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Messages - Nepster

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1501
Closed / [SUGGESTION] [CONTENT] [ADDED] Improved buttons in main menu
« on: January 16, 2016, 09:38:48 AM »
Status: V1.40n has added improved buttons when playing packs that are made for (or upgraded to) V1.40n or higher; retroactively applyinging them to older packs is probably more hassle than it's worth.

1502
Status: Changed from "Bug" to "Suggestion" as current behaviour is intended.

Have decided against allowing Walkers to be used on Swimmers.

Have decided in favor of making swimmer-bombers apply destruction mask as normal, and implemented this for the next update.



Original Post

I am not sure whether the following two behaviors are intended or not. At least I did not expect them to be that way.

1) One cannot assign walkers to swimming swimmers. As walkers have an effect in pretty much any situation, this strikes me as weird.

2) A swimming swimmer explodes when given the bomber skill, but never removes any terrain. As one doesn't see this behavior in other situations, it was probably precisely coded that way. But I see no reason why?

1503
Closed / Re: [SUGGESTION] [PLAYER] Re-add cheat hotkey
« on: January 13, 2016, 08:10:03 PM »
This topic should have beed discussed before the release of V1.37, but namida writes code just too fast :P. Anway, here is my suggestion:

Continue supporting the hotkey for skipping a level when in cheat mode (and fix the bug that it doesn't work in Unlock All Levels).

Reason: Assume a player tries a level but fails to find a solution and now wants to play the next level. Then the fastest way is
  ESC (returns to postview screen), Left-Click (returns to preview screen of old level), Right Arrow (goes to desired preview screen)
This requires three different clicks, which is neither fast nor a natural thing to do. Compared to that hitting one hotkey is fast, easy and straight-forward.

Given that the code is already there, it shouldn't be a big problem to continue supporting this option.

1504
Closed / [SUGGESTION] [PLAYER] [ADDED] Re-add cheat hotkey
« on: January 13, 2016, 08:03:08 PM »
Status: Re-added for next update. Suggested change of always enabling it in packs with Unlock All enabled has also been implemented.

1505
Lix Levels / Re: ClamLix
« on: January 13, 2016, 07:54:40 PM »
Learn to Fly - spamming floaters at the end isn't intended; maybe fixing the SI will prevent this method?
No. Constant SI 50 saves again 19 Lix (20 should be possible as well). SIs not divisible by 10 reduce the number of Lix saved, but the same method still works.

Digger cancelling: Would like to discuss this in IRC with you sometime, in case any similar problem comes up with with pneumatic-hammer digging.
Digger cancelling is currently possible with pneumatic-hammer: You just have to start the new digger precisely on the first frame after the old digger removes some terrain.

1506
Lix Main / Re: Auto-replays, to what dir and filename
« on: January 12, 2016, 08:15:48 PM »
While playing some levels in the pack by Rubix, I noticed another problem: When the level files are only called a.txt (and such a level exists once per rank!) your suggested name for the replay will not tell one anything useful. Perhaps use the actual title of the level for the replay name, instead of relying on the file name?
(I agree that bad naming of files by the level author is part of the problem, but I am somewhat sceptical that you can force people to use descriptive file names.)

1507
Lix Levels / Re: ClamLix
« on: January 12, 2016, 08:06:55 PM »
I finally got around trying Flingsane without this annoying timing of bombers. Here are the replays (together with a few other replays I found in the replay folder). Especially "From the Void" was great.

EDIT: And now with attachment.

1508
NeoLemmix Main / Re: Skillbar info
« on: January 11, 2016, 09:51:18 PM »
Sounds good.

1509
NeoLemmix Main / Re: Skillbar info
« on: January 11, 2016, 08:53:13 PM »
The most important thing for me is to have only about two or three numbers. Any more and I fear I will confuse everything.

That said, my preference is to have:
  Lemmings available (=Out+Hatch+Cloners), Lemmings needed (=Required-In).
Alternative:
 Lemmings available, Lemmings saved, Save requirement

Displaying Lemmings killed is a very negative point of view, so I prefer Lemmings available. Moreover Lemmings available is useful at the beginning of the level, while Lemmings killed is not.

Finally I don't really care much about symbols. I will set this option once and use it from then on. So I know by heart what these numbers mean.

EDIT: Proxima was faster posting essentailly the same.

1510
Could you please elaborate a bit more on the options you implemented? Just to satisfy my curiosity, I would like to know the following:
In option 2, there is a "possibly" in the description. Did you (for manually saved replays) include "SOLVED" or did you include "FAILED" or none?
In option 4, when asking for confirmation: Is there a possiblity to manually change to name of the replay file if one wants to save the file, but not overwrite the old one?

PS: I will most likely use option 2.

1511
Closed / Re: [TOOLKIT] "Always Unlock All Levels" doesn't work
« on: January 10, 2016, 08:12:43 PM »
Ah, thanks for the further explanations. I just checked and these codes worked. So yes, some kind of indicator is definitely needed, especially with most of the current content having passwords.

Secondly, the hotkey for skipping a levels still doesn't work!

1512
Closed / Re: [TOOLKIT] "Always Unlock All Levels" doesn't work
« on: January 10, 2016, 08:04:49 PM »
According to namida checking "Always Unlock All Levels" in the FlexiToolkit option menu permanently enables the cheatmode. However whenever I compile NepsterLems with this setting, I still have to enter the cheatcode!

PM with the folder contents will be sent to namida in a minute.

1513
Status: Not a bug. Resulted from a misunderstanding of how the option works.

1514
NeoLemmix Main / Re: Plans for V1.37n
« on: January 10, 2016, 07:41:27 PM »
As you already mention an update in the password system, let me ask this: Will there be a possibility to remove passwords altogether, i.e. enable the cheatmode permanently in a level pack (without requiring that the player enters a cheatcode)?

1515
The reason I ask this is because people may wish to share hotkey files (for example, the hotkey file that's already available to give a Lix-like rather than NeoLemmix-like hotkey set), and it's simpler to do so if they're kept seperate from other options.
Now I understand and have no preference at all regarding this.

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