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Messages - mobius

#1
awww that really sucks. Nothing more frustrating or depressing than losing work. I've had it happen myself and I completely understand the decision.
#2
Reviews / Re: Level Review--Lemmings Revolution
April 27, 2025, 10:11:54 PM
now that the review of the entire game is finished:

My ending general thoughts on the game  :thumbsup:

my favorite Lemmings Revolution levels:

Water Way to Go
Designed with Love
Swarthy Seadogs
Turn On, Tune in, Switch On
Battle o'Lemmuckburn
Green with Envy
Feeling Gravity's Pull

Lemmings Revolution in summary:

here is an interview with one of the creators from lemmings universe many years ago:
http://www.lemmingsuniverse.net/interview.html

It was probably mentioned on this thread before but the development of this game was fraught with problems. The publishing company was bought out and changed during production multiple times and some things were changed mid-production as a result as is explained in that interview. And the platform it was originally going to be on changed from Playstation to PC. (and some issues were created from that change as is determined by examining some of the in-game files. For example the balloon was originally going to be the FF button... so interacting with buttons if the balloon is nearby is a bit glitchy.)

Much of the design feels like or suggests that while testing when they found backroutes or glitches and other issues with the game that made it either too difficult or impossible; instead of fixing the glitch or issue they instead did a sort of flex-seal style work around to make an alternative solution possible and as a result many levels are far too easy for their place while some are too hard.

In closing I still love the game immensely, probably mostly for nostalgic reasons. But also while the graphics may be kind of odd, I always liked them quite a bit. And while the level design is even stranger it turned out to have lots of interesting replay value. I loved applying some of the forum challenges to this game for example, and still have a lot do cover there.
#3
NeoLemmix Levels / Re: [NL] Mobilems (2022)
April 27, 2025, 09:17:43 PM
I've made a major update to my pack:
-backroute fixes.
-Complete re-order and a bunch of levels removed. An outtakes rank was added.

Levels that got a fix or change:

double entendre  (renamed Lemming Polar Plunge Club)
Copenhagen Interpretation
Going down
Over my head
It Takes time to build
Lemmings in Arms; renamed (The Lemming, the Witch and the wardrobe)
Baptism by Fire; readded from previous version of pack
Oblique Strategy
Even You Brutus
Off the Deep End part 2

https://www.mediafire.com/file/f0ufoca52agynwb/mobilems_2025.zip/file
(link is also replaced in the original post)
#4
Other Projects / Re: NeoLemmixSharp
March 12, 2025, 07:17:33 PM
Quote from: WillLem on March 07, 2025, 09:27:16 PMI do wonder whether it would be better at this point for us to all put our heads together and see if we can come up with a Revolutions clone (see this topic on the subject). There are enough programmers active on the Forum at the moment and a flurry of ideas, and we don't yet have a Revolutions clone or level editor...

I'd be more than happy to be a big part in such a project and do a lot of the work, but it's not something I'd want to take on by myself with no help.

While a revolution clone would be neat, im honestly more excited for a new engine that can be better than it. After playing neolemmix playing the original with its issues is not very fun for me anymore. And the same can be said for revolution.
#5
Other Projects / Re: NeoLemmixSharp
March 07, 2025, 08:47:11 PM
I skimmed through the design doc and can only say I completely agree with the initial goals/themes. These are things I always felt were really important (for honestly most games not just Lemmings).

When adding new features there's always a period where the game feels overwhelming until players get used to everything then it seems normal. The reason I always pushed for new features is why I'm presently not very active at all; eventually the game gets stale and uninteresting.

Some of the most interesting (and at times complex) challenges I've seen is trying challenge solutions to Lemmings Revolution; such as (assign 1 skill to each lemming or only one lemming.)

to give some feedback answer questions:

Moveable/expandable gadgets:
this sounds quite fascinating. Moving platforms make sense though sound very complicated to implement in practice. Stretchable terrain (apart from rising water) sounds totally foreign to me.

-on what should happen if a builder encounters and open door; what you call a metal grate:
 I always understood yet found Revolution's mechanic to feel wonky. What would make more sense to me is if the builder could build straight through open doors. If the doors were to close later, the builder bricks that are inside the door should be destroyed. That seems logical to me and fits with the grinder gadget's behavior as well.
 
