Millas - (Project Freedom Planet X Lemmings) - Indefinite Hiatus

Started by GigaLem, February 19, 2017, 02:56:35 AM

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Wafflem

Thanks for the Millas update! :thumbsup:

Here are some of the replays + comments of the levels I was able to beat.

Millas v2.1 comments

Emergency Bombers - thanks for adding more blockers and walkers! I would put this in Newborn 18, I found it to be hard. The walls should be slightly thinner as well to make bombing through them easier.
Weird Energy - found two solutions: one that only uses one slowfreeze and the other that uses both slowfreezes (the intended one). I think the backroute can simply be removed by having a 99 release rate and adding more lemmings?
Back off they're armed - a much better zombie tutorial! The solution isn't too hard to figure out, yet at the same time it's a very good solution for a tutorial level! I also have a replay that achieves the talisman!
Park Cleaning - a much better pickup skills tutorial!

Target Practice - I didn't expect you to use the level as-is, I felt this level was incomplete and needed more to be added. It is otherwise a good level in that it requires stoner usage and offers a lot of non-trivial solutions.
Police to Meet You... - got the talisman for this one!
Flight or Fight - another very good level. I found a solution that saves 39/40 lemmings.
Amaze Maze - another level that I feel is too hard for its position and would be better in Hound, especially since the level has a 100% save requirement and doesn't offer floaters. I wonder if it's possible to solve this level without fencers; if so, that can come up as another talisman...
Cube Crazy - very good Anything Goes level, and I got the talisman for that! :thumbsup:

Oncoming Contact - thanks for fixing the level! This one is very good and has a very clever solution, but may work better as late-Hound due to the builders-to-turn-back-lemmings trick. I am left with one climber, though.
Turn Around They Said... - Forgot to answer your earlier question about if my backroute to this level would be a bronze or silver talisman. I feel the talisman for this one is way too easy and feels kind of backroute-y; it should be a bronze talisman.

Deploy Our Sky Battalion - thanks for fixing this level! No wonder I wasn't able to beat it the first time. The replay should be intended; if so, I would switch it with Green With Envy. I haven't beaten the former, while Deploy's solution isn't that hard to figure out.
Door of Destiny - I didn't expect you to use this level as-is either; I felt that the level itself was incomplete. My solution doesn't use all the skills. I'll probably make a few more improvements to this level.

Ruined Ruins - I forgot to send you my intended solution to the level, so I've included it in the ZIP.
Neera-Li Death Experience - this one should be intended. If so, this might work better in Alpha as the solution is not that hard to figure out; it should be switched with FREEZE!

One thing I forgot to say earlier: a huge kudos to Plom510 for the animated Milla sprites! :thumbsup: Animating lemming sprites must be difficult, especially including puppy ears, but Plom really made a huge feat in making the sprites! It was also nice to see part of his stream!
YouTube: www.tinyurl.com/YTWafflem
Twitch: www.twitch.tv/Wafflem467

Have level designer's block right now? Have some of my incomplete levels for LOTS of ideas!

GigaLem

No Problem Already wrote down some notes, I await your improved "Door of destiny" level
Plus I already wrote down some notes for 2.2
Spoiler
-Change Talisman
-Change position of "Emergancy Bomber"
-Reposition Hound levels
-Swap NLDE with FREEZE
-Reposition Alpha levels again
-Remove miner in "Today's lesson"

GigaLem

Sorry for the lack everything in a while, I have reached 75 levels and that's nice to see anyways cheers :thumbsup:

GigaLem

I decided to make a rank to serve as an advance techniques tutorial
I call it "Red Scarf", I'll need to make a list of all the necessary tricks to learn to give players more ideas for solving levels
Edit:I decided against this since I feel players may find these out on thier own, however the idea list may help me with any other levels

The list i have right now is
-Terrain Stair Case
-Turn a Digger with a Blocker
-Bashing on a staircase
-Turning without walkers
-Using a blocker to to turn miners
-Other ways to clump lemmings
-Other ways to delay lemmings
-Stopping Miners, Bashers, Diggers, Fencers, with bombers
-Short stacker staircases

If Anyone wants to suggest anything I missed for ideas they can

Wafflem

Here's a list of tricks that I can think of:
1. Two lemmings bashing in different directions (this is the same trick used in an LPIV level).
2. Put a blocker in front of a locked exit. The blocker jumps in as soon as the locked exit opens.
3. Lemmings can bash up diagonal steel.
4. A lemming can still float a few pixels in air even if he is finished digging.
5. Lemmings can glide/float into the exit that has no terrain underneath it.
6. Builder-miner trick: a miner can mine down a built bridge.
7. If a ledge is too high for a lemming, you can have a lemming bomb the top of that ledge to be able to get the other lemmings up.

