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Messages - Nepster

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1636
General Discussion / Re: Ichotolot visiting Simon
« on: June 10, 2015, 03:45:55 PM »
Nepster, you're also from Germany. Do you live reasonably close to us? 8-)
If you count the distance between Göttingen and München "reasonably close", then yes ;). So don't expect me to join, but please tell me the date (once it is fixed), just in case that I am a little closer anyway around that time.

1637
Contests / Re: Official Level Design Contest #5
« on: June 08, 2015, 04:06:50 PM »
Please read namida's post as:
If you want to enter the contest, but do not manage to finish your level until the deadline, do the following: Submit an essentially empty level now (of course with at most 10% save requirement) and update it later on with your actual level ;P :lix-wink:.

1638
Lix Main / Re: Discoverable UI (scrolling, dir select)
« on: June 06, 2015, 08:31:01 AM »
The critical opinion is how player-modifiable spawn interval helps execution, and people have reported 5 to 10 levels from the 240-level community pack where it's integral to the solution. When culture has grown over the design, the culture locks the design in place.
After a closer look, the following levels require RR-changes:
S19, C19, C30, D10, D19, V2, V7, V28, V29, H4, H12, H25, H31, H34
(and perhaps some more Hopeless levels that I haven't solved yet)

There are quire a few more, where it helps (sometimes depending on your solution):
S21, Q11, Q19, Q31, Q37, C5, C14, C17, C23, C27, C37, D4, D6, D13, D25, V9, V10, V17, V21, V25, H2, H16

To compare this with one-way arrows:...
But still there are several levels (e.g. Trading and Cooperation), where one-way-walls are created by specific terrain layouts. Other levels (e.g. Lix Cannon) had to be heavily modified to make up for the lack of one-way-walls. So there are ways to replace the function "one-way-wall" in the current version of Lix. But I see no similar replacement for the function "change RR".

1639
NeoLemmix Main / Re: Plans for V1.35n
« on: June 05, 2015, 04:33:01 PM »
Currently NeoLemmix has so many functional keys, that directly relate to modifying the interaction with lemmings, that even restricting to buttons to such keys won't work. These keys include: Ctrl, Shift, Enter, Backspace, Spacebar, Minus, B, N, P, Left, Right and right mouse button.
So there needs to be some kind of help menu that can be accessed during game-play.

1640
Lix Main / Re: Discoverable UI (scrolling, dir select)
« on: June 05, 2015, 04:18:50 PM »
Idea for RMB scrolling: When the user scrolls at the screen edges, shape the cursor into the four little arrows, too. This is a minor improvement, we probably need more.
Not enough. I never pressed the RMB in the first place, so I never encountered the changed cursor.

Idea for dir select: This needs to be at least as prominent as the release-rate changers. Do we even need those? In multiplayer, it's forbidden anyway to change the rate. How many levels use that in singleplayer? I feel it's mainly panel clutter, and it's much less important than directional select. If necessary, I can try to fit both functions on the panel.
I skimmed over Hopeless in the Community level pack and it seems that changing the RR at least helps in many levels. Apart from that, setting the RR to the minimum is very convenient at the end of a level.
So I would prefer to keep the possibility to change the RR, but one certainly can reduce the size of the buttons.

1641
NeoLemmix Main / Re: Plans for V1.35n
« on: June 05, 2015, 04:00:50 PM »
[17:09] <SimonN> wtf, neolemmix has too many undiscoverable keys
Yes, explaining them in the NeoLemmix topic here in the forums is not enough. Players like me don't want to pause playing to search for infos on the internet!
On the other hand I don't think that one needs a button for everything (e.g. for turning the music on or off). But it would be nice to have a HELP-button, that presents a list of all keys along with their functions. In order to avoid modal boxes, these hints can e.g. be displayed as a small-size text in the top left corner overwriting the actual level screen. Then it would not even be necessary to pause the game.

And of course a proper readme coming along with each NeoLemmix player (and not only on the NeoLemmix homepage) would be nice...

1642
In Development / Re: NeoLemmix Community Pack
« on: May 27, 2015, 09:42:12 PM »
I just tried the levels by exit, Giga, namida and IchoTolot. Here are replays (using Player V1.33n).

@exit
Spoiler (click to show/hide)

@GigaLem
Spoiler (click to show/hide)

@namida
Spoiler (click to show/hide)

@IchoTolot
Spoiler (click to show/hide)

1643
In Development / Re: NeoLemmix Community Pack
« on: May 27, 2015, 06:23:47 PM »
Here is an alternative version of Fourtissimo, removing the solutions by Giga, IchoTolot and Akseli and (hopefully) enforcing the intended one.

1644
NeoLemmix Main / Re: Athletes
« on: May 17, 2015, 09:54:37 AM »
I cannot think of any level, where this causes problems, so it is probably fine as-is.
Confusion is only possible if you have multiple lemmings with different multiple skills (but totalling to the same number) working in the same area of the level. But how often does this happen?

1645
NeoLemmix Main / Re: Name of the "Mechanic" skill
« on: May 12, 2015, 08:01:09 PM »
Disabler is reasonably descriptive, ...
Sorry, but NO! I would probably think of Disablers as Deskillers: A lemming that reverts any lemming he touches to a walker. E.g. builders stop placing bricks, bashers/miners stop midstroke and even permanent skills like climbers or floaters get cancelled when meeting a Deskiller/Disabler.

Both Mechanic and Detrapper clearly indicate that this skills modifies objects, which is in my opinion the most important hint one can give concerning this skill. Everything else can be found out by a few specific tries...

1646
NeoLemmix Main / Re: Possible feature: Acheivements
« on: May 08, 2015, 06:33:10 PM »
Interesting! Up to now, I thought that you need at least one additional skill to delay the athlete in the main solution...
The solution I had in mind uses 1 climber, 1 blocker, 2 builders, 1 basher and 1 miner. See replay (NeoLemmix version 1.33).
Either way, I agree with Proxima's reasons for including this achievement.

1647
Closed / Re: Editor Bugs / Suggestions
« on: May 02, 2015, 07:33:17 PM »
I just noticed, that like in original Lemmix, object coordinates have to be non-negative in NeoLemmix (or else these objects are deleted when saving). The current .lvl-file format seems rather flexible to me, so I wonder where problems occur with arbitrary object coordinates?

1648
I think, a bigger contest makes only sense if there will be more participants than in the contests so far. Otherwise we will likely end up with only two or three entries in each category.

Concerning backroute-fixes during contests, I second Simon's suggestion.

1649
Excellent levels all :thumbsup:!

My own solutions are identical to some that were posted here earlier, so I won't bother you with attaching them. I actually got lucky on Around the World and the miner was placed correctly on my first try :lix-grin:.

Fourtissimo: namida found the intended solution, Giga and IchoTolot got clever alternative solutions. No revisions forthcoming for this level contest. However I will make a fixed version for the NeoLemmix community level pack, so that you may decide which version to put there.

1650
In Development / Re: NepsterLems - Demo V2 available
« on: April 26, 2015, 03:19:23 PM »
Finally I found some time to remove backroutes. An improved version of the demo is attached to the first post. Hopefully this time, both versions will contain 10 levels ;).

As there were so many non-intended solutions to the demo levels, it might be a good idea to give NepsterLems first to some beta-testers. If you would like to be one of them, please PM me.

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