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Messages - Nepster

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1681
In Development / Re: NeoLemmix Community Pack
« on: March 06, 2015, 03:52:54 PM »
Nice little level, but it took me three tries to position the blocker correctly, so that the third basher frees it. You are correct with your guess for the difficulty.

PS: I still don't understand why you include bombers in levels with 100% save requirement? Same goes for the newly replaced level in LPII btw.

1682
Lix Main / Re: Exploders in Lix, with/without fling/timing?
« on: March 05, 2015, 06:41:39 PM »
...and there are some more levels in Hopeless, that would admit new flinging solutions (apart from the two already mentioned by geoo):
- From the other side
- We're in this one together (though one could probably accept this one)
- Devil's right hand (but more due to the bigger blast radius)
- Won't get fooled again
Yuki Muon might be a good candidate as well.

I agree with ccexplore (and others) that flinging in single-player is usually an unwanted side-effect (of course apart from specially created flingsane levels). So I would go either with Prop 3 or simply with renaming fling-bombers and changing the icon.

New player screws up his solution by fling-exploder: Even if the player hasn't played the tutorials, not expecting the flinging at all will happen a few times at most. The fling-bomber's approximate effect is easy to anticipate afterwards. It's a normal learning process. Right now, the player has to learn both exploders anyway. Culling bomber 1 will make it easier, not harder, to learn the game.
Yes, but this would be an argument to cull the fling-bomber, not the L1 bomber :lix-mouth:. Even after playing through almost all levels of the community level pack and a good part of ClamLix and Rubix's level pack, I still cannot anticipate the flinging distance. Sometimes I plan to fling Lix X to position Y and the maximum I actually manage is about half the way. In other situations a Lix is flung far beyond the actual target...
If you compare that to the L1 bomber: Seeing it twice and you know what you are about. So there is only thing to learn: How to distinguish it from the fling-bomber :lix-winktongue:.

1683
Contests / Re: Official Level Design Contests - Rules, Prizes, etc
« on: March 03, 2015, 04:36:54 PM »
Quote
Timeframe:
1st Phase entries close 12th of March
2nd Phase entry close date is TBA, it will be at least 7 days after the 2nd phase begins
How does everyone feel about this? :lix-unsure:
I found the two weeks for contest 2 already rather tight, but now one has just 10 days (and only one weekend) for phase 1 and certainly less for phase 2 (unless one checks messages every day).

One certainly can do a "Speed creation contest" (e.g. create a full level pack of 10 levels within one week), but I fear that the level quality will suffer if the time frame is too tight.

1684
I do think, that IchoTolot has a point. We all have our preferred Lemmings engines, which will (usually) be the ones the contest levels are created for. So if someone gets the terrain layout for a Lemmini level, chances are that IchoTolot created it. And if you find a level with badly placed steel areas, ...

Given that specific parts would go to specific people, using an existing-but-unreleased level is probably not as viable as it has been in other contests; thus there isn't so much connection of what engine is being used.
I don't understand your point here. The contest criteria usually make sure, that already existing levels either do not fit at all or need modifications turning them into levels of poorer quality.

... the NeoLemmix Editor, which is a lot easier to use than the other editors were...
In my opinion it is much more important, which editor you are used to. Even LemEdit was pretty OK for creating standard Lemmings levels (only playtesting was kind of a nuisance).

1685
Contests / Re: Official Level Design Contests - Rules, Prizes, etc
« on: March 01, 2015, 08:52:04 PM »
Who (of the participants of the first two contests) was actually encouraged to participate by the prizes?
I for one am rather indifferent concerning the prizes, but simply like the challenge to create nice levels meeting certain criteria.

1686
NeoLemmix Main / Re: Editor V1.29n-A Features
« on: February 28, 2015, 05:23:57 AM »
Unless you're meaning "take the Lemmini conversions of these styles, and make them into NeoLemmix-compatible styles", in which case that shouldn't be too hard at all. :)
Then I am saying precisely that ;).

1687
NeoLemmix Main / Re: Editor V1.29n-A Features
« on: February 27, 2015, 08:24:16 PM »
Seeing IchoTolot's entries to the level contests and you working on easy access to new styles, I wonder how much work it would be to add support for L2 styles (or at least the Shadow and Egyptian style) in NeoLemmix levels?

1688
NeoLemmix Main / Re: Possible feature: Acheivements
« on: February 27, 2015, 07:20:02 PM »
I do think having one per each level of Fun 1-7 might be somewhat repetitive though, it would probably be more than sufficient to do one for completing Fun 1, and another for completing the entire set of tutorial levels (ie. all of 1-7)...
I would actually prefer to have even less achievements of the type "Complete ...", i.e. having only one for "Fun 1-7", "All of Fun", "All 120 levels" and perhaps 2-3 special ones. As Proxima said, it is good to have some easy achievements, but I would feel cheated if I got more than 20% of the achievements simply by completing the game.

?? ?? - Save 98% (if possible on NeoLemmix; I'll have to check) on Tricky 23
I think even 97% would make for a good achievement.

