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41
Lix Main / Re: Giant window size (> 10x screen res): Lix opens & closes repeatedly
« Last post by Simon on March 24, 2024, 01:01:31 AM »
write the current desktop resolution next to the input fields to minimize user errror.
get_desktop_resolution

Yes, this sounds like a great idea: Print the monitor's native resolution as a hint, but allow the user ignore it. The game doesn't try to be smarter than the user then.

get_desktop_resolution is the A4 way; the A5 way appears to be al_get_monitor_info. I'll have to research what to do with multiple monitors.

-- Simon
42
NeoLemmix Main / Re: Future of NeoLemmix development
« Last post by Dullstar on March 23, 2024, 11:38:53 PM »
Regarding forks, if namida was okay with it my suggestion would be to keep the NL name (perhaps with a prefix/suffix) until breaking changes are made. If it's just an enhanced version of NeoLemmix but the physics and file formats are the same, so content made for one will work perfectly in the other, then I think a new name would just introduce confusion; conversely, if it's merely compatible with NL content, but its content is not compatible with NL, then calling it NL would be confusing.
43
NeoLemmix Levels / Re: Festival Millas 2022 - Release Thread
« Last post by kaywhyn on March 23, 2024, 11:12:18 PM »
Hello GigaLem,

I have played and solved all of the levels of the pack. My replays are attached. Also, link to my LP: https://www.youtube.com/playlist?list=PLbp2m4KlFpJt9rSz7I7zTJl3t6K-jQmhl. Enjoy! :P

General Feedback

As mentioned on the menu title, Festival Millas 2022 is the fifth volume of the FM level pack series. It is another Christmas holiday-themed pack by GigaLem and Plom510, although the latter didn't make any levels for the pack but instead did the graphical designs and other behind-the-scenes work for the pack. Instead, except for 2 Pluto levels, all levels are by GigaLem. Some of these levels originally came from very early Christmas packs of GigaLem's, from the 2017 pack or earlier and were remade for inclusion in FM2022. I can't quite remember, but I believe some of those were ones I suggested to GigaLem to do a remake, as sometime ago I combed through all of GigaLem's packs and found plenty that would be great for a potential remake. Happy to see some of them in this pack! Most of the later ones did feel harder than where they originally came from, but as usual I love a challenge in Lemmings! :thumbsup:

The rank names are all the gas giant planets of our Solar System. Pluto is the final rank but is the exception as it's not a gas giant. In addition, as of 2007 it is no longer classified as a planet but rather a "dwarf planet." Hence, there are now only 8 planets in our Solar System instead of 9.

Also happy to see that I'm in the credits even though I didn't really contribute much for the pack! :laugh: Always nice to be honored this way in writing :thumbsup:

Jupiter Rank Feedback

The first rank of the pack, these were pretty nice levels overall. Even at the very end of the rank it doesn't get very difficult. However, there are some that suffer from repeated skill assignments being a little on the excessive side and hence are a bit of a personal dislike for me. 10 isn't that excessive, but it's kind of pushing it a bit. In some cases, I can understand why the level wouldn't work if they were preassigned the athlete skills at the start, but if it can work, then that's preferable so that the player doesn't have to assign those skills.

Spoiler (click to show/hide)

Saturn Rank Feedback

The 2nd rank and the next planet after Jupiter in the Solar System, these levels are much harder than the Jupiter levels. It already starts getting difficult in this rank! The justification here is that because there are less levels per rank, the difficulty climbs faster than the previous pack in the series did.

Spoiler (click to show/hide)


Uranus Rank Feedback

The levels here continue to be hard, though they still don't quite reach their highest point in difficulty. They're still high up in the difficulty, though!

Spoiler (click to show/hide)


Neptune Rank Feedback

The penultimate rank of the pack, even harder levels still

Spoiler (click to show/hide)

Pluto Rank Feedback

The final rank of the pack, the hardest levels are all here. Indeed, I found the entire rank to be slow going and Pluto 3 to be the only real breather of the rank.

Spoiler (click to show/hide)

With this, many thanks to GigaLem for this pack, as except for the few levels that I sadly raged on due to finding a really fiddly and overcomplicated solution, I really enjoyed it from start to finish. Definitely harder than the previous pack in the series, FM2021. So, I would rate this pack Medium - Very Hard difficulty-wise.

Now all caught up again and just one pack currently in the series until FM2024 gets released, which I'm thinking won't be released at the end of this year but at the beginning of next year. However, I think I'll be completely caught up before that happens, as I will probably give 3-4 months before I take on FM2023. Definitely looking forward to it and hopefully some of the points I critiqued here won't be as frequent there!

