Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - geoo

Pages: 1 ... 89 90 [91] 92 93 ... 104
1351
Reviews / Re: Cheapo Level List Game
« on: March 08, 2006, 03:20:57 PM »
Lemmings Plus 3: Daigoro - Level 9: Catastrophe
Save 20 of 20
Release rate: 1
Time: 2 minutes
Skills: 1 builder, 20 of each other skill
Good: I like the design for some reason; shows up (intentionally) a nice use of an (at least for experts) known trick.
Bad: Compared to the levels before, it is, as stated in the introduction, lots harder than those, such a difference doesn't even appear in the original lemmings, and by far not at such an early position; has a backroute*.

*) You can simply solve it using the trick[highlight]to create a step into the terrain when you have a basher build during his stroke[/highlight]. However you could easily remove this backdoor removing the builder (since there's a way to do the intended solution without not using the builder), it would make the level even more difficult compared to the others though.

1352
Lemmings Main / Re: Author Level List Game
« on: March 08, 2006, 02:46:50 PM »
Well, there's a level I've always wanted to review.
It took me ages to solve; when I first saw it, I dunno, it had somewhat mystic to me. I knew: I must solve it, at whatever cost. Everytime I played it, I looked at the Mon0lith, thought, thought, thought, and got desperated...
Now that I solved it, it's still a legend for me:
I.S. 4: Hopeless - Level 20: The Mon0lith
Save 28 of 40
Release rate: 95
Time: 2:15 minutes
Skills: 4 climbers, 2 floaters, 2 blockers, 4 builders, 10 bashers, 3 miners, 1 digger
Good: Already starting up with an accosting introduction text, when seeing the Mon0lith itself, it has a memorable and though astonishingly clear design. It is very nicely formed, nicely steep, not too straight and not too bumpy, and the writing on it has style, it gives the Mon0lith a twist but isn't high-pitched; also the clear design around it matches the whole style. For the solution, having given seemingly enough miners and builders the level doesn't seem that bad at first, but later this fact only causes the desparation, as the well chosen music also does. Once you have worked out the main idea, you also need to work out the timing of everything to get everything right in place giving it a second challenge. The main idea uses a nice trick which is neither glitchy nor unlogical, and this fact makes you wonder why it took you so long, but there must be a reason I don't know. When all the timing is worked out, there's no frame or pixel precision required. The time limit is very tight giving it more thrill when you're trying to solve it, but for the right solution you'll always get them in at 0:00 without much problems for whatever reason, however the time peroid the lemmings walk towards the exit is full of excitement. The amount of lemmings to save is the minimum for the method, thus avoiding annoying re-tries until you get it. And it's very pleasing to solve it...
Bad: Nothing. Really. Although...it lost a little bit of its mystic after solving it.


Well, that's what I just wanted to say. I just wonder whether this thread will keep active since the are already two custom level review threads, for both Cheapo and CustLemm.

1353
Reviews / Re: Cheapo Level List Game
« on: March 04, 2006, 12:34:05 PM »
Quote from: Insane Steve link=1102948574/195#203 date=1141428552
[...]
BTW, geoo,  which one level you have left? I'll have to finish the other 30 sometime soon.
'Sometime soon' sounds good. ;)

The only level missing for me is Hopeless 18: 3M; that means between the last time I told you my status I solved Attack Of The Subconscious and Back And Forth.
For the former one I needed a huge amount of tries for some reason, but now knowing the solution I understand that you were surprised that I hadn't solved it at that point. I had thought that the solutions wouldn't be possible because the [highlight]long way miner[/highlight] would be too slow to break through right in time.
For Back and Forth, I was always two builders short until I found a different way. That way I could solve it with two spare builders.

For 3M, I hadn't played it too much because of the lots of building, and now after some more playing I didn't work out a solution yet. Additionally, the time limit seems to be very tight.


1354
Reviews / Re: Cheapo Level List Game
« on: March 03, 2006, 08:17:07 PM »
IS01: Difficult - Level 21: 4 Pillars and a Trap
Save 76/80
Release rate: 30
Time: 3 minutes 15 seconds
Skills: one of each

Good: It's already almost a classic, uses one of each skill most effectively showing up several ways to break through a thin wall and has a simple and clear design.
Bad: The long time of digging is the only thing I can think of.

