Recent Posts

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Lix / Re: ClamLix
« Last post by Proxima on Today at 08:51:14 pm »
Versions of those levels without trampolines are here.
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Lix / Re: ClamLix
« Last post by Forestidia86 on Today at 08:40:28 pm »
I looked into playing the Insane difficulty:
2 levels seem to contain trampolines and are therefore showing missing terrain (18 - "Inside the fourth wall" and 20 - "Wrap your head around this one!").
Out of the 23 remaining I solved 16 and attached the replays. For the rest of the levels I really need a longer period of time of thinking and my head really needs a rest now.
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NeoLemmix / Re: NeoLemmix Editor - How should the grid work?
« Last post by Simon on Today at 07:28:57 pm »
Quote
- How should the grid work when you drag pieces around?
Push the piece to the nearest multiple of 8 (or whatever the grid size).
Always snap pieces to the grid in this situation.

The selection may contain multiple pieces. Snap the dragged piece to the grid, and move the selected nondragged pieces along with the dragged piece, preserving their relative position to the dragged piece.

-- Simon
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NeoLemmix / Re: NLEditor - a new file-type NeoLemmix editor - Test version
« Last post by Simon on Today at 07:26:21 pm »
selecting specific pieces and avoiding others nearby. This was very frustrating in old Lemmix.

2 better answers to this:
  • Select by pixel. Only when no opaque pixel under the mouse cursor, select by smallest rectangle that encompasses all opaque pixels of a tile; this is helpful to select mesh-shaped terrain. Never select by the size of the graphic.
  • Hover. (Show what piece would be selected if you pressed the mouse button.)
And then you can drag the selected piece immediately.

-- Simon
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NeoLemmix / Re: NeoLemmix Editor - How should the grid work?
« Last post by Dullstar on Today at 07:06:27 pm »
- How should the grid work when you drag pieces around?
Always snap pieces to the grid in this situation.

- How should the grid work when moving pieces with the keys?
Move the piece by the size of the grid. When control is held down, move the piece by one pixel.
If the piece is not aligned with the grid, do not snap it to the grid.

- How should the grid work when duplicating a piece?
The new pieces should be inserted in the same position as the original pieces, and should not be influenced by the grid in any manner.

- How should the grid work when inserting a piece previously copied to the clipboard?
When inserting a piece, either from the clipboard or from the terrain selection, snap to the grid for the initial position.

Other:
Include a button that, when pressed, causes a piece to be snapped to the grid.
When multiple pieces are selected, snapping should be based on the top-left corner of the selection, and the relative position of all selected pieces should be maintained. This behavior could be revisited if/when grouping is implemented.
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-when you click once, it selects a piece, you must let go and click again to move it. In the old editor you could move it immediatly. You had to hold control to select multiple pieces. I think I prefer this method; it's seems faster right now.
Here we have the problem that there are only so many keys and mouse buttons. At the moment Ctrl is used to add pieces to the current selection (whether by clicking on a single piece or drawing a rectangle with the mouse), which was something I found was missing in the old editor. At the moment I don't know what to do and how to change the key bindings to suit everyone.

I think I can live with it as if; if no change is made. That is a good point you make about adding pieces to the selection. I thought there was a way to do with in the old editor but now I don't remember exactly :-\


I'm now realizing there is another benefit to this (current behavior), something which wasn't possible in old Lemmix (at least not easily): selecting specific pieces and avoiding others nearby. This was something very frustrating in old Lemmix. Here I believe it wont be as much of an issue. So for now I withdraw my request.
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Don't remove any solutions from Dolly Dimple. One of the coolest things about that level is finding out how it has so many solutions after you solve it for the first time; it's so hard for new comers.
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Forum Games / Re: Corrupt-a-Wish
« Last post by Yung Gotenks on Today at 05:13:03 pm »
Granted, but you are now full so you can't eat the Pecan Pie.

I wish I had more subs on youtube
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The other question I'd still like some feedback on before releasing 0.4.0: should we prevent the over-the-side solution on Dolly Dimple (by making the walls taller)? At first I thought no, but then I remembered that this solution is pretty much the same as the intended solution to Worra load of old blocks, which is just eight levels later in the Redux, and it might be worth avoiding that repetition.

Addendum: This change wouldn't totally prevent an over-the-side solution (think The Razor's Edge), but it would make it harder. And the Razor's Edge trick appears nowhere else in the official levels that I know of.
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Forum Games / Re: Corrupt-a-Wish
« Last post by bsmith on Today at 03:57:29 pm »
Granted, but you are bedridden for the rest of your life.

I wish I had another pecan pie.
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