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Messages - Proxima

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31
Lix Levels / Re: Lemforum backroute fixes, Lix 0.10.x
« on: November 26, 2023, 06:22:15 PM »
Hopeless changes:

The Continuum Hypothesis: Walkers, imploders, blockers all 2 -> 1. Solving replay is attached.

Eye of the Needle: removed comments; this level is discussed in its own topic

32
Non-Lemmings Gaming / Re: Speedrunning
« on: November 14, 2023, 10:14:45 PM »
Repton 1 speedrun in 17:52

I didn't notice until I opened this topic that this is an anagram of my first ever time, 25:17 8-)

I'm finished with Repton 1 for now. The run has some small inaccuracies that lose a couple of seconds here and there, but I'm pretty sure there are no more major improvements to find, and it doesn't seem worth it to keep grinding runs for a slightly better time.

Instead, I'm moving on to Repton 2, which is a much harder game. The main new game element is the "spirit", which follows the walls to its left until it reaches a cage, and there can be up to eight of them per level. So now, routes have to be carefully planned to manipulate spirits' paths and get Repton around as fast as possible without collision, and there are many more places where a small slip can have large consequences. In addition, eight of the levels have a planetary surface that you can go above (and you have to, in most cases); and six of those drop meteors randomly on you when you are above the surface :P The meteors are pretty slow but can fall in clusters that are tricky to dodge, and of course the unpredictability makes it harder to plan consistent routes for handling the spirits.

Still, I'm making decent progress; I've recorded six videos of routing and practice on the individual levels (which isn't quite six levels; it's complicated, but some levels are in chunks that are accessed separately, so one of my videos contains half of one level and half of another). My plan is to finish going through all the levels like this and then start full game runs. The only previous speedrun is a 57:07 TAS by George Foot, so it will be quite an achievement if I can beat that with a real-time run ;)

33
The L2 Walker also reverses the direction of a currently-walking lemming

There is no Walker skill in L2. It's first introduced in L3.

Quote
Hmm... why would it cost a Swimmer if a Walker is assigned?

Because the swimmer becomes a walker while still in water, and therefore has to have another swimmer assigned to save him.

34
NeoLemmix Main / Re: Longest custom level?
« on: October 29, 2023, 11:18:37 PM »
I am not aware of any video recording of the 37-minute Cheapo level, and a quick Youtube search doesn't turn up anything. This is not surprising, though. Cheapo was current around the time of my visit to Australia (I remember this because I worked on Cheapo graphics while I was there) -- and that was in the same year that Youtube started. It would be a long time before I had a computer setup capable of recording gameplay at a decent frame rate, and by then, Cheapo was long dead.

35
Help & Guides / Re: Install Games
« on: October 09, 2023, 12:46:50 PM »
Firstly, make sure that you are getting the levels from the NeoLemmix Levels board, since some of these packs exist in multiple versions for different engines.

I'll use NepsterLems as an example. The NepsterLems topic on NeoLemmix Levels is here, and the first post has, at the top, a zip download. You need to unpack the zip into the same folder as NeoLemmix, so that the levels go into the "levels" subfolder. Then open NeoLemmix and the levels should appear in the level select menu.

36
NeoLemmix Main / Re: First Note: Don´T Make it
« on: October 07, 2023, 07:20:43 PM »
It's frustrating when levels get broken by updates, for sure, but I think it's important to remember that Lemmings (including all clone engines) is a game, and everything we do, including engine changes and level design, is primarily aimed at giving the player the best possible experience.

It's not fun to be stuck on a level, maybe for a long time and coming back to it every so often to see if this time you can finally beat it, and then discover that the solution is to take advantage of a bug in the engine that you didn't know about.

And it was absolutely a bug that oh-noers could enter a mid-air exit while normal lemmings cannot. As mentioned, SuperLemmix allows all lemmings to enter mid-air exits, so that is the intended behaviour for that game (and the same for Cheapo and early versions of NeoLemmix). When NeoLemmix moved from the "one executable per pack" model to having one central executable, it was essential to remove behaviour options and have just one behaviour. After a forum discussion, we collectively decided on "no direct drop for normal lemmings; floaters/gliders can still enter mid-air exits". It was purely accidental that oh-noers were overlooked when other states were banned from exiting; this was fixed in the next update after it was noticed. Much later, someone noticed that stoner oh-noers could still exit because they hadn't been specifically prevented; this was also immediately fixed.

Fortunately, NeoLemmix development is planned to come to a final version very soon, after which there won't be any more bug fixes, so you won't have to worry about levels being broken again. However, I would still say that if you find any behaviour in the engine that is clearly a bug, it's not a good idea to use it in levels.

