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Messages - kaywhyn

#1
Monster Munch resolved. This any better?
Quote from: Crane on July 04, 2025, 12:36:27 PMUgh, that trick...

I will admit that I like elements of the solution, and maybe in future they can be adopted, but currently it makes the bronze talisman too easy to obtain.  Maybe I'll experiment a bit.  V4 is out though.

Heh, fair enough! Quite honestly, my other solutions don't look to be backroutes in any way, but hey, it's your level, not mine, so you make the calls here as to what's a backroute and what isn't for it :P
#2
Resolved Crane's R2 for V4 ;) Here, I simply tweaked my previous solution a bit
#3
I've released V5 of my R1's to fix a backroute on "Oh Yes" thanks to Velixi/saba by adding steel. Also split left OWAs into both left and right OWAs in order to do some visual tidying up.

All rightie, I've followed suit and have played and solved all the LDC 32 levels :) Replays attached. Not sure if any of these backroutes, though.

Rule 1 Feedback

Armani's Gold Rush R1V7
Not sure if this is intended, even though I use all the skills. The only reason I think it isn't is due to saving 1 more than the requirement

Armani's Diamond Rush R1V7
Wow, that was a pretty nice trick with stoning a shimmier from below in order to raise the terrain high enough in order to get over the stack! I remember thinking of this while I was showering last night, so when I had the chance I tried it out, only to see it not work. As it turns out I was on the right track, just was missing interrupting the stacker when it's 7 pixels high, since the stoner from below raises the terrain by 1 pixel and hence makes the stacker wall now 6 pixels high.

I think the reason I thought of this trick quicker was due to something similar I tried on one of Strato's LHOF pack that I pre-tested but ultimately it isn't part of or required in the solution. It still required raising the terrain to make the stack steppable, just not from below like in your level.

Colorful Artys' Treasure Island R1V1/Forbidden Treasure R1V1
Nice visuals and nice open-ended levels. The latter especially reminds me of "I Demand a Builder" from United! :laugh: Going for the save all on it is a nice challenge as well! :thumbsup: 

Cranes' Ice Cream Cake R1V1/Part 2 R1V1
Not sure if the first one is intended, since I have a floater leftover, while the second one seems to be fine, although I probably would be able to save a bit more had I been a bit more careful about getting the right amount of compressed Lemmings through the traps. This took some time to get right, though I overlooked using the blocker to help with that at the top.


Rule 2 Feedback

Armani's Speedlunky R2V1
Nice level which I figured out the solution to very quickly, though I was a dummy and kept trying to see if I could turn the shimmier around with the blocker by blocking on the builder staircase :forehead: After several tries and seeing it fail every time, it made me second guess that the solution must be something else. Turns out I completely missed the path the climber can take to get over everything to the left of the entrance :XD: Nice level!

Crane's Monster Munch R2V2
Nice level, though I believe I came up a builder short by building to the teeth at the ceiling on the right side. Can be somewhat challenging.


Rule 3 Feedback

Armani's Spring Has Come! R3V1
Wow, very nice swimmers only level that looks impossible at first but has a great solution that relies on getting the zombie disarmer past the first masher trap on the right but then needs to get him killed when he falls onto the trap trigger since that's the only way to get rid of him. This took several tries to get the timing and release of more swimmers right, so it can be somewhat annoying, but luckily the RR is low and there's plenty of Lemmings that come out of the entrance.

This one reminds me very much of your Color Coded level, except that one was blockers only, while this one is swimmers only :laugh: Both are quite difficult levels despite using only one skill type! You definitely have shown that it's possible to make such non-trivial, difficult levels of this type. Nice! :thumbsup:

Not going to lie, but for some reason I thought the nuke played a part in the solution! :laugh: I held onto that for some time before I abandoned that approach. It just wasn't going to work considering the distance of the entrance from the preplaced blocker and how you're not going to have that many Lemmings on the screen before the crowd starts drowning and dying.

Crane's Migraine R3V4
Heh, this reminds me of that one 1 minute Chaotic level from Lemmings Cranium requiring the exact same thing with making the digger a bomber in order to get him into the exit on time, except this time you need the nuke to do so since you don't have a bomber available. Nice level, though!
#4
V5 of R1's uploaded!