Clam's list of non-glitch tricks can also be a good place for ideas (note that this is only for the traditional 8 skills).
YouTube: www.tinyurl.com/YTWafflem
Twitch: www.twitch.tv/Wafflem467

Have level designer's block right now? Have some of my incomplete levels for LOTS of ideas!

GigaLem

I'll take these suggestions in mind, though im feeling fatigued due to other problems so...
I call for another short break, but with what? AH I know!

IchoTolot

After resolving the demo again a week ago, I think I must express my seal of approval for this project in the topic as well! :thumbsup:

After playing through GigaLems 1 and Resident Gigalems, I can see so much positive development in term of overall level quality here.
Where some older levels were let's say suboptimal (the save 50% level where 1 of 2 hatches goes straight to the exit from GigaLems, or the zombie pit where you had to use tons of stoners to get across from Resident GigaLems come to my mind ;))  these ones seems excellent in comparison. :thumbsup:
Such a positive development here over the time and I am glad helping to improve this pack even further. ;)

Also the music is top notch! I'm looking forward to future updates! :)

GigaLem

I see we're nearing the new format so I figured I'd give an update

All of the graphic sets used in this pack will be receiving updates in preparation for said format (when the get those update, they'll be sent to Nepster)
I'll be fixing each of its fault to the be of my ability, that way I can continue progress in the new format

NCFC 2017 will be coming up, I'm gonna try to fix up somethings before submitting the pack to NCFC (That's If I can do it)
There's the possibility that the next demo will contain 10 levels per rank so It'll be Version 3.0

If some things were getting removed, I will need to remove and replace some levels, what helps is with the Shimmier and jumper, they will need to be new strips for them of course but this will open up new levels for the game

I've received backgrounds from mobius, I will be editing them slightly if needed and as such, he'll be added in the credits when the new demo surfaces.

plus I'll need to put some time aside mid to late October to begin my holiday pack for 2017 and of course I'll be playing Pokemon Ultra Moon and Nuzlocking Ultra Sun when that time comes, but after that, I should be back to developing for Millas.

and lastly, I've considered opening up beta testing (or rather Demos with more levels) the Idea with this is as follows
-This is to help test the levels for any backroutes
-They're opened for streaming so if i'm watching I can know whats a backroute and what isn't
-now If I get any for this, I'll have replays ready for them, so if you have any tips for fixing backroutes please let me know

Anyways that's what I've got for now, I hope for the best of the project and hope for completion until then, Cheers! -GigaLem

GigaLem

Since the slowfreeze and radiation will be removed in the following format, Here's the levels that were removed from the developement
Credit to wafflem for one of his donations

GigaLem

Not gonna Lie it feels good to make a level again
I'll make a couple more before sending another beta to Wafflem
I made this level today called "The Lethal Library"

GigaLem

The Alpha Rank is halfway finished
While completing some of wafflem's unfinished levels, the level formally know as "Trapzilla" became

"Scuffle with the Scarves"
RR 1
3 of everything
Save 17 of 20

Nepster

I started playing your pack and it has some very nice puzzles. But I noticed one minor graphical glitch in the Millas sprites: When transitioning from climber to walker, the 3rd-to-last frame has a white pixel at the top right corner.

GigaLem

Quote from: Nepster on October 25, 2017, 05:07:24 PM
I started playing your pack and it has some very nice puzzles. But I noticed one minor graphical glitch in the Millas sprites: When transitioning from climber to walker, the 3rd-to-last frame has a white pixel at the top right corner.
Yeah I caught that too, it has to do with more so the sprite sheet, I need to find the stray pixel and remove it

GigaLem

My biggest level yet
"Grab the shot"

I'll be sending a demo to wafflem sometime soon

GigaLem

I just submitted my demo to NCFC, if all goes well it'll get approved.
a small change of plans means that I had to go old format with this.

Edit:Submission APPROVED! :thumbsup: