 1-pixel-wall one can assign a walker during precisely this frame, which allows the lemming to pass through the thin wall.
See the example attached.

If the wall is thicker than 1 pixel, the lemming will not turn around when given the walker skill, hence always facing away from the wall when being inside the wall. Nevertheless this glitch allows to pass one-way-walls in the wrong direction when bashing/mining instead of assigning walkers during this one frame.

This glitch does not happen if the builder places only fewer bricks.

I don't know how to fix this glitch without breaking a lot of replays. So any suggestions are very welcome.

1340
I found two more glitches concerning builders, that might require slight changes in the game physics. Here is the first:

Suggestion:
Disallow assigning builders to lemmings, if their first brick would not add any terrain.

Reason:
1) Repeated assignment of builders allows to move lemmings diagonally through solid walls. Try the attached level or watch the replay.
2) This rule already applies to platformers, so this change would make the game mechanics more consistent.

Moreover I don't think that there are many existing levels/replays where lemmings completely encased in terrain are turned into builders, so this change should not have a huge impact on existing levels/replays.

1341
I thought the glitch I reported here was fixed long ago, but somehow it still works in V1.43.

The suggested change was to clone the bricks together with the lemming, as it is done when cloning (respectively turning around) builders.

1342
Closed / Re: [DISCUSSION][PLAYER] Game mechanics in general
« on: February 21, 2016, 01:41:26 PM »
About direct drop:
I am ok with removing this as I think this is an unlogical concept from the start. The only person that comes in my mind who used this technique consistantly is namida ;)
You forget all the old Lemmix levels that I am currently updating. But I am fine with going through them again and removing/adapting any level that uses direct drops. Removing direct drops is worth this extra effort.

Maybe make an extra option for the sky tileset ???  or mark your old packs with direct drop activated ???
Please don't change the game mechanics depending on the style (sky or not sky). Perhaps most sky levels can be adapted by enlarging the trigger area of the exit?

Regarding other changes: There are some behaviors that I don't really like (how gliders turn around or that stackers continue working if the terrain at their feet is removed, ...), but I cannot think of anything truly unlogical. So I have no proposals for further changes.

1343
In Development / Re: Update database Lemmix levels to NeoLemmix?
« on: February 20, 2016, 09:21:01 PM »
I am wondering - if you're going to convert TimFoxxy's levels, should you use the ones in the database, or this one? I believe the one in the link has more up-to-date levels, and there may be even levels in the link that do not appear in the database.
The pack in your link contains more levels in original styles than the level packs in the database, but fewer ONML-style levels :-\. I haven't yet compared them to the VanClan level pack...
My plan is to have the VanClan lemmings in the first four ranks (but using the updated levels from your link whenever possible), then a rank with the rest of the levels from your link. After that I will just see what levels remain...

Crane's site, Garjen.com [or something similar to that?] has or had lots of old downloads and notes people wrote about their levels. At least ISteve and some others that I saw had notes. Those might be helpful.
I already know of www.garjen.co.uk, but help is only available for Crane's and InsaneSteve's levels. Both are still moderately active one the forum, so their level packs have very low priority, if I update their levels at all.

1344
In Development / Re: NeoLemmix Community Pack
« on: February 19, 2016, 12:35:43 PM »
Here is tseug's level NULL with a slightly changed save requirement of 77 lemmings, no time limit and a totally new solution.

1345
Added the levels of Anthony Thompson, bulletride, -H0ru5- and tseug.

1346
In Development / Re: Update database Lemmix levels to NeoLemmix?
« on: February 19, 2016, 12:25:19 PM »
I decided to do the following:

1tseug.dat - NULL: I will update it and propose it for inclusion in the NeoLemmix community level pack. As the level now requires a completely different level, I don't feel comfortable including it in the conversion pack.

1tseug.dat - Rush Hour: Until someone shows me that this trick is possible, this level will be completely removed from the conversion pack.

elfpak01.dat - BL CK FR ME: I changed the terrain slightly to adapt for the different mechanics. If someone shows me a NeoLemmix solution for the original terrain layout, I will change this back.

elfpak01.dat - Fortress 13: I included this level (in an updated form) in an extra rank "Undecided" which includes a warning that the level might be impossible.

1347
Closed / Re: [SUGGESTION] [EDITOR] Add functions to Level List Window
« on: February 18, 2016, 10:37:19 PM »
Why double-click to select it rather than just click?
You need to scroll through the list to get the pieces with higher index number, which selects a great number of terrain pieces. If they were selected all the time and the screen would jump to them, I would find this rather annoying. Thus the proposed double-click.

In regards to right-click, if I can figure out how to do so, I think it'd make more sense for it to bring a popup menu offering options, one of which could indeed be delete.

I'm open to adding this kind of functionality, but I'd like to hear more from people to see what opinions there are on exactly what should be added.
If others want more options, that is fine with me. I care just about deleting, because everything else can be achieved by selection (via double-click in the level list) and then the usual options in the inspector window.

In the original Lemmix editor, pressing spacebar on the keyboard after clicking on something in that list will in fact select the piece in the editor.
Thanks, didn't know that. This reminds me of the other hotkeys that I discovered only recently like "Insert" to add a terrain piece or "T" resp. "O" to select all terrain pieces resp. objects.

1348
Closed / [BUG] [EDITOR] No save check for "Fix Issue" in Validate Level
« on: February 18, 2016, 09:48:57 AM »
STATUS: Fixed for next update.



If Validate Level identifies problems and you let the editor automatically fix these issues, no save check is triggered when closing the level, although the level has been changed.

1349
Closed / [SUGGESTION] [EDITOR] Add functions to Level List Window
« on: February 18, 2016, 09:44:13 AM »
Bitbucket: https://bitbucket.org/namida42/neolemmixplayer/issues/4/add-more-functions-to-level-list-window

Currently the Level List Window just lists the terrain/object number and their location. I suggest adding the follwing functions to it:
1) Double-click on the row of a terrain piece/object selects this piece in the editor. If the piece is outside of the current visible screen, but (at least partially) inside the level, the editor jumps to the selected piece.
2) Right-click on the row of a terrain piece/object deletes the piece (after confirmation).

Reason: Sometimes it can be hard to select a specific terrain piece if lots of other pieces are nearby with overlapping rectangular box. Here the Level List Window could help to select this terrain piece, respectively to delete it.

1350
Closed / [BUG] [EDITOR] Keep screen position when changing level size
« on: February 16, 2016, 10:18:40 PM »
Status: Fixed for next update.



As we just had some great improvements of the editor, I can continue with some less important suggestions: ;)

Currently whenever you change the size of the level, the screen jumps to position (0, 0). It would be much more natural to keep the current screen position, respectively use the best approximation thereof if the current position would show something no longer in the level.

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