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Messages - Nepster

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1546
Contests / Re: Lemmings Forums Level Design Contest #8 (Voting Phase)
« on: December 06, 2015, 09:18:00 AM »
Why not call it a draw (with no prizes awarded)? Winning seems neither important for IchoTolot, nor is it important for me. Together with the general lack of interest in voting, it just seems a waste of time to continue this.
But if you really want to extend the voting time, that's Ok with me.

1547
Contests / Re: Lemmings Forums Level Design Contest #8 (Voting Phase)
« on: December 05, 2015, 02:37:38 PM »
Well, I never vote if it is just a choice between two levels, of which one of them is mine. And now I won due to a vote from the creator of the other level in the finals. This feels like a very undeserved winning, so please add a vote of mine for IchoTolot's level :).

PS: I cast a vote for IchoTolot as the High Judge of Contest Levels ;).

1548
NeoLemmix Main / Re: Player V1.36n Pre-Release
« on: December 05, 2015, 09:24:37 AM »
2. Alt + Hover over (also allow distinguishing between say, a Climber+Floater Athlete and a Climber+Swimmer Athlete, for example; it's not just for ghosts/zombies)
Didn't know that this works as well for zombies. However there is one difference to normal lemmings: With usual lemmings (except the few preplaced ones), one has already an idea what abilities one has given them, and Alt+Hover is only there to confirm this. With zombies one has a priori no such information at all, making this check much more important. Plus, hovering over zombies ist useless at the moment (one cannot do anything with zombies), so giving this additional info directly by hovering over the zombies would be convenient for me.

4. [...] Lemmings performing these other tasks absolutely should not stop them to flee the ghost - from a technical point of view, at least in terms of interaction with other lemmings, a ghost is just a moving blocker with a larger blocker field. So, for example, if a ghost causes a miner to turn, it should continue mining but in the other direction (assuming it still has something to stand on; ghosts won't magically allow it to mine in mid-air). Indeed - as you could tell if you were to release the blocker somehow, a ghost can indeed change which direction a blocker is facing.
Sorry, my mistake, but I could have sworn to have seen a builder stopping his work. In the light of the actual mechanics, the current behaviour is at least consistent.

1549
NeoLemmix Main / Re: Player V1.36n Pre-Release
« on: December 05, 2015, 12:21:00 AM »
Lemmings fearing ghosts is otherwise the standard behaviour: Walking lemmings turn around when encountering ghosts and builders, bashers, miners, ... stop their current work to flee.

EDIT: Removed incorrect information.

1550
NeoLemmix Main / Re: Player V1.36n Pre-Release
« on: December 05, 2015, 12:01:23 AM »
While playing Doomsday Lemmings II, I found some more issues. Not all of them are bugs in the strictest sense and some of them may wait for NeoLemmix V2. (And I am a bit sorry for the slightly ranty style of this post).

1) The lemming count constantly confused me - THIS NEEDS TO BE CHANGED! Who cares how many zombies and ghost are walking around? If I see on the preview screen 45 lemmings required out of 50, then I expect to be allowed to lose 5 lemmings. I do not want to count all zombies and ghosts first and adjust this number. Even worse in levels like Demonic 5, where one has to wait until all lemming appeared, before knowing how many lemmings one may lose, because it is simply impossible to count all the zombies!
I know this has come up before, but this really is annoying!

2) One never knows, when zombies and ghosts have special abilities like being swimmers, climbers, ... This must be directly visible once one moves the cursor on the zombie/ghost.

3) Ghost can be disarmers, but they will still ignore traps completely. So giving ghosts the disarmer skill is totally useless. Either let ghosts disarm traps or disable giving them the disarmer skill.

4) The interaction of ghosts and blockers is a bit weird. Ghosts just ignore any blocker, be it a usual lemming blocker or a ghost blocker. I would have expected either
4.1) Ghosts turn around at any blocker, or
4.2) Ghosts walking to a lemming blocker release the blocker, because the lemming fears the ghost and thus decides to move again.

1551
Levels for v10 or older / Re: Doomsday Lemmings II (Release Topic)
« on: December 04, 2015, 11:50:48 PM »
After playing through most of the pack, I have to say: Zombies are still not among my favourite features, but Ghosts make for a nice addition (apart from some weird behaviours, that I will post elsewhere).

Attached replays and here some remarks to the levels. The spoilers are (almost) only used to hide my ranting :P.

