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Messages - kaywhyn

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1651
Lemmini / Re: Pimolems for Superlemmini (In Developement)
« on: August 14, 2020, 02:53:01 AM »
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level 15 So logical
            First off miners in Superlemmini after hitting steel turn around where in Lemmini they don't (as per this level). So I decided to add 30sec to this level due to this.
            although it's still possible to do without the added time but must do everything quicker, but since Pieuw I don't think did that in his youtube replay(he finished level not
            counting nuke with 13sec left).  So By following his solution, time ran out due to miner turning around to release the blocker. So I fiddled with the time to get it so level
            was finished with aprox same amount of time. and 30sec is what it looks like it needed.
...
            but here the miner turns around when hitting steel (so this is where I added the 30 seconds) otherwise If he
            didn't turn around like in regular Lemmini I wouldn't have had to add time.) also Nuke last blocker.
            Issues: issue with miner turning around after hitting steel in Superlemmini unlike Lemmini                           

See replay. Yes, the miner turns around on steel, but it is definitely possible to finish without the extra time. Time will be much tighter, but even with the nuke the level finished with 4 seconds left. In any case, getting all remaining lemmings that can't be saved get nuked isn't important as long as the save requirement is met or exceeded before time runs out. There's one United level (the one with 400 lemmings) that cannot be nuked before time runs out, but it doesn't matter because I exceeded the save requirement before time ran out.

Also attached a replay for Stormy 16. It shows that it's possible to mine out the lemming and the crowd will still be able to climb out to the left. Thus, no need to lower the steel. It sounds like adjusting the position of the blocker in your solution is necessary in order for it to work, but it does work. Also, Pieuw said in the description that his solution is not the only one. Indeed, there are other solutions too (see 2nd replay for another solution to Stormy 16). A little more difficult since I use a pass-through blocker after the second lemming goes past the start of the miner tunnel and you have to mine the instant the first lemming touches the ground, but on the flip side it's much easier to release the blocker with a basher. However, you can make the solution easier by blocking anywhere to the left of the entrance and use the digger before bashing to release the blocker.

edit: reattached replays and also my copy of Stormy 16 ini file

1652
Well, isn't this fascinating? I just took a look at Viva Colonia and even though the glider physics is broken, I still managed to backroute the level by using all skills except the glider! My solution is the exact same as Icho's,

Spoiler (click to show/hide)

So, the level is still solvable even with the broken glider physics and the miner pickup in the original position in the updraft, but still need to fix it. Probably should still be fixed anyway if you consider this a backroute since my solution doesn't even use the glider!

edit: Strato, let me know if you still want my replay for Rockstar 15, but I think the spoiler tag does the job of describing the backroute solution somewhat well.

1653
Lemmini / Re: Pimolems for Superlemmini (In Developement)
« on: August 13, 2020, 04:09:15 AM »
Halfway through Windy already. Way to go! :thumbsup:

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level 10 me sorry, me lost
            WHAT THE ?????? SUPERLEMMINI SPEED MODE. I WASN'T EXPECTING THAT. Neolemmix one when I saw replay doesn't have. So this was a shocker.
            Anyways had to use pause quite a bit,lemming too fast for me. climb him when he goes right. then dig him in a spot where he digs by the little indentation so he'll
            turn back left and climb. then bash him left home.
            Issues: only issue is the speedmode, totally shocked me. Please comment.         

I totally forgot there was a Superlemming level in Pimolems. It's been so long since I played the pack, and yet it completely escaped me there was one such level in the pack. At least it's short and easy, though. AFAIK, Superlemming is supported in both Lemmini and Superlemmini. As for why NL doesn't have it, that's because Superlemming is considered a gimmick, and when the switch was made to Old (i.e, v10.13 or any v10) and New Formats (i.e 12.9.3 or any v12), all gimmicks were culled. Thus, there are no Superlemming levels in NL, and hence why the level doesn't have the lemming sped up in NL. You'll only see the Superlemming gimmick in NL v1.43 or older, eg, Lemmicks level pack. This was a huge reason why I was hesitant in playing any NL level packs for at least 4-5 years: Too many features and the fact that I'm more of a classical lemming playstyle kind of person (time limits, timed bombers, etc). Needless to say, Lemmini/Superlemmini are still my preferred engine of choice over NL any day despite the fact that I'm currently playing through United.

