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In Development / Re: [NeoLemmix] NeoLemmix Introduction Pack
« Last post by Dullstar on Today at 12:06:45 am »
I'll post all replays when I'm completely finished, but I'm going talk about stuff now before I forget what the comments I had were.

It's been a while since I looked at this pack to see how it was coming along, but I've finally played through it again.


Currently about halfway through the pack; there's some stuff I think probably should have been introduced by now (mostly regarding cloners) but it's possible I haven't gotten there yet, so I'll hold off on discussing it for now.
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Lix Main / Re: Undo in the editor
« Last post by Simon on July 10, 2020, 11:50:17 pm »
Thanks, several good ideas.

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You drag some tiles, and mid-motion, hit the hotkey to rotate them. Should this generate 1 undoable, or 3 undoables (move, rotate, move)? I'm leaning towards 3.
I would not have expected this situation to be possible in the first place

I think I do it because I know how it's implemented. The mouse dragging moves the tiles 60 times per second; these moves (in 0.9.31 = current no-undo Lix) are committed instantly to level every time, thus the intermixed rotation is meaningful and uninterruptive.

The downside of this frequent committing is that it's more work now to merge the entire dragging into a single undoable.

This frequent committing isn't standard in GUI. Other programs will let user drag a shadow or an outline of the dragee. I'm really 50:50 on this. The rotation on the fly is cool and matches how we move real-life household objects.

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clickable buttons to rotate / etc, while using the keyboard to move pieces.
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follow up with some keyboard movement afterwards to get it to the exact desired spot.

Right, this tile nudging via keyboard is also extremely common. The keyboard is more precise than the mouse when grid alignment won't suffice.

When the mouse isn't dragging, and the key is merely tapped, not held, then I'll make the tap generate a single standalone undoable for its effect: moving all selected pieces, rotating selected pieces, deleting selected pieces, ... When we tap 5 times in quick succession to nudge selection rightwards by single pixel each, this generates 5 undoables that I won't merge. Sounds OK.

When a directional key is held, not merely tapped, the selection moves once, then waits (threshold), then moves 60 times per second. I would like the entire keyholding to generate only a single undoable.

There is more to reply. Until soon!

-- Simon
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Fairly self-explanatory, really.

Right now, when you look at an exit in clear physics mode, it tells you it's an exit.
If the exit is locked, it also tells you it's an exit.

It does not tell you it is a locked exit; this must be inferred either by interpreting the graphic outside clear physics mode or by finding buttons in the level.
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Non-Lemmings Gaming / Re: What video game(s) are you playing at the moment?
« Last post by 607 on July 10, 2020, 07:33:04 pm »
I've been playing a LOT of Super Mario Maker 2 recently. Especially since the Super World update came out, I've been working a lot on that. I've also played a lot of Multiplayer Versus, which is... an experience.
Could you share a level code so I can follow you? :)
My levels can be found at http://folk.simpsite.nl/smm-levels

I got Story of Seasons: Friends of Mineral Town, which released in Europe today. It is a Switch remake of the GBA game Harvest Moon: Friends of Mineral Town, which is probably my most played handheld game. It's good so far! Several quality of life changes over the original, but also a stupid quality of life decrease, which I had frankly expected going off other games in the series: names have a maximum of 8 characters, instead of the maximum of 12 that was in the original. Why??
I've also noticed that everything, including the names of all characters, was retranslated from Japanese. That's a bit strange, as it means that some of the characters have different names than in the GBA game (assuming you're not playing the Japanese version).
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In Development / Re: [NeoLemmix] NeoLemmix Introduction Pack
« Last post by ericderkovits on July 10, 2020, 04:51:17 pm »
oh Icholotot I didn't even know you had an introduction pack so I downloaded this. As this is an intropack I will solve this on my own. no needed replays from you at this time. but thanks. I really enjoy your packs above others because you know your lemmings. hopefully this pack will continue this.
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NeoLemmix Levels / Re: [NeoLemmix] DoveLems [Difficulty: Easy-Medium]
« Last post by IchoTolot on July 10, 2020, 04:13:38 pm »
This solution id indeed intended.

And yes I meant 2.7 -- fixed that. ;)
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NeoLemmix Levels / Re: [NeoLemmix] DoveLems [Difficulty: Easy-Medium]
« Last post by ericderkovits on July 10, 2020, 03:55:30 pm »
that's funny my replay shows 26 seconds remaining. of course as I'm lousy at solving so this isnt the replay of mine.

this is the replay I got though.


is this replay the intended solution?

also I think you meant 2.7 is out as when I downloaded it shows 2.7 but here you said 2.6 which was posted earlier with a steel block
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As only 8 levels remain, there is no big need to split them up.

Let's try to cut that number in half first. ;)
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NeoLemmix Levels / Re: [NeoLemmix] DoveLems [Difficulty: Easy-Medium]
« Last post by IchoTolot on July 10, 2020, 02:06:14 pm »
V 2.7 is out!

Fixes:

- 2 15 (added a water pit)


I won't touch the ranking system as I just maintain a conversion. I also want to enforce the intended solution.

But I see the problem and there is indeed something I can do while still keep the intended solution and the ranking structure: Reduce entropy.

The ammount of possibilities is what makes the level tricky. The now added water pit should lock down 2 key skills in place which would result in a significant drop in difficulty.
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In Development / Re: [NeoLemmix] NeoLemmix Introduction Pack
« Last post by IchoTolot on July 10, 2020, 01:52:50 pm »
V 0.16 is out!

Changes:

- A lot of addressed spelling errors and formating of pre-level texts.

- 1 05 (Hopefully these terrain changes will now enforce the use of blockers)
- 2 01 (Levelsize culled by 25%, hopefully this now runs smoother)
- 2 15 (The left side is now way more dangerous and requires more attention, miners substituted with bashers, + 3 builders, RR decreased, -5 save req, -5 floaters)
- 3 08 (The right ceiling has been lifted so that the trick should now be enforced)
- 4 09 (Adjusted the left staircase so that now only 1 starting area for the builder does the trick, removed the walker pick-up)
- 5 03 (Added some steel)
- 5 12 (Removed some ramps, quite a few skills are pick-ups now, added a turbine+fire)
- 5 19 (Made the upper wall thicker, a lot of skills are pick-ups now not only because of backroutes but also to reduce entropy by a bit)


Next patch will be the jumper update where I will add tutorials and trick lessons related to the new skill! (and of course address further errors that you find ;P)
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