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Messages - Colorful Arty

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811
Lemmings Main / Re: What should Colorful Arty play?
« on: April 08, 2016, 04:14:20 PM »
Thank you all for your suggestions and input! :)

I have decided after some deliberation to play PimoLems on NeoLemmix! I will be recording later this afternoon, and hopefully the first video will be up tonight! :D


812
Lemmings Main / What should Colorful Arty play?
« on: April 07, 2016, 09:56:33 PM »
Hi friends!

I'm thinking of doing a Let's Play with commentary on Youtube of a custom Lemmings levelpack. Any suggestions which one I should play or which ones you would be interested in seeing me play? Right now, I'm contemplating either Reverse Lemmings (my own creation) or Pimolems (which I have beaten). Please let me know what pack you want me to play if any, but keep in mind if I'm going in blind, I don't want to play a pack that is insanely difficult (it would take me months to beat it if so, and/or I will have to look up solutions).

813
Lemmini / Re: SuperLemmini 0.102a
« on: April 05, 2016, 10:14:45 PM »
Thanks!

And yes I did get the extraction to work, but I had to use the Lemmini files instead of the SuperLemmini ones.

814
Lemmini / Re: SuperLemmini 0.102a
« on: April 05, 2016, 08:33:58 PM »
Is there a way to unlock all the levels in a given SuperLemmini pack by entering a code? I know you could do that in Lemmini, but was that removed from SuperLemmini?

815
Lemmini / Re: Reverse Lemmings Released for SuperLemmini!
« on: April 05, 2016, 05:30:41 PM »
Wow.

I just took a look at several of your replays (the puzzle levels), and it would probably be easier to list the levels you didn't backroute.

Levels you heavily backrouted:

Luvly Jubbly (I did NOT see that coming)
Compression Method 1 (WAY better than the actual solution! :thumbsup:)
The ascending pillar scenario (NOOOOOOOOOOOOOOOOO! That was one of my favorites!)
Feel the heat! (I didn't even know what you did was possible)
King of the Castle (How did I not SEE that!? Easily fixed though)
No added colours or lemmings (Clearly I was blind making this level)
All or Nothing (My favorite solution, and you found a way around it!)

Levels you minorly backrouted:

From the Boundary Line
The Crankshaft (You made that WAY harder than it needed to be. It looked nice though)
Every Lemming for himself!
Bomboozal (Totally valid solution)
Triple Trouble (You made it a bit easier I guess)
How do I dig up the way? (General idea, but your way was much harder than the real one)
Poles Apart (I saw that one coming...)
The Great Lemming Caper (Loved your solution just as much as the actual one)
Save me (I meant you to use diggers at the end)

I'll eventually make my own replays to show off the "real" solutions, but many of yours were nicer than the ones I had in mind. Mad props! :thumbsup:

816
Lemmini / Re: Reverse Lemmings Released for SuperLemmini!
« on: April 05, 2016, 04:47:34 PM »
That was fast. :thumbsup:

I'll definitely take a look at these later.

Sorry for all of the builder-heavy levels. Some of those levels are really hard to solve without using plenty of builders.

817
Lemmini / Re: Reverse Lemmings Released for SuperLemmini!
« on: April 05, 2016, 03:49:36 PM »
I'm guessing this is why levels designers have multiple people test levels before releasing the pack proper. I feel like such an idiot. :P

818
Lemmini / Re: Reverse Lemmings Released for SuperLemmini!
« on: April 05, 2016, 03:31:47 PM »
I just remembered how that level became impossible!

When I tested it out, I finished with an extra builder (you originally had 3). I decided when I removed the blank space from the level to remove one of the builders, and accidentally must have removed 2. That is still stupidity on my part, but at least now I know how it happened.

