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General Discussion / Re: grams88 Blog
« Last post by grams88 on Today at 06:42:36 am »
Hope all is well

I'm in a funny mood at the moment, I might as well talk about a lot random stuff. :):)

I might maybe talk about prank phone calls, I thought I would grow out of listening to the prank calls but it is the complete opposite I love them at the age of 30. The reason I love them is there are so many different ways of going about a prank call, i'e you have your sound boards of famous actors, (etc) where you play the soundboard down the phone. I like it when they have a conversation while at the same time the actual conversation itself is a prank so to say.

Separate topic, when it comes to a job interview, I tend to think of things differently, instead of it being a one way conversation, lets make it a two way conversation, you are asking questions during the process as well and you are trying to find out as much as you can about the job.  A job can be tricky to get in this day and age, I think it could even be harder because of robots and stuff in the future. :) Soon it will be robots that serve people at the checkouts, we are getting closer to that sort of thing I feel.

The apophis asteroid which was discovered in 2004 will probably make a close pass by the earth around 2029, don't worry there's a tiny tiny tiny chance that it will hit earth but that is so tiny that it is not even worth thinking of. After the asteroid passes in 2029 it is going to come back around in 2036. I don't know if this will be closer to the earth than the 2029 one. It would be interesting looking at it in the sky at night, that would be cool.

If it did hit the earth that would be bad but the chances are so low it's not even worth thinking about.

https://en.wikipedia.org/wiki/99942_Apophis

It's an interesting read.

Is it okay to post this. Don't worry they are talking about a new method of execution.

https://www.youtube.com/watch?v=lfsMMVgIToA 
Spoiler (click to show/hide)


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Lemmings Main / Re: The Lemmings The Ports Book
« Last post by PixieDreams on Today at 05:05:50 am »
I would also like a link to the updated version, thanks! :lix-smile: :)
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NeoLemmix Levels / Re: [NeoLemmix] Lemmings United
« Last post by IchoTolot on May 18, 2019, 06:23:07 pm »
Thanks for the feedback. :)

V 6.5 is out! :)

The following levels have received a backroute fix:

- 1 31 (added a new OWW, +2 climbers)

I've decided against moving 1 37 back as you were by far not the only one having at least some sort of problems there and the trick is easily missed.

Also:
Spoiler (click to show/hide)
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NeoLemmix Graphic Sets / Re: Chalkboard Lemmings
« Last post by 607 on May 18, 2019, 06:07:36 pm »
That's so cute!!! :D <3 I love it!
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Site Discussion / Re: Can the post notification bot run on Discord?
« Last post by Mindless on May 18, 2019, 02:45:55 pm »
There's no Discord support.  The RSS plugin isn't in the repo either because it's a hacked-up combination of Python and Lua scripts.
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Contests / Re: Level Design Contest #17 - Playing Phase (Discussion Topic)
« Last post by Crane on May 18, 2019, 02:00:15 pm »
My solution to "Runnin' Through Castles" - probably a backroute as I have a lot of tools left over.
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Contests / Re: Level Design Contest #17 - Playing Phase (Update Topic)
« Last post by Crane on May 18, 2019, 01:27:17 pm »
"Blood Born" updated to V8 - I had to break the tool symmetry and replace a Bomber with a Miner.  "Are you kidding me?!" unchanged.
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NeoLemmix Levels / Re: [NeoLemmix] Lemmings United
« Last post by Proxima on May 18, 2019, 01:47:18 am »
Finished the first rank! :thumbsup: I was inspired to pick this up and work on it again by the Creator Commentary videos, since I wanted to be able to watch those without spoilers. Fortunately, it wasn't too hard to get myself unstuck. Some nice tricky levels and satisfying linchpins, especially towards the end of the rank.

I suspect a backroute on 1-31 Slipstream, so I've attached my replay.

1-36 Bloom and Doom was the hardest level for me in the rank, as there are lots of tempting blind alleys to follow.

Now that I've solved 1-37 Sanctum of Nippius, I'm not sure it needed to move that far. I solved it pretty quickly today, because I knew I was on the right lines and I just had to spot one trick to make the route work, so I stared until it clicked :P It has much lower entropy than many of the surrounding levels, because you can place most of the skills immediately. Also
Spoiler (click to show/hide)
If you were to consider moving it back down, you could swap it with 1-29 Bring in the Siege Engineer, which is much trickier than its current position.
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Quote
Again I point out that many games nowadays features so-called hotkeys and no buttons. Pressing keys without any kind of visual button the screen is very common.

Most games nowdays also have gameplay not even remotely comparable to Lemmings. Probably the closest would be RTS games; I'm not familiar with the super-modern ones, but I recall every game in the Age of Empires series would have on-screen buttons for everything - albeit with some of the more advanced features hidden if you don't enable an "advanced mode".

Quote
another idea on 'removing' a button is to place the release rate change function up to overtop of entrances (this is how Revolution worked--you left or right clicked the entrances and the number appeared temporarily above it). That would free up one more space.

This might give the impression that each entrance's release rate can be adjusted independently.



I just took a look at what the compact panel looks like - I haven't used it in so long, that I didn't remember off-hand. I know the DOS L1 skill panel (which is also 320px wide) would have room for two more skills, by removing some of the filler between the panels and the minimap / to the right of the minimap - but NL's compact panel has made use of this space for a fast forward button and an increase to the minimap width.

Perhaps this can be reversed - shrink the minimap a tiny bit and remove the fast-forward button. This makes room for two more skills on the compact panel. On the full-size panel, we've got 8 utility buttons that aren't stacked - Pause, Nuke, Fast Forward, Restart, Framestep Back, Framestep Forward, Clear Physics, and Load Replay. (We also have two buttons for directional select, but these are stacked.) Maybe we can stack some of these - I would definitely be okay with stacking the framestep ones in the same way as the directional select. Maybe Fast Forward and Restart can also be stacked - and then, viola, we've got room for two more skills. Perhaps we could stack even more aggressively, to also give a slightly wider minimap - I think this is more beneficial than these buttons being full-height.
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Hard-binding Esc is conceivable, I have no opinion on this.

Removing dir select buttons: Careful. What you remove from the UI, the new player will not try. People will not read manuals. Level designers get crazy about making their own skill tutorials (unnecessary, skills are in the panel, tutorial pack exist for skill subtleties that level designers can miss anyway) but haven't/won't make directional select tutorials (with good reason, it's the job of the engine to explain it). Also people won't play tutorials; people play packs, and not every pack has that; if every pack had that, people would skip it. Lix has tooltips for dir select whenever two opposing lixes are under the cursor, but I haven't user-tested those tooltips.

Splat ruler should get a button?

I feel it important to point out that people have been using the directional select literally years (it first existed in the windows port? so 1996ish) before it ever gotten buttons on the skill panel in NL. Again I point out that many games nowadays features so-called hotkeys and no buttons. Pressing keys without any kind of visual button the screen is very common.

Tooltips is an excellent device for new players. I usually find them very helpful in any game/program.

Since everybody is in disagreement over the skill panel maybe making the whole game size bigger as namida suggests in the best solution.

-------------
another idea on 'removing' a button is to place the release rate change function up to overtop of entrances (this is how Revolution worked--you left or right clicked the entrances and the number appeared temporarily above it). That would free up one more space.
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