BTW, I'm almost done with your four sets, Insane Steve. Only one more level to go. I hope you'll get this work ready anytime.

1355
Reviews / Re: Cheapo Level List Game
« on: March 02, 2006, 09:59:50 PM »
IS01: Difficult - Level 19: 8-3 Staircase
Save 90/100
RR: 05
time: 8:03
Skills: 5 climbers, 5 floaters, 1 bomber, 5 blockers, 15 builders, 1 digger

Good: Nice idea to remake a complete level from another game (although it is said not to be exact); either ways it uses quite a nice trick; nice simple design.
Bad: IIRC, I solved it differently the first time I solved it than this time, therefore it might have a perhaps backroute-like solution; a lot of building, too much IMO; and building over a blocker required (something I don't like for some reason).

1356
Lemmings Main / Re: Lemmini - Lemmings for Java - public Alpha
« on: March 01, 2006, 08:35:35 PM »
Quote from: 0xdeadbeef link=1140547071/75#89 date=1141232101
Quote
Having the normal cursor AND the border for the lemming is a bit...strange (to me). I don't like it actually. Waiting for other opinions...
The Windows version does the same thing, but border and cursor are monochrome and less bold. Maybe it would look better with a little thinner graphics. Anyway, I must admit I like the idea of split Lemmings frame and cursor for a number of reasons.
Then you seem to have a different version of WinLemm since in my version either the cursor (when no lemming is selected) or the border appears, but never both.

I actually like the idea that the selected lemming is pointed out. It's just that having additionally to the cursor the border around the lemming makes it unintelligible and somewhat strange.
Just to give a different aspect, in Cheapo an arrow from above is pointing on the lemming that would be selected.

1357
Lemmings Main / Re: Lemmini - Lemmings for Java - public Alpha
« on: March 01, 2006, 03:14:32 PM »
Quote from: 0xdeadbeef link=1140547071/75#82 date=1141167346
#  Added basic priority handling for "lemmings under cursor"
    Please tell me if it's ok this way.
I got an error message caused by the new addition to the text saying what lemming is selected. http://207.58.177.175/~geoo89/lemmings/Error_2.PNG
It was outputting "Walker(f)-12" and was giong to switch to "Builder" which was probably too long.
About the general system, I don't know too much about the original one, but it seems ok, as far as I checked.

Quote
#  Reworked Cursor: active Lemming gets its own border, so it's clearer which lemming is
    active. Mixture of Winlemm and Miga look. Also the Cursor is the default Cursor now,
    so it moves smoother
Having the normal cursor AND the border for the lemming is a bit...strange (to me). I don't like it actually. Waiting for other opinions...

1358
Lemmings Main / Re: Lemmini - Lemmings for Java - public Alpha
« on: February 28, 2006, 08:23:17 PM »
When a climber climbed out at the top of the game field (Havoc 7: 'Creature discomforts', lemming of the left entrance is made climber), I got the following error message: http://207.58.177.175/~geoo89/lemmings/Error_1.PNG

Also, climbers (output) look as they'd be climbing a little in the wall, and at least for climbers facing left, I noticed when they hit the top, there's one frame they get walker (you can assign any skill at that point) before they fall.

And also, builders hitting their head aren't checked correctly still: they can still build a few (three or four) steps too far when their head is already in the terrain, I suppose it's just the checked pixel that is the wrong one.

1359
Well, somewhat strange. I'm only told when downloading that the file size is unknown, but it's almost 1 MB.
A couple of sets, styles and text files are in it.

Anyway, I uploaded it here again, does that work?
http://207.58.177.175/~geoo89/lemmings/lp3full.zip

Please tell me when you have downloaded it (in case it worked) that I can remove it again.

