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21
New Skills / Re: [LEVELS] New skills levels
« Last post by Strato Incendus on April 09, 2021, 01:05:09 PM »
As stated by the rules in the opening post, I've deleted my former post with the levels for the V7 update and make a new one now, because this is an actual (albeit minor) content change:

There were two small backroute fixes to "Thus spoke Zarathustra"
(see updated screenshot, added steel and wood pieces).
The replays I received for the other three levels were acceptable alternative solutions. Thus, no changes to those levels - I'm just attaching them again because I had to delete my old post.


Microcosm


The Creation


Thus spoke Zarathustra


Pictures at an exhibition
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+1 :thumbsup:

After all, Lemmings World Tour had its name kind of inspired by "Worms World Party". And these "battle-type" levels are precisely what we could have more of with such a talisman. Too often when I made a level that was about killing the Zombies, people backrouted them with timing-based solutions, i.e. slipping past the Zombies when they're far enough away, or by merely trapping the Zombies somewhere instead of getting rid of them for good.
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New Skills / Re: [LEVELS] New skills levels
« Last post by ericderkovits on April 09, 2021, 12:14:25 PM »
ok here's another new skills level (Never say never)

also the music I used.
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Non-Lemmings Gaming / Knowing me knowing you
« Last post by grams88 on April 09, 2021, 10:29:59 AM »
Hi everyone

I thought of this idea a good while back and might as well put it out there. What basically this idea was is to suggest video games to other users. You suggest the game and then name the person who would be most likely to take up the suggestion. You don't have take up the game or anything but it might be a game you would really like.

There's a game called fitznik which I think Geoo, Simon and maybe Mobius would like. It's a puzzle based balderdash style game which is very fun, maybe not as hard as superplex but one great game.

http://www.screamingduck.com/
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NeoLemmix Main / Re: [PLAYER] Side-quests in levels
« Last post by grams88 on April 09, 2021, 10:15:43 AM »
Hi guys

The multiple exit idea does sound somewhat not bad. It reminded me of the X marks the spot level where I think there was a hidden exit to the right of the map. I would be more of a put it in the original level rather than make it a side quest but anyway it does sound not a bad idea for having it as a side quest if the author does decide to do that.
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NeoLemmix Main / Re: [PLAYER] Side-quests in levels
« Last post by IchoTolot on April 09, 2021, 09:25:39 AM »
I really see no point here as we already have talismans.

And they don't make a lot of sense as they can already be simulated:

- Go get the Cloner pickup: Add a button

- Multiple Exits: Make exits limited so that all have to be used

- Get to the teleporter rather than the exit: Make the teleporter the exit

- Unlock the exit:  Make it a seperate level in the first place

Quote
Have a save requirement of X, and a Talisman of X+1. There is a neutral pre-placed lemming in a difficult-to-reach place, and a nearby teleporter (which the neutral lemming cannot reach without assistance), which leads to the exit. This way, the worker must reach the lemming and then simply guide them to the nearby teleporter (as opposed to necessarily all the way through the level).

Make a version of the level where this is in the intended solution.
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Answer: https://www.lemmingsforums.net/index.php?topic=5527.msg91461#msg91461
Quote
There can be a big difference between "It's expected in terms of how internally NL physics work" and "from the outside the normal user expects it".

The shimmier (and slider in the other case) is visually completely outside the level. Every user would expect a lemming who is visually completely outside the level to die as that's a basic rule in NL.

Internally the lemming has its active physics trigger 1 pixel inside the terrain. The slider and shimmier trigger is therefore still inside, but no visual indicator of the lemming itself indicates this and no person would guess this. Therefore it definitly needs to go and it would just cause confusion and anger among players who don't know the internal state of physiucs.

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It's analogous with a Walker walking across a wall that's 1px from the top of the level - you wouldn't expect them to die, since they haven't actually fully left the level area.

There you still have an actual visible part of the lemming walking.

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They remain in constant contact with the terrain, which is 1px away from the side - this is important.

And here you got your error!

The terrain is at the level border. No 1px away from the side cases is present in the slider/shimmier case. It is at the side!

And that's exactly why it needs to be fixed asap! :8():
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Quote
Why, if it's expected? I think it makes perfect sense: the shimmier has not fallen from the bottom of the terrain, so why should they die?

There can be a big difference between "It's expected in terms of how internally NL physics work" and "from the outside the normal user expects it".

The shimmier (and slider in the other case) is visually completely outside the level. Every user would expect a lemming who is visually completely outside the level to die as that's a basic rule in NL.

Internally the lemming has its active physics trigger 1 pixel inside the terrain. The slider and shimmier trigger is therefore still inside, but no visual indicator of the lemming itself indicates this and no person would guess this. Therefore it definitly needs to go and it would just cause confusion and anger among players who don't know the internal state of physiucs.

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New Skills / Re: [DISC][PLAYER] New skills general discussion
« Last post by NieSch on April 09, 2021, 08:08:03 AM »
Played some new skill levels after V7 release.
I think I've backrouted almost everything. :P

Oh well, only 1 slider left for my level. That's acceptable (since it will probably be a Fun ranked level).:thumbsup:
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SuperLemmini / [SL] Alternative panel graphic for V-Lock
« Last post by WillLem on April 09, 2021, 08:02:13 AM »
The current Vertical Lock button in SL is the one that looks like this:



Since it's a bit unsightly against the panel's colour scheme, I've made one which replaces the big red cross with a padlock graphic:



To install, place the attached .png into gfx/icons. Let me know if you need any help with this.
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