Right, onto the next pack to round off the month of March and then I'm ready to send in my nominations for LOTY2023 ;)
44
NeoLemmix Levels / Re: [NeoLemmix] PoPiPack
« Last post by Mobiethian on March 23, 2024, 03:58:02 PM »
Keep up the amazing work on this! I am really blown away by the awesomeness of everything you've done. :)
45
NeoLemmix Levels / Re: [NeoLemmix] PoPiPack
« Last post by Pieuw on March 23, 2024, 03:26:26 PM »
@David After taking a look at my replay I can confirm Piquant 3 is solvable without any weird / fiddly trick nor extreme timing. I'm sure you'll manage to solve it eventually as you managed to beat the hardest levels of the pack :thumbsup:

I also watched your replays, here's my feedback:

These were slightly backroutish but felt OK
:lemming: Prosaic 10 - Low Tide
:lemming: Pedantic 03 - From A to B and Back Again
:lemming: Pedantic 08 - Dual Flavored Swirls
:lemming: Pedantic 10 - Cabinet of Curiosities
:lemming: Pompous 05 - Hypostyle Freestyle
:lemming: Pompous 09 - Funhouse Shmunhouse

These were backroutes but the levels are broken anyway
:lemming: Posh 04 - As not easy as it doesn't look
:lemming: Pedantic 07 - Maintenance Staff on the Loose
:lemming: Piquant 04 - Take Five

Huge backroutes
:lemming: Posh 03 - Second-Hand Wonderland
:lemming: Posh 05 - Swim Swap Swoop
:lemming: Posh 09 - Bridges in the Sky
:lemming: Pedantic 04 - Land of Confusion
:lemming: Piquant 05 - Satanorium
:lemming: Piquant 07 - Forbidden Friendship
:lemming: Piquant 10 - False Happiness
:lemming: Pompous 01 - Emeraldpunk 5047
:lemming: Pompous 02 - Rickety Business
:lemming: Pompous 04 - Deus Ex Machina
:lemming: Pompous 06 - Itinéraire Touristique
:lemming: Pompous 07 - A tad mad, a tad rad!

Puzzles you solved perfectly
:lemming: Prosaic 03 - Quid Pro Quo
:lemming: Prosaic 04 - Format Semantics of Modal Logics (though you could have saved lots of time here)
:lemming: Prosaic 06 - Smell Like Team Spirit
:lemming: Posh 01 - Paucity
:lemming: Posh 06 - Dos and Dents (thinking this one should have been placed later because of the intended trick)
:lemming: Posh 07 - Convoi Prioritaire
:lemming: Pedantic 01 - Return to the Shire
:lemming: Pedantic 02 - Novelty Act
:lemming: Pedantic 05 - Ethereal Refinery
:lemming: Pedantic 06 - Razing the Foundations
:lemming: Piquant 01 - Viaduc Caduc
:lemming: Piquant 06 - Precarious Guidance System
:lemming: Piquant 08 - The Diving Board
:lemming: Piquant 09 - Attack of the Big Root Thingies
:lemming: Pompous 03 - Structure of Matter
:lemming: Pompous 08 - Shelf Control
:lemming: Pompous 10 - Horus's Reaching Hand

The other levels were either open-ended or close enough to the intended solution. Well done solving (almost :devil:) all of them!

I may take some time in the near future to fix some backrouted levels, especially the ones I like the most. :D
46
NeoLemmix Levels / Re: [NeoLemmix] PoPiPack
« Last post by David on March 23, 2024, 03:17:09 PM »
kaywhyn: Thank you for confirming that this level is solvable. ;) I understand the technique you're talking about, but I still don't know how to go about it. I'll try again.

Pieuw: The compliments are deserved. :thumbsup: And I agree with you, there are no "fiddly techniques" in your levels.
47
SuperLemmix / Re: [SUG] Object culls
« Last post by WillLem on March 23, 2024, 02:49:10 PM »
I think there is a confusion here. WillLem is talking about the "background" object type, not backgrounds!

Precisely the reason I want to merge these into a single "Paint" object type (which will retain Background object properties - i.e. speed, direction, draw ability, etc) - it avoids exactly this confusion!



With Portals/Teleporters, I'm currently thinking that the best thing to do would be to update Teleporters to be able to function as Portals, if desired by the object designer.

2-way Teleporters have previously been a thing anyway; I think Portals can be optionally 1-way or 2-way, so the code should exist to optionally add this functionality to Teleporters. Design-side, we may need an additional Editor button and a line of text in the Teleporter/Receiver's .nxmo, but that's about it.

Meanwhile, giving a Teleporter a single-frame animation effectively makes it behave like a Portal in terms of how quickly it can process lemmings, but there may be some important differences in how it's actually implemented that I'll need to look at.