1360
Lemmings Main / Re: Lemmini - Lemmings for Java - public Alpha
« on: February 27, 2006, 08:55:17 PM »
Due to your new changes indeed some new bugs appeared:
- builders hitting their head don't turn around anymore, they just keep on building
- when a digger has finished digging or is assigned a skill, he'll walk/execute that skill to the right, no matter what direction he went before
- the bug that lemmings don't walk up bridges starting on slopes (http://207.58.177.175/~geoo89/lemmings/slope_builder.PNG) is back again, however it only seems to happen in special cases: I could only reproduce it in Tame 5 on a miner's slope building to the left, and even then it happened not everytime

Quote
#  Explosions speed up with FF and stop when paused.
I don't know whether you forgot or justs did not do, but also objects should be speeded up in FF.

Quote
#  Messed around with fall distance and entry height
The we all fall down levels are solvable now and Mayhem 1 works correctly, but 'Take care, Sweetie' (Wild 16) is still impossible: the second fall on the left should actually be survivable, but it isn't. Since everything seems to work fine for original lemmings, perhaps you could do it the same way it is done in the DOS versions: setting the max-safe fall distance of ONML 3 (low-res)-px higher than the distance for original lemmings?

1361
Hmm, it works fine for me.

It's just displayed as a text, not treated like a zip file.
For download, I used the right mouse button and option 'Save target as'.

1362
Lemmings Main / Re: Lemmini - Lemmings for Java - public Alpha
« on: February 23, 2006, 09:49:38 PM »
Quote from: ccexplore link=1140547071/30#42 date=1140723367
Quote from: 0xdeadbeef link=1140547071/0#0 date=1140547070
Then again, all Levels of the Windows version (+5 additional levels) are in,
I am missing Tame 15-20, but that could conceivably be just my copy of WinLemm.  Anyone else have the same problem?  (Granted, few people would care about the Tame levels anyway.)
For me only levels 17 - 20 are missing. But this is since they're also missing for WinLemm.
I don't know for level 15 and 16 however.

Two more things to add:
- any terrain removing action leaves a black space in the mini map, I think it should be the background green
- lemmings can get past a blocker when they're walking on a little higher level than the blocker and the blocker is placed at a certain point: Situation in Taxing 6

1363
Lemmings Main / Re: Lemmini - Lemmings for Java - public Alpha
« on: February 22, 2006, 10:48:38 PM »
I forgot to say: Everytime I say 'pixel' I mean a low-res pixel, i.e. you'd need to calculate with 2 px.

Quote
Quote
The digger animation, as it was already said, seems a bit strage also to me.
Could you substantiate this? The animation is "misc/lemm_13.gif". As far as I remember, it cycles once from first to last frame, than applies the dig mask, than starts with frame 0 again.
I dunno exactly, but comparing with Winlemm or DOS, it is different. It seems to me that, when digging the first layer away, the animation is shown as usually, and when digging the second layer, the animation is shown horizontally mirrored.

Quote
Phew, the hell exit should look exactly like in the Windows version and I can't follow you with the brick style exit. The exit area is not black for me. The exit consists of two parts: a static part "styles\brick\bricko_0.gif" and an animated part "styles\brick\bricko_9.gif". Looks ok for me!?
Well, the horns also don't show up in WinLemm high-res, however in low-res.
An a little high-res-like looking option is rendering it with '2XSAI Kreed's Engine", here's an image of the Genesis lemmings exit: http://207.58.177.175/~geoo89/lemmings/Hell_exit.PNG; however it doesn't match well to the other style (colors etc.)
The Bricks exit, I just noticed, the problem doesn't appear in all levels: e.g. in Tame 1 it doesn't appear, however it appears in most of the other levels, e.g. Havoc 5, Crazy 2.; again, here's an image: http://207.58.177.175/~geoo89/lemmings/Brick_exit.PNG

Quote
Quote
- changing the RR influences the outcoming of the lemmings instantly, at least in the DOS version the RR changes effectively only after outcoming of the next lemming
Phew, well, this doesn't sound like a major issue to me. Does this affect gameplay?
Not drastically, at least I don't have problems with it; the player just needs to change the RR a little later the way it is now.