Changelog History of R1:

V2 - Added some traps to fix backroutes thanks to Crane.

V3 - Shifted a fire trap and a minor terrain change to fix a backroute thanks to Armani

V4 - Added OWAs to fix a backroute thanks to Icho.

V5 - Added steel to fix a backroute for "Oh Yes" thanks to Velixi/Saba. Also split left OWAs into both left and right OWAs to do some visual tidying up.


R2 remains V7!

Changelog History of R2:

V2 - More steel to fix a backroute thanks to Crane.

V3 - Reworked my ineligible entry because it had a laser skill. The result is terrain added and some more steel. Many thanks to the user who notified me that I had an invalid entry! :laugh: Can't believe I didn't catch myself, and I came up with the ruleset too! :-[

V4 - More terrain modification to fix a backroute thanks to Crane.

V5 - More steel to fix a backroute thanks to Crane.

V6 - Terrain changes to fix a backroute thanks to Armani

V7 - Massive reworking with the following changes to fix backroutes thanks to Crane and Armani:

  • Terrain changes (including more steel)
  • -1 jumper, -1 miner, and +1 basher
  • RR is now locked and increased Lemming count to 50


R3 remains V7!

Changelog History of R3:

V2 - Added a trap to fix a backroute thanks to Crane

V3 - Extended steel structure and shifted platforms several pixels up to fix a backroute thanks to Crane.

V4 - Added more blocks to a fix a slight backroute.

V5 - Terrain changes to fix a backroute thanks to Crane and from another solution I was PMed

V6 - More terrain changes to fix a backroute thanks to Crane.

V7 - Made the wall by the exit thicker to fix backroutes thanks to Crane
#5
An update was made to the pack to include the missing Welt CompPack rank, which are 1-of-everything levels. This rank was between the Welt Just Dig C. and Forum Member C. ranks in Old Formats NL, and hence it was inserted as the 6th rank of the pack and therefore Forum Member C. is now the 7th and final rank.

You can find the updated pack and replays attachments in the OP ;) It has also been updated to include a short description of the new Welt CompPack rank.
#6
Droidlings was a fan game by Johannes which they intended to be a remake of Lemmings for Android that was cancelled a while back using graphic sets of theirs that were created from an artist they hired. More information can be found at these links:

https://www.lemmingsforums.net/index.php?topic=1582.0

Droidling Graphic Sets: https://www.lemmingsforums.net/index.php?topic=1453.0

In the end, Johannes made and released 5 levels for the game. These were converted to NL by Wafflem a while back but weren't posted back then, until now. So, I present to you Droidlings for NL. The pack is attached. Simply extract to your NL directory. Everything will fall into place.

The required styles to play the levels are included in the attachment, but they are also now part of the NL standard styles library, meaning you can download them via the styles manager in the NL player.

Replays are also included, and they all pass the MRC, verifying they're all solvable.

Enjoy! ;) 
#7
Hmm, just like that, SMF 2.1.6 was released yesterday, a few days after 2.1.5 was released. It's a minor hotfix for 2.1.5 according to the changelog.

Completely unrelated to this, but Firefox released two very quick versions too in the last few days, with the latest version released just today.
#8
NeoLemmix Levels / Re: STOKEAPE JUMBLE: Level Pack
June 24, 2025, 09:39:32 PM
Hello @StokeApe, welcome to the Forums! :thumbsup: I've moved the topic to the NeoLemmix Levels board, because according to the files in the attached zip file these are levels made for NeoLemmix, not Lix. So, it's now in the correct place :)
#9
In Development / Re: Random level sharing topic!
June 21, 2025, 08:57:30 PM
Hello tan x and Dexter,

I've played and solved your guys' new level. Replay attached. It's essentially the intended solution but I did better by saving a builder ;) Nice level nevertheless! :thumbsup:
#10
All rightie, I've recorded videos covering all of the LOTY2024 levels :)

Part 1: https://youtu.be/tzivNQsFb2M?si=IX_rdoEF4biY1bt6 (geoos' Lix levels)

Part 2: https://youtu.be/cZ86nY8zg0I?si=CMW-DA1Btql2xB3i (92Dexter11s' levels)

