[NeoLemmix] NeoLemmix Introduction Pack [Difficulty: Beginner]

Started by IchoTolot, November 17, 2020, 04:33:08 PM

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kaywhyn

Quote from: IchoTolot on August 28, 2023, 07:51:11 PM
The first one kaywhn [sic] mentioned here should already be covered by "Blockers Blindside".

Oh dear, typo of my username :( Regarding the first one covered, I guess it kind of does

Quote
The rest are noted down. ;)

:thumbsup:

Quote from: Swerdis on August 27, 2023, 07:50:25 PM
@Kaywhyn:  You can use the second trick as well to avoid other Lemmings to climb up there.

Ah, you're right :thumbsup:

chrisleec728

Something I've been thinking about recently: Have you considered at least mentioning talismans, perhaps at the end of the "Objects & Functions" rank?

ericderkovits

Now that 12.13 stable is out, are there going to new levels covering the New Objects?

kaywhyn

Quote from: ericderkovits on August 30, 2024, 02:47:21 PM
Now that 12.13 stable is out, are there going to new levels covering the New Objects?

Of course! Patience! 12.13 has only been out for 1.5 weeks and you're already on Icho about this. Considering Icho's busy schedule, the levels will get made and done when they get made and done. Not only that, Icho will also need to send them to Armani and me for some pre-testing if he decides to go that route.

Along with the above, the structure needs to be determined. As there are 5 new objects, perhaps the following could work for the O&F rank?

- A level introducing both the skill-adder and skill-remover together. Currently the first level with pre-assigned pre-placed Lemmings is O&F 8. Perhaps there can be a level introducing hatches with pre-assigned permanent skills as well?

- A level introducing both the neutralizer and de-neutralizer together

- A level introducing the portal, though maybe it can be introduced alongside the teleporter as well? To show bi-directional vs one-directional, respectively, but if this isn't important then just a level with the new portal alone can work. First teleporter level is currently O&F 11

Also, O&F 5 is currently the first level with tileset mixing, but the following level, O&F 6, also has tileset mixing, but here it's more justified thanks to the lesson the latter teaches about one-time traps vs infinite traps. So, perhaps these two levels can swap in the order? Either way, perhaps a brief mention of tileset mixing in the pre-text for either level can be put in?

And of course some training levels will be needed with the new objects after their introduction levels. Again structure as to where they go in the pack to be determined.

Also something @chrisleec728 mentioned a while back, and I'm kind of in agreement with him here:

Quote from: chrisleec728 on June 21, 2024, 08:41:38 PM
Something I've been thinking about recently: Have you considered at least mentioning talismans, perhaps at the end of the "Objects & Functions" rank?

chrisleec728

QuoteOf course! Patience! 12.13 has only been out for 1.5 weeks and you're already on Icho about this. Considering Icho's busy schedule, the levels will get made and done when they get made and done.

I don't really think it hurts to ask at least. I'm sure none of us expected it to happen right this second or even anytime soon, but some confirmation is still nice just to make sure.

IchoTolot

In the case of the new objects:

1.) People need to get experience with them so I can indeed make good introduction levels showing their potential. Tricks and behaviors need to be discovered first!
2.) Very few tilesets actually got these objects right now. Waiting for more tilesets include fitting versions of them is very beneficial.
3.) After that, creating well designed and thought out levels takes time.

So all in all it will take quite a bit before a new version that includes the new objects comes out - but it is planned.

Regarding talismans: There could be a training level that introduces the concept and serves as general training at the same time.

kaywhyn

Quote from: chrisleec728 on August 30, 2024, 06:43:02 PM
I don't really think it hurts to ask at least. I'm sure none of us expected it to happen right this second or even anytime soon, but some confirmation is still nice just to make sure.

It doesn't, but it has been spelled out in the OP that there will be levels on the new objects: :P

Quote from: IchoTolot on November 17, 2020, 04:33:08 PM
There will be switch ups in the level order in the future though as new skills/objects/tricks will be introduced. Therefore I recommend saving replays through the level name and not rank+position!

It was also explained by Icho off-site there'll be levels with the new objects.

In any case, see Icho's post above detailing the plan going forward

Guigui

Advanced training 11 : Save Two Lemmings With A Bomber, by IchoTolot himself, question :

I figured the level up to the point where I need to free the crowd with a single bomber, around the 37 seconds mark in this video :
https://www.youtube.com/watch?v=Miixe9oo0oM&list=PLMDKeLmGYrY12k6UtLUN2akDKAs5KxvWA&index=11


Now both my blockers are ready to walk to the right again, and I need to select a walker in between them that also walks to the right and turn him into a bomber. But I just cannot do that because :

* directionnal select right prioritizes blockers over walkers, certainly because they are "walking" to the right. I cannot select a walker at all while directionnal select right is active.

* no directionnal select also prioritizes blockers, same issue.

* directionnal select left correctly selects a lemming walking to the left, bombs it, then the blockers are freed and walk to the right, but the crowd goes left to its doom.