1654
Lemmini / Re: Pimolems for Superlemmini (In Developement)
« on: August 12, 2020, 09:55:15 PM »
1st rank done already :thumbsup: Not surprising, since all the Calm levels are very easy, and even you can handle them, with or without a replay. Yes, they're pretty much all open-ended levels due to the huge skillset and also very lenient save requirements, and so they're pretty much solve in any way you like. The only one that isn't really that good is Calm 19 Iron Industry. It's just frustrating and seems like pure guesswork, but according to Pieuw the path is through "inverted blocks." Finally, for the Calm rank finisher, builders are surprisingly tight on that level, but as long as you're efficient with them it's still not that hard of a level.

Onward to the Windy rank. This is where the difficulty starts picking up quite a bit, especially near around the halfway point. As a suggestion, to make it a bit easier to read the notes and reduce the amount of scrolling just to get to the right place to read the notes about a particular level, perhaps you can do a separate post for each difficulty. The post above you did for Calm, so perhaps you can do a new post for the Windy levels. Just as a way to reduce clutter in a post. Still, I love reading your notes/thoughts on each level. They can be amusing at times ;)

1655
Well, it's been a while since I have updated my progress on various level packs here. However, if you been following along with my posts the last several months on the forum, you'll know that I've been and am currently playing through the pack Lemmings United. It's been nearly a year after I started playing the pack, but as of now I have officially beaten 200 levels, all in order, in the main pack! Thus, I'm down to the final 5 levels of the Genocide rank. There's still a bonus rank of 30 levels afterwards, but right now I'm extremely close to the end of the main pack.

There's 41 levels in each main rank, which means I'm currently at Genocide 37, supposedly the hardest level in all of the pack based on discussions I read all over the forums. That worries me greatly, but let's see how long it manages to stump me once I start my attempts.

Truthfully, I thought I never get this far in the pack. As good as I am and can be when it comes to solving levels in Lemmings, it was definitely a huge and long struggle to have beaten 200 levels. This pack is touted as a very hard pack, but save for a few levels that really stumped me good, a lot of them I didn't find so bad. In fact, when I finally reached the Genocide rank last month, around the second week of July, I constantly had fears that the rank would be too hard for me and hence the pack would finally beat me. Indeed, the first level of the rank managed to amplify that fear, as it was still a no solve after a couple of hours that evening. Nevertheless, I kept coming back and managed to finally get past it. There were other levels in the rank I struggled greatly with, but not as many as I thought there would be.

With this, with only 5 main levels remaining, since I'm so close to the very end, I definitely plan to get through the rest of the pack. It may have taken me 11 months to get this far in the pack, but I've come too far to possibly stop now. For comparison, in 2017 Reunion took me 3 months to beat, and that was on Lemmini! Wish me luck!

1656
Lemmini / Re: Pimolems for Superlemmini (In Developement)
« on: August 12, 2020, 04:05:54 AM »
Simple. Just max the RR and you're done. Really just a throwaway level in which you don't have to do anything at all. Heck you can even just leave it on FF and not do anything else.

1657
Lemmini / Re: Pimolems for Superlemmini (In Developement)
« on: August 12, 2020, 03:23:40 AM »
Perfect. Just saw the replay and now it's exactly the way it is in the other versions. All rightie, I have confirmed that all 6 glitch levels have been fixed to the best of your ability, so with this you have the green light from me to proceed with the rest of the conversion. I don't think you'll encounter any problems since only the styles from the original games are used. As usual, I think the only problem will be lemmings exiting, so adjusting the position of the exits will be necessary. I'll be checking your edited post for notes from time to time about the levels.

Regarding difficulty, definitely nowhere near as difficult as Reunion. Well, only when you get about halfway in Windy does the difficulty pick up significantly. From that point on it stays difficult throughout the rest of the pack until you get to the Bonus rank. Otherwise, for the first two ranks not very difficult at all.

1658
Lemmini / Re: Pimolems for Superlemmini (In Developement)
« on: August 12, 2020, 01:37:52 AM »
Yea, you're right. See replay. This even comes from stalling the second lemming as much as possible. This means, assign the 2nd lemming a floater the instant he appears. The replay isn't a solving one, but as you can see the lead lemming is really close to finishing his work before the 2nd lemming catches up. So, it should now work by moving the thin wall to the very edge. Just got to make sure to assign the floater to the 2nd lemming the instant he appears. I'm wondering if floaters are just slightly faster in Superlemmini than they are in Lemmini. How are floaters in the Amiga? Are they a bit faster?

edit: I saw your reply below. Sounds good. Once that's taken care of, I think you're good to go to proceed with converting the rest of the pack. Again, for Stormy 20 you have the final say for how it comes out. The edits in the second post are simply suggestions that I threw out there, but the current version you presented is fine. Let's just leave the two possible solutions of the level in there.