I totally second all of Proxima's suggestions for "lite" versions of challenges. Here are some more:
- Fun 10: 100% without floaters, miners or diggers
- Tricky 11: without builders (the level can be replaced, if you find a better one for this kind of achievement)
- Taxing 18: 100% without using the direct drop glitch
- Taxing 30: with only 20 diggers (instead of the current "Falling Down" achievement suggestion)
- Mayhem 13: with only 6 skills
- "Perfect Rendezvouz" Mayhem 30: save 100% (not because this is terrible interesting, but just because it feels like an achievement to save every single lemming on the final level)
- "Karoshi Master": Solve a level while killing lemmings in at least 5 different ways (e.g. on Taxing 2 you have 2 kinds of traps, drowning in water, splatting, bombing, falling out of the screen, nuking/out of time)
- "SuperLemming": Solve all levels with the Superlemming gimmick on  :devil:

1689
Site Discussion / Re: Lemmings icons / rank below usernames
« on: February 24, 2015, 08:23:41 PM »
I think it's useful to have a graphical representation of a user's rank, in terms of both posts and mod status.
Concerning mod status, one could just make the words "Admin" and "Moderator" bold and perhaps colour it red resp. blue.

...because even if new people see the stars/lemmings, they won't know what it corresponds to. Could be 50 posts, could be 2000 posts, could be a mod status...
...and there are forums where it represents karma, which then leads to an immense increase of silly jokes, because usually someone starts to upvote all of them :sick:.

1690
NeoLemmix Main / Re: NeoLemmix Pack Creation Tutorial
« on: February 23, 2015, 05:07:36 PM »
One more suggestion: Explain all the options in (Neo)CustLemmix.
Reading DynaLem's last posts I realized that there is an option called TestMode, but I have actually no clue what one can change there ???.

1691
Levels for v10 or older / Re: NeoLemmix version of "Copycat Lemmings"
« on: February 23, 2015, 02:15:22 PM »
Could someone please check whether Mayhem 25 "Opposable Lemming" is solvable in the NeoLemmix version.
Everything else works perfectly fine now (using V6).

1692
Levels for v10 or older / Re: NeoLemmix version of "Copycat Lemmings"
« on: February 19, 2015, 11:27:09 PM »
Just played through Fun. There were two things that bugged me:
- Lemmings step up only 5 pixels instead of the usual 6. Thus Fun 2 and Fun 23 seem to be impossible now.
- Lemmings get trapped by roots on earth levels. This happens for example on Fun 10 (if one builds up to the rightmost root) and again on Fun 23. This is no problem in Fun, just slightly annoying to me.

1693
Contests / Re: Official Lemmings Forums Level Design Contest #2 (Playing)
« on: February 16, 2015, 07:58:39 PM »
Info: My level can be solved in NeoLemmix, though I would be very surprised if someone manages to save 100%.

@IchoTolot: Looking forward to see this level again! 100% without bashers is still not terribly hard, but requires some planning.

1694
Contests / Re: Official Lemmings Forums Level Design Contest #2 (Playing)
« on: February 16, 2015, 05:47:11 PM »
Super Starship
Spoiler (click to show/hide)

On The Same Level
Spoiler (click to show/hide)

Tomb of Ramses II
Spoiler (click to show/hide)

As for my own level: Do NOT try to get 100% (at least not on your first attempt)! Although this is of course possible (I can upload a replay if necessary), my level is meant to pose a challenge even with the current 75% requirement.
... I have a feeling that all builders will be used in that level.
At least for the 100%-solution you are correct.

@DynaLem: If you want to save replays in Lemmini, look in your main Lemmini folder. There you should find some file called replay.rpl, which contains exactly what it says.

1695
Other Projects / Re: Open source, cross-platform Lemmings engine?
« on: February 15, 2015, 02:03:34 PM »
I'm not saying to combine the different languages... I *know* that that is impossible. What I am suggesting is that a fresh project be developed. Sure some stuff would be inevitably lost, but many hands make lighter work.
This is precisely what I tried to say as well and this is precisely the reason why I posed the question: Who would give up his/her own project especially if it is already fully functional (apart from few bugs) like SuperLemmini, Lix of NeoLemmix?

Quote
That's true, which is why I suggested having selectable options.
Then there is not much difference to having separate programs imo, or do I miss something? Assume for a moment you are the developer of SuperLemmini (or one of the other engines). Would you really want to code almost everything again, only to see the same game mechanics again? As namida already mentioned, the details in the game mechanics vary quite a bit: Different sprites for the lemmings actions are used, terrain checks differ, steel handling is a big mess, ...

Quote
Specifically as to whether Lemmings game mechanics would work well on a small screen, well there are already PSP and Vita Lemmings, which are not terrible. Also there are plenty of other other iPhone and Android Lemmings clones. So it's not a problem that could not be solved with some thought.
Yes, I know that playing Lemmings on small screens can work with the right controls. But the question is: Assume a game is written origianally for computers and afterwards features are added to ease playability on tablets, iPhones, ... Will it turn out to be equal to a program written especially for such use?

Do you see where I'm heading with this, how we keep reinventing the wheel and re-duplicating our efforts?
Yes, I see your point. The problem is, that we already have a few fully functional Lemmings engines now with freely available sourcecode. So anyone who wants to create some port or add some new features may use the existing code. Certainly, in some cases (like for Android) this might not work. But if we start with some uniform new project right now, who can guarantee that in a few years there won't be new OSs, which are utterly incompatible with your project.
And sometimes it is just easier to create something completely anew, than to try to understand someone else's code and then extend/modify it.

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