Quote
Quote
- when building on a miner's tunnel or a 45 degree slope (away from it, not into), the following lemmings cannot access the bridge of the builder, might be fixed having the bridge start by 1 px shifted
With miners, this is probably a problem of pixel alignment as (almost) everything in Lemmini is pixel accurate vs. 2 or 4 pixel accuracy in the "original" versions. Builder vs. builder is strange since builders only start at even positions and the step has an even width. You don't have a screenshot of this, do you?
No problem, here's a little image showing the situation: http://207.58.177.175/~geoo89/lemmings/slope_builder.PNG


I somehow managed to have a lemming survive the nuke, I don't know how. But it happened twice, both times in the level "It's all a matter of timing".

Then I noticed some things in Wild 16: Five alive:
- The bomber, who also breaks through the thinned brick in the WinLemm version, doesn't break through; in the solution on the Lemmings solution page it is actually not needed, but iirc I used it when I solved the level and it also seems intended.
- The miner doesn't turn around when hitting steel
- The miner doesn't take out its mask completely when getting on steel, however I don't know whether it is intended to work that way, it firstly also works that way in Cheapo and is secondly more exact

1364
Lemmings Main / Re: Lemmini - Lemmings for Java - public Alpha
« on: February 22, 2006, 08:54:49 PM »
I had a first look a it, and I quite like it. The name Lemmini doesn't sound that bad IMO (I'm also German)
However there are some problems, or differences to what I'm used to I noticed:

- object animations continue when the game is paused or when fast forwarded, in same speed; that causes for traps, with fast forward more lemmings can pass one trap, it might cause a potential backroute for 'Compression method 1' (Taxing 6) and perhaps also for other levels; pressing pause again can cause that some more lemmings than intended get killed by a trap
- already the first lemmig coming out is affected by the RR, actually the first lemming should come out not depending on the RR
- the climbers seem far too fast to me (twice the speed they actually should have?)
- a climber hitting his head does the 'vaulter' animation (transitioning to walker) at the beginning if his fall; a climber who should actually do this animation (when having finished climbing an object) doesn't do it however
- changing the RR influences the outcoming of the lemmings instantly, at least in the DOS version the RR changes effectively only after outcoming of the next lemming (I actually don't have any problem with it, also, in Cheapo it works the same way, but anyway)
- the 'jumper', a lemming climbing a step of a height 3 - 6 px doesn't have his own animation which causes a skip of a few frames (this problem also appears in the WinLemm version) - actually each 2 px of vertical movement should take one (I think) extra frame *image (jumper) below
- when building on a miner's tunnel or a 45 degree slope (away from it, not into), the following lemmings cannot access the bridge of the builder, might be fixed having the bridge start by 1 px shifted
- it is impossible to assign a builder to a lemming when he would hit his head before setting his first brick
- I did one level with 97% saved (100% needed), and get the "Rock Bottom!" comment, which is (afaik) only meant for 0% saved

Some things I'd like to suggest:
- the scrolling seems a bit slow to me (fortunately there's still the mini-map to scroll), might get a little faster
- the in/decreasing of the RR works also a bit too slow for my taste
- I'd like to have the Enter key for fast forward, as it is used for Lemmings 2 and Cheapo
- the exit in the hell style doesn't have its horns, in the brick style the exit is not completely displayed (the area where the trigger area is located is black), this should be corrected
- it seems a bit strange to me that the numbers of skills/RR is displayed above the button (I don't know about the Amiga version however)

The digger animation, as it was already said, seems a bit strage also to me.
*) here's an image how the jumper looks like in e.g. the DOS version:

1365
Reviews / Re: CustLemm Level List Game
« on: February 14, 2006, 11:08:22 AM »

Garjen03 - Level 3: Ball Bearing
Number of Lemmings: 80
Save: 100%
RR: 99
Time: 5 minutes
Skills: 61 climbers, 1 builder, 1 basher, 1 miner, 1 digger

Good: Nice small level with a good main idea which is well hidden, minimal terrain containing only the necessary things and still not giving away the solution.
Bad: Waiting for the important lemming lasts very long making the level at this part boring, assigning all the climbers is a lot of clicking.


Lemmings' Ark is one of the best levels ever, in my opinion the best of the original lemmings and Genesis together. It took me some days to solve, but the best is, once you solved it, the solution looks so simple, you wonder how you could overlook it.
Unfortunately it has a little backroute which requires high precision.

Pages: 1 ... 89 90 [91] 92 93 ... 104