Essentially though, if it's at all possible, I'd prefer these to be one and the same object with designer-side options for specific behaviour. I hope people can agree that this would be better than having 2 different object types to maintain.
48
SuperLemmix / Re: [SUG] Object culls
« Last post by Proxima on March 23, 2024, 02:34:24 PM »
If player criticism had always been heard this readily, perhaps Radiation and Slowfreeze would never have been culled from NeoLemmix in the first place

You seem to forget that these culls were decided on by forum discussion. Sure, Nepster as (then) project leader was the one who actually made the decision, but that was after opening the decisions to public criticism -- which is why the disarmer was kept, for example. For slowfreeze, there were a couple of dissenting voices, but not enough to outweigh the arguments in favour of culling and the number of people who contributed to the discussion and supported it.

And believe me, those of us who supported the cull haven't disappeared; we just don't keep posting about it now that it's long since decided. But now that NL has moved into new-formats with its much better quality-of-life features, I've completed several packs and look forward to playing more when I have time. And every time I select a pack with the intention of playing all the way through it, I'm glad that I won't have to suffer through radiation and slowfreeze levels.

Quote
As for backgrounds, I hope these remain available as they are

I think there is a confusion here. WillLem is talking about the "background" object type, not backgrounds!
49
SuperLemmix / Re: [SUG] Object culls
« Last post by WillLem on March 23, 2024, 02:26:46 PM »
But I’m glad to hear you, WillLem, immediately accepted GigaLem’s comment and Splitters and Teleporters appear to be safe now. ;)
---
The thing about backgrounds is that not only do some packs rely on them for aesthetics; some tilesets actually rely on backgrounds to be functional.

Ultimately, I want people to be happy with SLX and want to make levels for it. So, if a cull would potentially put people off, then it's something to avoid.

With that said, I still think that revisions can be made to some of the existing objects. In particular, Paint and Background really don't need to be 2 different things: "Background" objects can in fact be drawn over terrain (and still have the moving animation, etc).

What's very likely is that I'll rename "Background" to "Paint" and then get rid of Paint objects. This will retain the functionality of Background objects whilst giving them a more appropriate name: at the moment, it's easy to confuse them with actual backgrounds, especially code-side. I don't think this change will upset anyone when it comes down to it - it's a very easy swap and I'm happy to update all existing Background objects myself; it can be done very quickly with a text editor.

Especially now that WillLem has also taken over some responsibility for NeoLemmix, as far as I’ve understood it? :lem-shocked:

Simon and I have been working on this, but that's as far as my NeoLemmix contribution will go. Namida has quite understandably ruled out any other changes to the "official" version - he doesn't want to have to maintain other people's work. And, I'm beginning to see myself with SLX that it's possible to just keep adding stuff endlessly - he had to call it somewhere, I totally get it.

With that said, if there's enough demand after the final version of NL is released, I might make a "NeoLemmix +" or "NeoLemmix CE" which will be identical to the final version of NL, but will add some more QOL UI stuff that has been widely requested. If I were to go ahead with this, the game itself would remain unchanged.

WillLem wasn’t here during the Culling Frenzy, but that memory is a reason why I continue to be this allergic against any proposition of culls. :D To relate this to GigaLem’s comment, back during the Culling Frenzy, the developer literally said: “Existing levels are unimportant”.

To be honest, I took that same stance myself when I first began SLX development (i.e. existing levels shouldn't inhibit development). However, I've since realised that it's far better to compromise and respond to what the community actually wants. I've obviously got a considerable amount of leeway as SLX isn't one of the "main" Forum engines, but I ultimately don't want to put people off wanting to get involved and give SLX a try.

So, my current stance is still to prioritise ideas and development, but take each idea on its own merit in terms of how much it might impact existing content. With something like culling an existing feature, if I get even a small amount of pushback I won't go ahead with it.
50
SuperLemmix / Re: A SuperLemmix levelpack?
« Last post by WillLem on March 23, 2024, 02:07:44 PM »
the ability to assign Blockers to Swimmers was being discussed back then — I don’t know if that’s still a thing at the moment or not

Glad to hear you're thinking of making a pack for SLX. It would be good to have some original packs rather than just NL-to-SLX conversions, and I'm sure you'll enjoy making use of the new features in your levels! :lemcat:

Assigning Blockers to Swimmers is definitely something I still want to do - I just need to overcome the challenge of swapping the sprite. I got very close with it last time, and will absolutely look at it again in a future update.

Aside from that, the only skill changes will be adding the Propeller (likely) and the Batter (this one will be a much greater challenge), and it's looking very likely that I will go ahead with adding a transition state for Shimmier > Climber; at the moment it looks like a bug, so I want to make it clear that the behaviour is intended - an 8-frame sprite similar to the hoister is all that's required here, and I very much doubt it will unfixably break any existing levels.

The wish list contains everything that's currently being considered as possible future additions to SLX: this is about the maximum that the engine will get from here on out.
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