1659
Lemmini / Re: Pimolems for Superlemmini (In Developement)
« on: August 11, 2020, 11:05:28 PM »
Hi eric,

I see your starting post in this new topic. I will try them right now and report back by editing this post. Just doing some tidying up and moving the Pimolems posts from the Reunion topic to here where they belong.

AFAIK, Superlemmini does not support preplaced lemmings. However, since you managed to find a way to recreate Stormy 20, that's not a problem anymore. If you decide to proceed with the conversion project, you can make a new topic for its development in progress and then we can move these posts over there.

In regards to the 6 glitch levels:

Stormy 17 (very easy to fix, just add a wall which you did) and Stormy 20 have already been taken care of

Pickaxe 12 - I don't think it works in Superlemmini, but I could be wrong. If it doesn't, can probably just use NL version
edit: Just tested. Blocker trick doesn't work

Pickaxe 17 - Does not work in Superlemmini. Can probably either put steel or just add additional builders or just use NL version.

Pickaxe 19 - Does not work in Superlemmini. Can probably put steel and add another miner, or use NL version, but imo it's way too far off.

One 20 - I don't think it works in Superlemmini. Not sure how or if this can be fixed. NL version provides 2 walkers, which Superlemmini doesn't have.
edit: just tested. Doesn't work at all. Hmm, probably the easiest fix, although I'm not sure if Superlemmini allows it, is to have 4 entrances, 3 of which have lemmings coming out to the left. If it doesn't, then maybe provide another builder and a blocker so it can be released with a basher.

These are all just suggestions. Ultimately, your call, since it is your project if you decide to get this rolling.

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    and yes I see the solutions on youtube (for lemmini). that's not really the issue.

Ok. I'm just letting you know that there are solutions to the Pimolems levels on Youtube. In particular, the ones by Pieuw should be of the most interest, since he's the pack author and the videos appear to be the solutions he intended to his levels.
 

edit: There's a problem in that you mixed up the replays for Stormy 17 and Stormy 20. What's happening here is that when I load the replay for Stormy 17 the Stormy 20 level opens up, and vice versa. Easy fix, though. Simply rename the replay for Stormy 17 with the level name of Stormy 20, and similarly rename the replay for Stormy 20 with the level name of Stormy 17. So besides those two which I can't watch, the rest of the ones I've seen look good. Yea, nice fix for One 20. I thought Superlemmini didn't support left-facing entrances. An extra builder and blocker could work too and then take away all except 1 basher. However, this I feel is ok, albeit not as clean with the mining into steel to turn around, but it does work. 

edit 2: I fixed Stormy 17 by solving the level myself. This looks good, except the thin wall should be at the very edge of the screen so that one has to use the builder to build to up with the second lemming so it climbs up it. Indeed, Icho did just that so that there's a gap. In my replay, I have a builder left. I have attached both replays, one for Superlemmini, the other for Lemmini.

edit 3: So I made some attempts at solving Stormy 20, but I wasn't able to successfully do it. Perhaps the best way is to simply remove that tiny piece of terrain that blocks the lemmings in so that one lemming can just go on ahead and then one needs to use a blocker to hold the rest back. In other words, no bomber is needed to destroy the small piece of terrain that holds the crowd back, just the blocker that's holding them in. Unfortunately, there isn't really a way to enforce that a climber needs to go up that pillar, because if the worker lemming doesn't turn around, you can simply build with him to turn him around on the slope so that he goes to the left at the top of the level, just like in my Lemmini replay (see attached). At the same time, my solution cuts very close on time, so it might overall be faster to have the worker climb the pillar. There is currently a problem, and that is there's a tiny hole at the top so that the climber doesn't climb up. If the pillar is used, one needs to build to the pillar with the worker in such a way that he doesn't turn around.