819
Lemmini / Re: Reverse Lemmings Released for SuperLemmini!
« on: April 05, 2016, 03:05:31 PM »
Oh. My. Gosh.

For whatever reason, when I removed the blank space from the ends of the level, a builder was removed from the skill list, probably me pushing the wrong buttons by mistake in the editor. :P

If you found a solution using only one builder, then amazing! If not, either redownload or just add an extra builder to that level.

I am so sorry. When I tested the level, I had 2 builders. I honestly have no idea how that happened.

820
In Development / Re: SubLems: Large SuperLemmini levelpack
« on: April 05, 2016, 01:24:24 AM »
Hey, everybody!

Weekly news update, SubLems progress has been going slowly, mainly due to me finishing Reverse Lemmings this week, so I only made 1 new level, but I did touch up a few other levels in the process. As of right now, I am missing 2 levels in Scary, 2 levels in Chaotic, 4 levels in Insane, and 2 levels in Hellish, or a grand total of 10 levels in all. I also may change a couple of levels in Retro that aren't so great.

That said, the few levels I have made recently are pretty awesome, and I am taking great care to make sure every level has a unique song that matches the level perfectly, so I hope you will be impressed. Also, the reason I keep removing levels is because they don't match up to the quality I want SubLems to have. Ideally, I want a pack with a great difficulty curve, good puzzles, unique/beautiful scenery, excellent music, and fair tileset representation. (It is very easy for me to go overboard with the Hell and Crystal levels, while ignoring the dirt and bubble tilesets)

Hopefully this week I will get some good ideas, but until then, here are some more rejected levels!


A level that appeared in Sweet "The amazing floating exit" and Insane "Lemmings in the wild". The Insane version required using the glitch that let floaters enter midair exits. The funny thing is, I had an even harder version planned that required a lemming going "Oh no!" to enter the midair exit, but it was impossible to execute in SuperLemmini. After people told me they weren't fond of glitches, I removed the Insane version and there seemed no point keeping the Sweet version, so I nixed it too.




An early Hellish level: "The brink of death". I was really sorry to see this level go, but alas, it too required a definite glitch. It used the glitch that allowed bashers, miners, and diggers to fall a few extra pixels without splatting.

821
Lemmini / Re: SuperLemmini 0.102a
« on: April 04, 2016, 09:47:11 PM »
I can assure you that the path does exist. Is the file I need to point SuperLemmini to INSIDE the src file, or do I have to download WINLEMM somewhere?

822
Lemmini / Re: SuperLemmini 0.102a
« on: April 04, 2016, 08:22:21 PM »
Ok, one problem.

When I have used SuperLemmini in the past, I extracted the regular Lemmini Source Files to run it, because when I try to extract the new SuperLemmini Source Files, it gives me this error:

Validating WINLEMM...
GFX/BLINK.SPR
File C:\Users\ColorfulArty\Desktop\src\GFX\BLINK.SPR not found.

How do I fix this?

823
Lemmini / Re: Reverse Lemmings Released for SuperLemmini!
« on: April 04, 2016, 07:43:11 PM »
I updated the download link so it SHOULD work now. I am SO sorry for the probLEMS the special file caused.

824
Lemmini / Re: Reverse Lemmings Released for SuperLemmini!
« on: April 04, 2016, 07:24:04 PM »
You're a miracle worker IchoTolot! :thumbsup:

I would ideally like to give those special levels the SuperLemmini look though, the levels themselves don't look as good as they should, but I'm having trouble getting NeoLemmix Editor to load the beast 1 and 2 levels. I had no problem loading the menace and awesome levels though...

825
Lemmini / Re: Reverse Lemmings Released for SuperLemmini!
« on: April 04, 2016, 07:20:40 PM »
I fixed the AWESOME and MENACING levels, but NeoLemmix Editor will not open the SuperLemmini original Lemmings levels Beast 1 and Beast 2. When I try to open them, it tells me "unknown graphic set (beastii)" for A BeastII of a level and "unknown graphic set (beasti)" for A Beast of a level. Any idea how to fix that?

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