Treat (click to show/hide)

Trick (click to show/hide)

Spooky (click to show/hide)

Haunting (click to show/hide)

Demonic (click to show/hide)

1552
NeoLemmix Main / Re: Player V1.36n Pre-Release
« on: December 01, 2015, 09:45:10 PM »
Just a brief feedback regarding the toolkit: Everything works very well now :thumbsup::thumbsup:.
Nevertheless I discovered another little bug with the toolkit: In the scroller texts, one can type in almost every character. But the game itself can only display a very restricted character set, ignoring all other characters. So it would be good to have an automatic warning message, or at least the Issue Checker should return such a warning.
For the V1.36 one can probably live with this little bug, but it would be good to have this fixed in the big V2 update.

PS: The "ALT GR" key seems to work in all instances just as the "STRG" key, so no problem here.

1553
NeoLemmix Main / Re: Player V1.36n Pre-Release
« on: November 30, 2015, 11:47:29 PM »
1. Does it at least show enough to distinguish all keys from each other? If it does, I would say that's good enough.
Yes, it shows enough. While checking, I realized that there is another slightly different (but again low priority) problem: In the list the key "STRG" (english "CTRL") appears three times, but both my "STRG"-keys point to one and the same element in the list. The same happens for a few more keys. As I have not yet found a key that points to the other "STRG"-entries in the list, this is probably not a big problem though.
Playing around a bit more, I noticed that the key "ALT GR" also points to the same "STRG"-entry in the list as the "STRG"-keys, likely because it evaluates as "STRG"+"ALT". Not sure at the moment, whether this causes any problems. 

2. If you use Find Key, and it highlights the key, and you assign something to it (without scrolling to find it in the list), does it nonetheless apply the intended function to the key?
That works fine.

1554
NeoLemmix Main / Re: Player V1.36n Pre-Release
« on: November 30, 2015, 05:12:36 PM »
The new version works very well with German keyboards, and symbols like "ö" and "ß" are displayed and correspond to the correct keys. I have only two small remarks:
1) The key description of the NumPad keys is now "1 (ZEHNERTASTATUR)" (with the longest being "KOMMA (ZEHNERTASTAT"), which do neither fit within the space in the list nor after the "Editing key: ...".
2) With the "Find key" option, the correct key is highlighted in the list. However one does not directly jump to this key, but has to scroll through the list and find the highlighted key manually. Not sure, what the behaviour was in the previous V1.36 and whether this behaviour is intended or not.

PS: Perhaps wait for another day or two before releasing the final version of the Toolkit, because I am currently testing it by creating a new beta version of NepsterLems. So far things look good, but you never know...

1555
If anyone is interested in the intended solution to Lemmings Gone Wild! - here it is.

1556
NeoLemmix Main / Re: Player V1.36n Pre-Release
« on: November 21, 2015, 09:18:09 PM »
Here is a potential bug with saving replays: In the Lix hotkey version, "Save Replay" is set on Enter. However this does not work for me: I loaded a level in the editor, played it in the new CustLemmixNeo and at the final screen pressed Enter. As usual the preview screen appeared again, but no replay was saved.
Currently I do not know, whether this is a bug in NeoLemmix or a bug in my German type keyboard.

1557
NeoLemmix Main / Re: Player V1.36n Pre-Release
« on: November 18, 2015, 09:58:11 PM »
My previous post was more intended as a warning for German type keyboard users. But shouldn't there be a way to handle this: Instead of displaying the fixed "00E2", "~" (or whatever), let the computer itself display whatever character "00E2" would return (with a few obvious exceptions)?

And one more thing: "Find Key" does not work for the arrow keys or "tab". Fortunately these keys are correctly labeled anyway.

1558
NeoLemmix Main / Re: Player V1.36n Pre-Release
« on: November 18, 2015, 09:30:17 PM »
For everyone using a German type keyboard:
- (Standard layout) Skip 5 seconds: Press "." not ">". Note that the ingame information is correct at this point, just not namida's info above.
- (Standard layout) Minus 5 seconds: Press "," not "<".
- (Lix layout) Minus 1 second: Press "ö", not "~".
There are quite a few more special characters, where the symbol displayed in the hotkey assignment table does not match the symbol on the keyboard. So whenever wanting to assign a special character as a hotkey best use the "Find Key" option and don't worry if the symbol displayed then does not match the desired one!

1559
Let's just say, you take a little break to allow all others some time to try out the latest version ;).

1560
V7: Did you really not see the frog hiding behind the flower pot?

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