Just took a look at the NL version, and indeed there's no need to climb up the gap to the top of the level with the preplaced lemming. Still, that can be an option in Superlemmini, so let's go ahead and make that an option. Then there's two solutions, either build into the slope with the worker lemming so that he turns around to the left and walks up to the top (just like in my replay), or have him build at the bottom so that he turns around and then build up to the pillar so that he doesn't turn around. Either way, the level's doable with just 6 builders just like the NL version, so let's reduce the number of builders to 6.

edit 4: On further thought, though it'll make the level very different from the Lemmini version, you could simply put a second entrance right on top of the pillar. Just put a wall on the right so that the crowd turns around to the left and walks to the bottom of the level. Then one needs to use a builder like it is in the current version so that a climber can climb up to the top of the level. Just checked and it's not splat height, however the crowd won't land on the the thin vertical strip because when I sent a lemming up there there's a tiny hole and it is splat height, so the strip just needs to be moved over to the right one pixel. Solving time will probably be way faster, but that's ok. Then again, it might be necessary to pump up the RR almost right away so that one can use the last lemming out of the top entrance to build ASAP.

edit 5: Just saw your Stormy replays, and this time they worked. They both look good, but see my replays for them. In Stormy 17, there should be a gap between the platform and the thin wall you added in at the right edge so that one needs to use the builder so that the second lemming climbs it. In my replay, I have a builder leftover thanks to how there's no gap. For Stormy 20, however, because there's now more builders, it doesn't really enforce using the pillar to get to the top of the level. As shown in both my Lemmini and Superlemmini replays, one could simply build into the slope so that the worker turns to the left and walks up to the level. In addition, in the Superlemmini version, a builder is leftover. In any case, I think leaving both solutions in is ok, as the spare builder doesn't really break the level too badly. The NL version has the preplaced lemming going to the right and building into the slope anyway. 


In any case, once Stormy 17 gets more tidying up by moving the thin wall further to the right, I think you can go ahead and proceed with the conversion. Stormy 20 is a bit of an icky one to properly decide, but I'll be fine going with whatever you decide for it, since this is also your conversion project. The above are only suggestions, after all.

1660
Lemmini / Re: Superlemmini's Lemmings Reunion (Finished)
« on: August 11, 2020, 08:06:36 AM »
Yea, I'm not sure what should be done about those. Both Icho and Pieuw have solutions to the Pimolems levels on Youtube, btw. Just search Pimolems. Both for Lemmini.

1661
Lemmini / Re: Superlemmini's Lemmings Reunion (Finished)
« on: August 11, 2020, 06:19:41 AM »
Before I played Reunion, I played through Pimolems and Dodochocalo's packs on Lemmini. There were levels in each one that had the climber glitch, so I thought about using it on Nightmare 30 after having played the level for a while. Since you managed to convert all of Dodochocalo's packs, I'm guessing you're going to convert Pimolems to Superlemmini next? Be aware that many of the levels use glitches that are exclusive to Lemmini. The nice thing, though, is that Pieuw included a very detailed readme that details which levels use glitches. At the same time, I would advise taking a break since you just recently finished converting Reunion.

1662
Lemmini / Re: Superlemmini's Lemmings Reunion (Finished)
« on: August 11, 2020, 05:58:50 AM »
Thanks again for the acknowledgement and credit. Now it's my turn to return the favor. Here's my replay for Nightmare 30. Again, not helpful for fixing the level, since the glitch doesn't work in Superlemmini, just an interesting solution where I use a glitch to solve it. Only works in the unpatched Lemmini version.

edit: Now that you have my replay, since it's not relevant for this topic, I have removed the file. Enjoy.

1663
Lemmini / Re: Superlemmini's Lemmings Reunion (Finished)
« on: August 10, 2020, 08:27:04 AM »
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I've tried a few levels in custom packs, But Icho's intro pack I started, those ones maybe I can handle. And as far as Superlemmini replays I have the original ones. I just need to continue gathering the ohono's holidays and others.

Sounds like you mostly stuck to custom packs that are closer in difficulty to the original games. That's perfectly fine, as those are closer to your skill level. Of course, you're certainly more than welcome to take on the hard custom packs if you want, but you don't have to. As for Icho's NL tutorial pack, I'm quite certain that you'll be able to get through it. You shouldn't have any problems. The only very tricky ones I remember were near the very end of the last few ranks, especially the ones that don't have any pre-text. In any case, I plan to send him my replays for that pack once I'm done with United, so be on the lookout for my post and you can collect my replays. At the same time, I do need to resolve some levels due to an update he released sometime ago. I think there's also a new rank, but I don't remember. Before the update, I had completed the pack, but since the update I haven't done any resolving of levels that have changed, so I'll need to go back and do that. Once I do that, then I'll send replays.

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also Icho changed 2 bonus levels in his united
pack but I still have those 2 levels and replays. I don't know if your'e going to play the lost ones but I have those 2 levels and replays, so if you ever want to try his subtracted ones, let me know.

It's fine. I think they're all like collab levels or something like that and are like design contest levels, so I will probably likely find them lurking around somewhere on the level design board.