Part 3: https://youtu.be/t7idxq1L2i8?si=51xP9fYAiFlDNkmY (Armanis' levels)

Part 4: https://youtu.be/ldHYEKcTk2U?si=-195m3-f6AXhYd96 (Davids' levels)

Part 5: https://youtu.be/sX3Jxs9w2zk?si=FadujUFug2Wpxlc3 (Dodochacalos' levels)

Part 6: https://youtu.be/UM9y9nbzeTs?si=SRWw0WHPB9o_TK8B (GigaLems' levels)

Part 7: https://youtu.be/N7tWzIqzuY8?si=-TgGUhxR0H0o9KgV (my levels)

Part 8: https://youtu.be/jyf9ALcZprs?si=lH8Ec80Y7dKE7kcK (Mobiethians' levels)

Part 9: https://youtu.be/kNiQ8IJTNgo?si=Km7RQenGJa6ALHRQ (Pieuws' levels)

Part 10: https://youtu.be/MIbTFLYyXus?si=dNr-GnIkNwzXxqP1 (everyone else's levels, the final Mixed rank)
#11
I have solved both of geoos' Lix levels, as well as resolved all levels that needed resolving, since I've played all of the NL submissions before. My replays minus the ones for my levels, plus for geoos' levels, are attached. Very nice levels by geoo, with Just Mine taking me about 5 minutes max, while Roots of Life took me longer to figure out, about 35 minutes. I had the right idea with the latter,

Spoiler
with mining the crowd below out with a miner on the left side, as well as platforming up the gap right around the middle connecting the walkway and the stone terrain, but this took me a while to figure out how to achieve, as I kept putting the blocker in the wrong part of the map, as it's not possible for everyone to be out before you put the blocker where the stone terrain is before some Lixes slip by the blocker and hence some will splat before the platformer is done. The blocker right where the entrance is was quite difficult to see, and seems that Icho and Jonas had trouble with that part too during Simon's live stream of geoos' levels, so I'm not alone there! :laugh:

For the NL entries, I needed to resolve David's The Building Site, Dodochacalo's Honey, I Shrunk the Lems, Turrican's Space Program level, and several of Pieuws' levels, 1, 2, 5, and 6, though for Pieuw 2 I already had the a fine solution, but the changes to fix Icho's backroute broke my replay and hence I just needed to tweak my replay to get a working one again.

Same thing with resolving David's Angkor Temple, though I already had pretty much the intended solution, my replay just needed a minor replay tweak due to the basher/slider fix.

My guess is my new solutions are acceptable except for possibly Dodochacalo's level, though that one took me a really long time to figure out. Other than some bombers and builders I used differently, it doesn't really look like a backroute, save for the part at the end where I abused the steel.

Also for Pieuw 5, I'm not sure if that's intended, though I can't see any other way to do the level with the skills given.

edit: Checked Armani's solution and I did it the exact same way as him, and Pieuw said it's an acceptable solution, so looks like that one is fine.

Going to try and get vids up to these levels in the coming days! ;) 
#12
Link to jkapp76's working L3 portable:

https://u.pcloud.link/publink/show?code=XZng3j5Zmjvy5pvxrKyxrWgE2q0VlpDg89dX

Simply double-click the "Play Lem3.bat" file and it should work. If you don't wish to play it fullscreen, you can edit the 486.conf file and change the fullscreen = true line to fullscreen = false and set the resolution you wish for windowresolution. Many thanks to jkapp76 for taking the time and commitment to getting the flicker issue in the L3 intro movie fixed, as well as to Simon and The Tomato Watcher for their help! :thumbsup:

I've also posted the link in the OP as well :) 
#13
I can confirm that jkapp's portable L3 copy in reply #7 in the post right above this one that everything works perfectly, including the intro movie with no flickering and the screen moves! :thumbsup: Many thanks for taking the time and commitment to getting the issue solved. I appreciate it a lot and all the help from you, Simon, and The Tomato Watcher :thumbsup:

I've tagged the topic title as "solved." I'll go ahead and post the link to jkapp76's portable in the "how to play L3 in Dosbox" topic :) 
#14
Thank you @Simon, @The Tomato Watcher, and jkapp76 for all investigating and looking into this. Especially jkapp76 for submitting a bug report on the Dosbox-Staging Github:

https://github.com/dosbox-staging/dosbox-staging/issues/4370

Quote from: Simon on June 09, 2025, 03:06:21 PM
Quote from: kaywhyn on June 05, 2025, 08:07:48 PMintro movie sequence: It flickers between a black screen and showing the movie.
whether there's a fix

I can reproduce this black flicker in DOSBox version 0.74-3 on Arch Linux. I remember that I have seen this flicker for many years. The flicker makes the movie practically unwatchable.