-the game Chips Challenge 2 has logic gates with its many buttons and you can literally build a mini-computer inside of a level :D This also makes for some mind-boggling possibilities like essentially re-creating other games like simon says or Tetris within the game. Here, more simply, I could see it useful for example, for demanding that one or a group of lemmings get to specific spots of a level that would be difficult to enforce otherwise.

aw I'm sad you won't have lemming mining into water. <joking> :D

NGL my thoughts on Revolutions "walk on water" mechanic while interesting was always kinda janky. What always made more sense to me was a "water lemmings" either being kind of permanently a swimmer or just walking through/under water (on the bottom of the tank say) ignoring it completely. Although I admit at first glance that doesn't really add much to the game?
#6
Reviews / Re: Level Review--Lemmings Revolution
January 23, 2025, 01:15:11 AM
12-13 Race Against Time
Lemmings: 45
Save: 45
3:00 minutes
2 Climbers, floaters, 5 builders, 1 basher, 5 miners, 1 digger


Good: It's a decent time management puzzle and overall and interesting layout, sans timing puzzles. Kind of has some "How do I dig up the way" vibes but more complicated.

Bad: This level really has nothing unique to offer; yet another one that could easily be remade in the original with no Revolution features. Is too easy for it's position and isn't even that much of a timing puzzle, despite its title. Certainly not compared to some other levels in this game which shall remain nameless (or the very next level for example...), this level's time management is practically a cake walk. Definitely lackluster as the penultimate level, but keep in mind that the game wasn't really intended to be played in this linear way so it's not *really* the penultimate level. It certainly wasn't for me but then this level along with the chunk of four in the corner were locked for me for the longest time because of the previous levels I could not beat (including Waste Not Want Not part 2)

It's best I'm not the one to review the final level because I've never beaten it!
#7
I think I'll be available that day, should try to join.  :lix-smile:
#8
I remember long ago pointing out that most multiplayer video games have time outs for people who sit AFK in lobbies (sometimes even in game but I personally think that's unnecessary). There's a number of solutions to this problem but basically the game should not break for everybody because one person either walks away or has connection issues or something.

one possibility that seems ok to me; after at least two players ready a countdown starts. At the end of the countdown whoever hasn't readied yet will enter spectate mode and the game will begin.

A separate but related issue:
People continuously changing colors and disrupting the readiness. I remember a few occasions where it took what felt like ages to start because people kept changing colors/teams. Again, I feel like some sort of countdown would be a simple solution to this.
#9
General Discussion / Re: Logic Puzzles
June 10, 2024, 10:56:46 PM
from a discord server I joined recently (cracking the cryptic) I'm learning of tons of kinds of simple puzzle games like this one:

https://puzz.link/p?cocktail/10/10/qhl3aml66ccldaolhb0f7v1guf00uf1gvsu02g13223113930130g31001322

this involves shading a particular number of squares in regions. There's another called Kouchoku that's about drawing loops around nodes.
#10
Incredible work! these look like original game material. :thumbsup: If/when I continue work on my levelset, I must use these.
#11
Enjoying it so far! :thumbsup: especially enjoying the levels that are new to me, (and struggling a bit with levels I'm already familiar cause I forget how to solve them :XD: ). The recording wasn't going well; I'm not happy with how that turned out so far, I may just write any comments I have in here after all.
#12
some things here are very intuitive and I like; for example; having "plus X" for save requirement, easily lets even new users know what's going on better than a recolor.

Also want to add that I really like having the FF buttons be hold-down instead of toggle, how I thought they always should've worked
#13
I'd say a rival exit/exits should automatically get marked in some fashion. I say don't count on level designers always doing things right ;P but also people can just forget things.

on the matter of creating incorrect/incomplete stats with and unusual number of entrances/exists; solution A seems best to me. Still using the rivals; having them play a part (hindrance in this case) is interesting.

As I said in the other topic this is all tentative atm. Unfortunately I haven't been able to playtest with SuperLemmix at all lately :( . I still want to, just finding time is a difficult atm.
#14
NeoLemmix Levels / Re: Dodochacalo's levelpacks
April 29, 2024, 09:59:42 PM
excellent! :thumbsup: I may just have to give this a proper replaying as well soon! The improvements look amazing! :thumbsup:
#15
:thumbsup: awesome to see it finally completed! I'm anxious to play, in fact I decided I will record my progress through the pack and upload videos to youtube (probably not stream it but we'll see). Expect quite slow progress and uploads however.

I've tested a few of these levels out privately and can say that they looked and played absolutely amazingly then, before fixes and improvements, so I highly recommend this pack! :)

What does Fiat Lem mean in English? Google translate doesn't have an answer... Or maybe it's just a reference to the car company I guess?