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Messages - Apjjm

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46
The one level a day thing is nice and will be trying to do that from now on :thumbsup:

I have attached my replays for the first 5 levels - I managed the talismans for these so far.

47
New Objects / Re: [DISC][PLAYER] Potential new object - Portals
« on: December 04, 2021, 11:01:37 PM »
My preference is for bi-directional as I think behaviourally that makes it more distinct from the existing teleporter. I don't really have a strong opinion either way for animated or instant. I think instant would feel more seamless, but I worry that it might be hard to see what has happened to lemming in those cases so can see the appeal for the animation in that respect.

For the portalling behaviour, will the teleported lemming always exit at the same point regardless of when they entered the trigger area, or will they enter relative to where they hit the trigger area? If it is the 2nd case, we may want some control as to how the local space of one portal maps to another (e.g. are they flipped or not), for example:


48
Contests / Re: Level Design Contest #24 - Playing Phase (Discussion Topic)
« on: December 02, 2021, 01:52:15 AM »
Some more solves and thoughts from the last day or two...

Trial by fire - Armani
Spoiler (click to show/hide)

Alluring Shimmer - IchoTolot
Spoiler (click to show/hide)

Revenge of the king - Kingshadow3 (not solved yet)
Spoiler (click to show/hide)

Emergency Evacuation - tan x dx
Spoiler (click to show/hide)

What goes up - The Tomato Watcher
Spoiler (click to show/hide)

Not the annoying gap in the floor again - Kaywhyn
Spoiler (click to show/hide)

Aerial Antics - NieSch
Spoiler (click to show/hide)

Guide to Clone Survival in the jungle - Kaywhyn (not solved yet - replay with 1 lemming short)
Spoiler (click to show/hide)

49
New Objects / Re: [DISC][PLAYER] Potential new object - Portals
« on: December 01, 2021, 06:11:41 PM »
Does "Instant" preclude having a visual indicator at all on the source teleporter that a lemming has teleported or is it possible to have an effect play at the moment the teleport happens (e.g. some sparks or something) whilst still preserving the behaviour where the lemming immediately exits the other side?

50
Contests / Re: Level Design Contest #24 - Playing Phase (Discussion Topic)
« on: December 01, 2021, 01:42:52 AM »
A couple more replays for solves

So near yeat so far - The Tomato Watcher
Spoiler (click to show/hide)

Violent Changes - Ichotolot
Spoiler (click to show/hide)

51
Contests / Re: Level Design Contest #24 - Playing Phase (Discussion Topic)
« on: November 30, 2021, 07:12:09 PM »
Took a bit more time looking at the rule 1 levels and now have a/another solution for all of them.

Lemmings in a rave - armani
Spoiler (click to show/hide)

Starstruck - Ichotolot
Spoiler (click to show/hide)

OttoLicho's Sprudel Squires - Kingshadow3
Spoiler (click to show/hide)

52
Contests / Re: Level Design Contest #24 - Playing Phase (Discussion Topic)
« on: November 30, 2021, 02:09:42 AM »
Had a play through the first 5 levels of rule 2, some first impressions:

Gotta Swim Fast - Armani (solved)
Spoiler (click to show/hide)

Violent Changes - IchoTolot (not solved)
Spoiler (click to show/hide)

Silence in the library - Kingshadow3 (not solved)
Spoiler (click to show/hide)

BoLEMian RhapsoLEMdy - Mantha16 (solved)
Spoiler (click to show/hide)

Aerial Antics - NieSch (almost solved)
Spoiler (click to show/hide)

53
Contests / Re: Level Design Contest #24 - Playing Phase (Discussion Topic)
« on: November 29, 2021, 01:01:55 AM »
I did a bit of an impromptu stream and had a go at the Rule 1 Levels and was able to solve 4 of 5 so far. I enjoyed all the levels I played so great job :thumbsup:

Lemmings In a Rave - Armani
Spoiler (click to show/hide)

Starstruck - Ichotolot (not solved yet)
Spoiler (click to show/hide)

OttoLicho's Sprudel Squires - Kingshadow3
Spoiler (click to show/hide)

And now, the Incredible Shimmier - The Tomato Watcher
Spoiler (click to show/hide)

Shimmier Lab Rules - Kaywhyn
Spoiler (click to show/hide)

54
Professional rank completed - replays attached.

Overall this was another statisfying rank solve, especially the levels that got me stuck. There were a few levels that did feel a bit too big in places (e.g. level 34).

Spoiler (click to show/hide)

Looking forward to next rank :thumbsup:

55
I've started playing through this pack - I have attached my replays of the first two ranks so far.

Really enjoying the theme of the pack & music :thumbsup: - great job with this! Even in the early ranks there are some relatively tricky ones. I also really like how well the levels and titles match up given the theming.

Spoiler (click to show/hide)

56
I didn't vote on this one because I havent actually got around to playing Mazulems myself yet. I do like the idea of going back to a first pack though - The first custom pack I completed was geofflems and I can imagine playing it again would be a lot of fun.

Another very different option might be to pick a selection of some individual levels that stand out when thinking back and revisiting those in some way (not really a 'best of' as I imagine that could be difficult to pick!)?

57
NeoLemmix Levels / Re: Lemmings Quartet (v1.3) [Difficulty: Medium-Hard]
« on: November 04, 2021, 12:36:56 PM »
That is the intended solution for level 15 :thumbsup:

You are the first person to solve all the levels in the pack with the intended solutions that I know of - fantastic solving! Thanks again for sharing the replays/feedback on the levels, and re-visiting levels that have had fixes too.

58
This is a really clever concept for a pack & I enjoyed playing through the levels here :thumbsup:! It was nice to see the original levels with a new twist on them, and the difficulty throughout was approachable with a good variety of levels and puzzles.

I have attached my replays for the pack and included some level-by-level thoughts below:
Spoiler (click to show/hide)

59
NeoLemmix Levels / Re: Lemmings Quartet
« on: October 30, 2021, 02:41:28 PM »
Both 13 & 16 are the intended solutions :thumbsup:. Your solution to the new extra level is clever too!

As you said, 15 is still not as intended (though it isn't exactly a mile away). I will have a bit of a think about how to adjust that shelf area a little more - hopefully a small change is enough to do the trick.

Thanks for taking the time to replay the levels after the fixes - on the next update I will make sure to add a thanks for the resolves after finding the backroutes!

Edit: Have now updated to V1.3 - This changes the skillset a little and does some terrain shuffling on level 15. Most of this isn't about fixing the backroute - though there is now an addition which should hopefully prevent it. I have also done some decorative improvements to level 6.

60
NeoLemmix Levels / Re: Lemmings Quartet
« on: October 24, 2021, 12:33:46 AM »
I have updated the pack to V1.2.0 :lemming:

I have added one extra bonus level (to bring the total to 25), and pre-text for the existing 'extra' levels with some trivia about why they are in the extra rank.

This update also has the following fixes / adjustments:
Spoiler (click to show/hide)

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