My weak guess was to fumble in dosbox-0.74-3.conf with this setting:

[dosbox]
machine=


I've tried all values for it. Earlier settings (hercules, cga, tandy, pcjr, ega) make Lemmings 3 complain about the missing VGA card. Later settings (vgaonly, svga_s3, svga_et3000, svga_et4000, svga_paradise, vesa_nolfb, vesa_oldvbe) make Lemmings 3 run, and L3 reacts according to each card, but the flicker stays in all of these settings. I've reverted to the default svga_s3 and accepted the flicker.

Failure. And no other option sounds promising to me.

Yea, I tried changing the machine type in my Dosbox configuration file before you posted and no dice there for me either with getting the flickering in the intro video fixed. I've tried vanilla Dosbox and its variants Dosbox-X and Dosbox-Staging and same thing.

QuoteI don't know about a solution. Try the Dosbox forums, or the forums of one of its forks (Dosbox-Staging, ...).

jkapp76 has submitted a bug report on the Dosbox-Staging Github, which I've linked to above. I will be keeping my eye out on this. Feel free to do so as well if you wish! ;)

Quote from: The Tomato Watcher on June 09, 2025, 07:59:03 PMThe CD-ROM image is available on archive.org along with a pre-packaged playable version. The only way to view the intro sequence as intended is to mount the disc image as its own drive within DOSBox with the IMGMOUNT command. For example:
IMGMOUNT D "C:\the full path to the CUE/ISO file" -t iso

At that point, you do not install the game to the C drive in DOSBox, but you play it directly from the disc image, making sure to run either L3CD.EXE or L3CDGUS.EXE depending on whether you prefer SoundBlaster or Gravis UltraSound audio for the intro (and whether you have GUS enabled in your config file.)

I've tried doing the imgmount command in Dosbox and it made no difference for me in regards to the intro video flicker.

QuoteUnfortunately, I can't seem to get the intro music or game sound effects working no matter what my DOSBox audio set up is, no matter which executable I run, and no matter which fork I use. Will update when I figure out a way to get that working. I have not tested the pre-packaged version yet; perhaps it works just fine.

I'm not sure which file you used for this download. I did the 7th part and as I kind of expected, once again no dice for me.

Quote from: jkapp76 on June 09, 2025, 10:07:19 PMMy portable version of Lemmings 3 plays all the movies properly. I just fixed it. The link above will download the newest version.

Thanks for this, as well as for explaining that you could swap out the movie file but then the flicker returns. Indeed, I have tried that with your portable copy and can verify the flicker issue with the larger movie files.

Thanks for letting me know that you've submitted a bug report to the Dosbox-Staging Github. I've linked it above for Simon and The Tomato Watcher if they wish to keep a watch on it. Thanks again! :thumbsup: 
#15
@Icho

R1 - Your solution for "Oh Yes" is now acceptable and is pretty much Armani's acceptable alternative, with the only difference being that you were more efficient and hence was able to spare a skill. These variants I deem acceptable solutions for my level are a bit more complicated than the intended way IMO, but it's fine. Well done! :thumbsup:

Spoiler
The blocker you spared is for the builder, where you can stop and hold him in place after he walks back to the left, who will later get freed by the miner who uses the builder staircase to continue downward. I didn't account or test for the possibility of the miner and builder being able to meet at the right moment when I made the level, hence I don't require any heavy timing in the intended solution anyway! ;)

In short, you can think of the leftover blocker's purpose is to make the solution easier to execute and also just as a way to avoid any heavy timing shenanigans players might resort to. If that happens, then well, it's on them :P Think your Mr. Lemmy R3 level from LDC 30, where I spared that same blocker in my solution to your level ;)