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Also when I said in my conversion some of the levels weren't hard, that's only because I had or saw replays. If I didn't have these, even Reunion would be hard for me

Yes, we have established that without replays the conversion project would had taken even longer, especially the last 2 ranks. You wouldn't be anywhere near done with the project. Probably would had taken at least another two months or so. Like United, Reunion isn't for the faint of heart either, but compared to United it's still far easier, particularly since it only uses the classic 8 skills. The pack has a really nice difficulty curve throughout, starting off easy and then ramps up the difficulty steadily. I definitely agree with others that the last few levels of the first rank had a huge jump in difficulty, especially the rank finisher. That one was a major roadblock for so many, myself included.

What I suspect went on is that while watching the replays you had a lot of "I never would had come up with that on my own when solving the levels." If that was the case, a lot of the levels would had had you stumped.

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Also you should look at the replays that I have for reunion , especially Nightmare 29 and 30. Also I like neolemmix music for this better than lemmini's for level 29. I think it's the tetris music.
and now looking back at reunion i'm kind of surprised I was able to solve using replays because you still have to do the level yourself with so many of Icho's tricks

The fact that you even was able to solve Nightmare 29 is amazing in itself. Without a replay, you might not had been able to. I could be wrong here, and I want to say that I am, since I feel you're more than capable of level solving than you're giving yourself credit for. As for me, I remember feeling very relieved and super satisfied that I was able to solve the level and get through it. Especially on Lemmini, it's a nightmare (no pun intended) to pull off, especially with timed bombers. I don't mind them, though. In the same way I don't mind time limits either.

That reminds me. I think I promised you a replay for Nightmare 30 that involves me glitching the level on Lemmini. If you want I can still send it to you. Not helpful for Superlemmini/NL's versions, since the glitch doesn't even work and the latest Lemmini version doesn't even closely resemble the updated versions on the other engines since it's missing so much steel and the OWW. Just a replay I think would be interesting for you since it offers another way of solving the final level, but only in Lemmini and the way the skill amounts are given. 

1664
Lemmini / Re: Superlemmini's Lemmings Reunion (Finished)
« on: August 10, 2020, 04:20:16 AM »
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And of course Kaywhyn for helping in some levels such as "The Flameout" which I did find easier than the builder hitting blocker and turning.
And most importantly I'm glad this project is finished. As there were times I spent hours on editing and solving levels especially the last 2 ranks.

You're welcome. It's important to note that when I first solved Nightmare 25 a few years back, I too used the solution of bouncing a builder in progress on a blocker. Then I found out that one could make it easier and simply interrupt a basher midstroke from a comment Icho made in a Youtube video that featured namida solving the level.

Really, I was more than happy to send you my/alternative solutions to some of the levels of the pack. I felt you would be interested in seeing other solutions of the same level, and indeed that is the case, as you have definitely expressed interest and appreciation of the replays I have sent for United. In this way, you can be the judge and decide oh, I like kaywhyn's solution better than Icho's or vice versa. Or depending on if other people have sent replays, you can compare mine with them as well. Once I'm done with United, I'll definitely be playing other packs, and you can be assured that I'll be posting in the level pack topics and then you can collect my replays for those too. Most of them are probably much easier than Icho's packs though, so you might be able to handle them.

Out of curiosity, have there been any custom level packs that you managed to beat? Or even any you have played a bit? I know you said that you done the original games, but here I'm asking about custom packs. You already know from my responses that I have completed so many custom packs, including Pimolems, Dovelems, and Reunion on Lemmini, as well as some slightly easier NL packs.

1665
Lemmini / Re: Superlemmini's Lemmings Reunion (Finished)
« on: August 10, 2020, 01:30:34 AM »
Perfect, separating the DL links helped tremendously. Only the styles folder took a while, but there's a lot of them, so that was expected.

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and yes level 29 is hard. but what I mean,  it's not hard to execute since I knew the replay. also because of the square blocks are easier to work with. This is what I meant.
 
and level 30 is harder to execute even when I had the replay

Smooth terrain does make it easier, but the whole point is that without a replay, these final two levels alone are even more difficult on top of already being hard themselves, both in terms of finding a solution (due to not knowing the solution ahead of time) and the execution (it's more due to getting the setups correctly). There is still some leeway, but getting the setups correctly can be very tricky. It doesn't help that you can't recover if the setup wasn't right, as there aren't really any extra skills that allow one to salvage the solution and continue. Just be glad there aren't any levels in the pack that require tricks with even harder setups and timing. For example, which destructive skills can cross one another (Pimolems and Sublems both have examples of levels with them).

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