37
Contests / Re: Lemmings Forums Level Contest #28 - Results
« on: September 27, 2023, 06:30:06 AM »
Congratulations to all winners :thumbsup:

And it's always pleasing to see a Lix level achieving such a good result! :lix-cool:

38
Lemmings Main / Re: Lemmings Quiz
« on: September 24, 2023, 04:02:12 AM »
In all honesty, questions that are akin to "How many pixels are there in all Mayhem levels of the DOS version of Lemmings?" probably shouldn't be asked.

After all this time, thanks to this post, this "impossible" question can finally be answered.

30 x 160 x 1648 = 7910400.

39
Lemmings Main / Re: Most Crap Lemmings themes?
« on: September 22, 2023, 08:24:55 AM »
I strongly dislike Orig 08 (How much is that doggie) and Orig 16 (Ten Green Bottles / Twang) -- not the tunes themselves but specifically their Lemmings incarnations.

My favourites are Orig 10, Orig 11 (Rondo alla Turca), Orig 15, ONML 1 and ONML 5 (going by NL numbering, which equals DOS numbering for ONML tracks).

40
Given its comparative emphasis on real-time challenges, I would have thought that SLX needs the minimap, in a way that NL does not. If performance is an issue, just go back to the monochrome minimap as default or even as the only version offered.

41
NeoLemmix Main / Re: Longest custom level?
« on: August 24, 2023, 08:22:45 PM »
Way back in the Cheapo days I had a topic for level records, and two levels stood out for being huge, sprawling levels that took a long time to complete:

"Absolute Ultimate Challenge" by namida, time limit 37:45, my best completion was about 25:00
"The long trek to freedom" by Adam, time limit 39:00, my best completion was about 32:30

42
Dynamite / Mine - You can set these somewhere and run away before they explode. Like the non-lethal Bomber in Lemmings 2.

This reminds me that I had a dynamiter as one of the skills in The Light of Horderland, a Lemmings-like game I drew on paper when I was a teenager. It worked as you'd expect: dropped the dynamite, which was non-interactable and would explode after a countdown. The idea, I suppose, was that it would be tricky for the same "horder" to take advantage of the bomb hole; you'd have to either get a second worker, or find a way to bring the first one back. Even though this didn't make your shortlist, I think it could still have puzzle potential in modern Lemmings.

43
Maximum score is basically the same challenge as Minimum skills with maximum saved, so that topic is the first port of call when you want to compare with DOS results. However, for levels requiring 100% (of which Mayhem 6 is one) results were copied from What is the minimum number of skills needed to beat each level?.

Mayhem 6's result was reported in this post, with a replay.

44
Lemmings Main / Re: SuperLemmix NES and Covox levels
« on: August 12, 2023, 06:49:44 PM »
NES Lemmings has different physics and terrain from Amiga/DOS Lemmings, so all the NES levels available for NeoLemmix/SuperLemmix are unofficial recreations by Ron_Stard, not rips of the actual level data like the Genesis levels.

45
General Discussion / Re: LF meetup, Leeds, Sat 5 August
« on: August 05, 2023, 06:02:09 PM »
Back home now. Had a great time. A couple of group pictures were taken and should be posted soon.

The meet started a little awkwardly as ∫tan x and I arrived and stood outside WHSmith for a while, both unsure of whether the other was one of the LF crowd :P but then we both noticed a nearby group of four with a Lemming plushie (although I recognised Flopsy's face before noticing the lemming). WillLem and kingshadow arrived within another five minutes and we decided, as I had scouted the Wetherspoons and it was packed, to head to the Trinity Centre. Flopsy was interested in the Lego store so we called there first, then lunch at a place called the Giraffe that I've been past many times but never tried out. It was a good choice -- I had their all-day breakfast and the sausages were especially good. We got to know each other over lunch and talked about maths, programming, Lemmings, and our various projects (I explained a bit about a DROD project I am currently involved with).

Then we wandered around the town centre, found a couple of interesting places I didn't know about at all (including a board game retreat and a geek store with an even bigger manga selection than Forbidden Planet). The weather had, surprisingly, held out all this time, but it started to rain and we decided to head to Waterstone's bookstore ("backrouting Leeds", as someone described the route we took). We stayed in the cafe there for the rest of the meetup, and pored over the Lemmings: The Ports book and Lemmings adventure gamebooks.

I'm safely home now (thanks to WillLem giving me a lift), and we're just waiting to hear whether everyone else got home safely :thumbsup:

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