Is there something I am doing wrong ?


As a side question, I also tried to highlight a Lemmings in the crowd, hoping to at least bomb him when he goes right by pure luck. But the highlight function does not work, or I do not understand how it is supposed to work : when I point over a Lemmings and press the highlight shortcut, nothing happens at all.

Any help appreciated here.
Bravo jolie Ln, tu as trouvé : l'armée de l'air c'est là où on peut te tenir par la main.

kaywhyn

@Guigui

The hotkeys for selecting a walker and highlight depend on the layout you selected when setting up NeoLemmix for the first time. For example, I use the traditional keyboard layout, and for me the default hotkeys for selecting a walker and highlight are Ctrl and right-click, respectively. You can check the hotkey mapping and select the layout you want by going to settings/F3 => General => Configure Hotkeys. Find highlight function and select walking lemming and check what keys those are mapped to. In addition, if you don't like the keys they're mapped to, you can customize them, but I've left them all at their defaults for the traditional layout.

Hope this helps! :) 

Guigui

@kaywhyn

At first I thought your answer was off-topic, but this was not counting the advanced Leemings attitude where things that look impossible do actually work : the "select walker" function you side-mentionned did the trick. Just hold "select walker" and those blockers do not get selected at all, frame skip until walkers are facing right and it's done. Thank you.


Still not sure how I could do it with the "directionnal select right" function here ?

Also about "highlight lemming" function : how does that work ?
Bravo jolie Ln, tu as trouvé : l'armée de l'air c'est là où on peut te tenir par la main.

kaywhyn

Quote from: Guigui on April 17, 2025, 09:00:44 PM@kaywhyn

At first I thought your answer was off-topic, but this was not counting the advanced Leemings attitude where things that look impossible do actually work : the "select walker" function you side-mentionned did the trick. Just hold "select walker" and those blockers do not get selected at all, frame skip until walkers are facing right and it's done. Thank you.

The hotkey for selecting walking Lemmings is also mentioned in the pre-text for the level. The reason why it doesn't mention a specific hotkey is because it depends on what layout the player selected, and also whether he/she customized it.


QuoteStill not sure how I could do it with the "directionnal select right" function here ?

Simply hold down the hotkey for selecting walking Lemmings and the right arrow key at the same time. This can be difficult to do, since you also need to make sure you have a spare hand to click with the mouse as well. However, there's the highlight feature which eliminates this problem.

QuoteAlso about "highlight lemming" function : how does that work ?

The highlight feature works by marking a Lemming with a pointing down arrow, which on the traditional layout is done by right-clicking the Lemming. You then assign a skill to the highlighted Lemming by right-clicking the appropriate skill in the skill panel. Thus, this achieves the same thing as holding down the hotkey for a walking Lemming and a specific arrow key at the same time, just a lot easier to do because you don't need to hold down any key at all, at least when using the traditional layout. All you have to do is highlight the Lemming by right-clicking on a Lemming, make sure the Lemming with the down pointing arrow is facing the correct direction, and then right-click the skill to assign it to the highlighted Lemming.

Conversely, to get rid of the highlight arrow, right-click on empty air.

Guigui

Alright, now I can use "select walker" and "directionnal select" correctly.

On the other hand, it looks like "Highlight lemming" has to be assigned to a mouse click button :

* assign "highlight lemming" to either middle or right click : works just as you explained (if set to middle click, you have to middle click in the skill bar to assign)

* assign "highlight lemming" to any other regular key : does not work.

Anyone can confirm ?


Bravo jolie Ln, tu as trouvé : l'armée de l'air c'est là où on peut te tenir par la main.

namida

Hold the highlight lemming key and left-click the lemming you want to highlight, if it's assigned to a keyboard key.
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

Guigui

Thank you namida, this is indeed how it works when assigning highlight lemming to a keyboard button.
Not quite as handy as having it on right or middle click though, but now I'm too used to have time skip functions on mouse buttons and can not come back.

Sorry to have derailed the thread with those controls questions. Back on topic I'm now to the last level of advanced training, pretty glad I learned a lot of stuff along the way. Kudos to IchiTolot for the levels and the explanation texts, very well designed and written.

Now hopefully those custom levels will not seem that hard to me.


Bravo jolie Ln, tu as trouvé : l'armée de l'air c'est là où on peut te tenir par la main.

IchoTolot

Quote from: Guigui on April 18, 2025, 06:14:54 PMSorry to have derailed the thread with those controls questions. Back on topic I'm now to the last level of advanced training, pretty glad I learned a lot of stuff along the way. Kudos to IchiTolot for the levels and the explanation texts, very well designed and written.

Now hopefully those custom levels will not seem that hard to me.

Thanks for the compliment.  :)

Just be aware that your best weapon against those harder puzzles will be persistance.
Some of them will take time, but as long as you try again and again over time at some point they will be solved.
Come back after a few days and a puzzle can look quite differently as before.