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Contests / Re: Level of the Year 2023: Playing Phase
« Last post by kaywhyn on Today at 11:45:36 AM »
Finally got around to updating my level Fun Teleportation Race in Space to fix a backroute thanks to Simon. I also found a backroute of my own to the level :laugh:

- Moved and removed some terrain to create another gap

- Reduced the Lemming count from 10 to 9 and as a result -1 to the save requirement, meaning it got reduced from 9 to 8.

I've attached the updated level here and also the intended solutions to my levels! These can be added to the replay collection if you wish. For this level, it's the second replay attached. The intended solution is the same, but just needed a minor replay tweak due to the reduced Lemming count.


I have solved all of the LOTY2023 collection pack and have attached my replay collection. LemFan's was the only level I haven't played, while kieran millar's Final Resting Place needed a resolve since he updated the level from last year when he decided to fix my backroute. Finally, Turrican's CyberLem 2555 needed a minor replay tweak, which I'm guessing there were some terrain adjustments which therefore caused some skill assignments to be in the wrong places.

For LemFan's level, this was quite a difficult level! I thought it would be a quick solve, but nope. It ended up being several short solving sessions over a period of a week or so before I finally succeeded. Not only are there a lot of red herrings, there's also one crucial solution element that if you don't realize it you will be stuck.

Spoiler (click to show/hide)

It's a good level; however, I criticize the extreme and unnecessary precision in several places, as well as the tight timing needed. For example,

Spoiler (click to show/hide)

Anyway, I'll try and get LOTY2023 videos up in the coming days! ;)
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SuperLemmix Bugs & Suggestions / Re: [SUG] New Level Select menu
« Last post by jkapp76 on Today at 02:59:29 AM »
Thoughts welcome?

Love it!

The cleanse level button is cool too.
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NeoLemmix Levels / Re: [NeoLemmix] DoveLems [Difficulty: Easy-Medium]
« Last post by IchoTolot on May 25, 2024, 09:56:32 PM »
Yeah, that looks better now. :)

I also would call 3 30 acceptable as they do make the big 8.
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@Strato

As it's almost been two months since your post, it looks like you got swamped with IRL stuff. Judging from your posts regarding moving into a new place, I'm assuming that has been more work than anticipated? No worries, I've just been wondering how the new update is going and was kind of expecting it to drop soon given your latest post ;)
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NeoLemmix Levels / Re: [NeoLemmix] DoveLems [Difficulty: Easy-Medium]
« Last post by kaywhyn on May 25, 2024, 07:44:27 PM »
Another round of resolves and these all look good now! :thumbsup: 3 30 is different from Dodochacalo's but looks to be quite an acceptable alternative ;)
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Nice job Crane. I have still only your 1.05 version. But WTF?

Spoiler (click to show/hide)

I just keep myself nearly 6 months break about lemmings. Thats your 1.05 version testing really drain my power. I also build my new own pack (which will also contains 150 levels)  That are taking me one year. I am quite done soon 8 levels remain yet.
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SuperLemmix Bugs & Suggestions / Re: [SUG] Invincibility
« Last post by WillLem on May 25, 2024, 04:30:23 PM »
We've had a chance to sit with invincible lems having free skills for a bit. No levels have been created yet (apart from those in the SuperLemmix Welcome Pack), but I wonder what people's thoughts are on this particular aspect of the invincibility state at this point.

If you haven't already, please do check out the SuperLemmix Welcome Pack for several examples of levels featuring invincible lemmings. I'm in two minds as to whether the levels are actually improved by allowing the lem free skills. Instinct is probably not, but the state should feel somewhat OP and game-breaking, as it's what I'd expect from invincibility in video games in general. Maybe free skills is a step too far, though.

I don't think anybody who has replied to this agreed that free skills is a good idea, sadly. I absolutely do value other people's thoughts and opinions, but if I feel the need to try something I generally have to see it in action for myself before I can make my mind up. So with that clarified, now that we've had a chance to play with it for a bit (and still will until at least version 2.9, I imagine), what do we think now?
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SuperLemmix / [FEAT] Scroll up/down on Mass Replay Check output screen text
« Last post by WillLem on May 25, 2024, 04:11:48 PM »


Clickables and UP/DOWN hotkeys added to the MRC output screen. Doesn't really provide any additional value than simply looking at the text file tbf, just wanted to see if it could be done. If nothing else, it's practice working with the menu screens.
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SuperLemmix Bugs & Suggestions / [SUG] New Level Select menu
« Last post by WillLem on May 25, 2024, 04:00:56 PM »
Dreaming of a new Level Select menu free of Windows dependencies/forms. There might be no going back from these gorgeous mockups, but even if I do make a start on this it will likely take a long time and potentially cause sizing issues; I'd want the text to be at least medium-res, which would mean increasing the minimum size that the SLX window can be.

Even so, let's just enjoy imagining the possibilities for now:



Each pack would have its own preview button, complete with player progress info. Any Talismans would simply be grouped by colour (Bronze, Silver, Gold) and only "lit" once all Talismans of that colour have been achieved for the full pack. Perhaps clicking the Talismans could bring up a list, as per the current default pack display.

Clicking a level pack would select it for Play / MRC / Playback / Cleanse / Shortcut-creation purposes. Clicking an already-selected level pack (or Single-left-clicking the "List" icon (bottom left of each level pack preview)) would open the levels list view:



Each group would be clickable - clicking it displays the list of levels in that group. Info for the currently-selected level would be shown on the right, with options for Play, Screenshot, Cleanse, etc. displayed across the bottom. All very similar to what we have now but built into the game window rather than relying on a popup Level Select form.

Thoughts welcome.
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This bug is present in both 12.13-RC and SLX, reporting it here because it'll need to be fixed for both.

The problem lies in the SavePngStream method in PngInterface.Pas - it's one of the methods Anders updated, seemingly making use of an updated PNGWriter.

Best guess: old PNG-saving code needs to be updated. Investigating, I'll post here if I manage to find a fix.
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