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Messages - Guigui

#1
With the recent resurgence of this pack because of the bug, I decided to give it a go.

Very open-ended levels by WillLem as often, but the talismans can give major headache.  think I cleared some of them, but must aknowledge I gave up on the others : most of the time I can see a solution, but am too lazy these days to play the levels again, especially if this solution is too complicated (I'm looking at you Gold Talisman Level 8) Maybe I'll come back to them later

Anyway, thank you for the pack and long live the King.
#2
NeoLemmix Levels / Re: Lemmings Heritage
February 16, 2026, 10:55:11 PM
After clearing New Worlds, I figured why not getting back in time and trying Heritage from fellow Mobiethian ?

That was a good idea as the levels are mostly pleasing to look at and solve, and do not make my head burst trying to solve them  :thumbsup:

Replays joined, with the first rank solved by the kids again. They were alternating solving them, and were very excited because the solution appeared to them in a matter of seconds, you know how kids are...
#3
NeoLemmix Levels / Re: Lemmings New Worlds
February 16, 2026, 10:52:04 PM
Waiting for the More New Worlds pack coming soon, I decided to give New Worlds a go and could clear it.
Mainly open-ended levels with many routes to choose from, perfect for my solving skills at the moment ! Thank you for the pack and the nice levels.

I'm joining my replays, the first rank has been done by the kids so apologies if unconventionnal solutions  :forehead:
#4
Thanks for playing the levels Ron_Stard  :thumbsup:
#5
Sounds nice, let's go with the EDIT 2 then !

You can be sure I'll try the new RCE and give my thoughts on the new settings and colors ... and may be the first one to ask for + Extra Saved  ;)
#6
Thanks for the screenshots WillLem, they allow to better understand how things work  :thumbsup:

Thoughts :

* Order of display : oh well it works that way. I dont know why it'd seem more natural to me with Total Lems first, but whatever.

* Total Saved / +Extra Saved I still think that displaying the Total Saved once objective has been fulfilled may create confusion. In the example above if you reach the requirement the displays turn to 0, OK.

But then saving another Lemmings makes the display jump to 11 and creates a discontinuity : 0->11 with a single Lemmings in ? Hard to interpret for the player imo.
Making the display go to +1 sounds easier to interpret. Sure you can not see the required total, but who cares since you just reached it anyway ?

Also reading "Flag +1" makes it quite clear that you have reached the flag and have an extra lemming saved. However : "Flag 11 (blue)" is quite the same as "Flag 11 (green)" but one means "you still have 11 to save" and the other means "you have saved 11". Quite confusing again.

It'd be nice to hear other players thoughts on this ? Or maybe just create an option that allows to choose one or the other ?


* Color Scheme Blue for objective not reached looks weird imo. For now blue is for "description when hovering over something". I'd suggest :
* Yellow while not reached, then turn to green. Need some tests to see if yellow on screen most of the time is not too disturbing.
* Green while not reached, then turn to blue. This way you see all green most of the time and blue for victory. Sounds fine too.


Finally : maybe add a short (blue) description of the numbers when you mouse over them ? The same way you get a skill description when you mouse over them in the skill panel.
#7
NeoLemmix Levels / Re: Kieran's Abandoned Zone (v3)
February 15, 2026, 03:00:31 AM
Being stuck in Quest From Kieran for a while now, I decided to give a shot at Abandoned Zone to see if I can get further in Kieran's head, and that was a nice trip !

Here are my solutions, along with some comments :

Spoiler
1 : It took me a while to find how to destroy that bridge in the miner tunnel for the crowd to be able to get down. It turns I once again underestimated the almighty power of the Walker skill !

2 : Delay and half turn was the main point, nice level.

3 : I think I have the same backroute as Kaywhyn. As often with multiple hatches, working to gather the most hatches together is good.

4 : I platformed half way through the first 2 gaps to create a descending stair for the crowd. Love the use of the shimmier here, at first I was sure it would not reach the ceiling even with the 2 stackers to get him higher, but it works !

5 : This one took me a very long while, cancelling a miner with an opposite direction miner is so frame precise.
Is there another solution ? I'd say there is because mine does not use all the cloners available, the level is 5 cloners 24 to be saved, but the solution would work with only 3 cloners, 22 to be saved.

6 : Really good level ! Not a very hard challenge because there are not that many options, but a very entertaining one. Everyone'z favorite part is the way the crowd is freed : from the platform above !


7 : Give me more platforms please ! I had to fill the middle gap to make a single shimmier cross through. For once, I cleared this level first without even looking the talisman requirement. Then I read the talisman and saw that only some optimisation needed to be done. Maybe this is a general good way to go with talismans ?

8 : This level did not resist for long as the usual method of blocking then making the way worked. Maybe a backroute though since I have some skill left and do not use the grassy part above the water pit ?

9 : Hard one, I guess especially after the backroute patch that Kieran did. Maybe yet another backroute as I end up with an extra miner. I'd say the 2 miners are intended to be used in the beginning area : one to send a lemming in the diamond shaped hole in the ground, the other to free the blocker at the end.
I searched a long time this way but then I could not deal with the exit part. After finding that saving a miner allowed for an easy half turn after the exit, things became easier, but maybe here lies the backroute ?

10 : The Ultimate Quest once again ! Go the upper way with the pioneer to allow the crowd to take the downer way is very nice. Good job

Now getting back to Quest, I'm around level 13 of the last Not Fun rank, so very close to the end...

Thanks for the pack Kieran, very nice levels here  :thumbsup:
#8
This can work. Though make sure the Lems in hatch number is always visible.
Sometimes it disappears behind terrain, or out of the level if hatch is too close from the borders.
Maybe force it to display clearly when player mouses over the hatch ?
#9
Hum hum, this is starting to be kind of crazy how we can turn around for a thing that does not look that important! I'd say the main point is : "display SaveRequirementMinusAlreadySaved on screen at all time".

You're the coder and the one who handles the CE, and I'll be glad any method you choose as long as the main point is fulfilled.

So I'll just give what would be my personnal preference, then what I'd say would be a good compromise with what you suggest, and will leave the decision to you !

OPTION Guigui: :lemming-icon: TotalLemsAvailable [SPACE] :hatch-icon: LemsInHatch [SPACE] :flag-icon: SaveRequirementMinusAlreadySaved (stays at 0 when clear, switches to +ExtraSaved)


OPTION Compromise: :hatch-icon: LemsInHatch [SPACE] :lemming-icon: TotalLemsAvailable [SPACE] :flag-icon: SaveRequirementMinusAlreadySaved (switches to +TotalSaved)
#10
Agree with Simon that total number of Lemmings is more important than already spawned. So in the case of :
* 99 lemmings total
* 3 spawned, 96 still in hatch
* 99 to be saved
* 0 already saved
I'd rather see those numbers and in this order :
99 -- 96 -- 0 -- 99

However, I'm not sure the proposed solution is easy to read for newcomers. Removing an icon space sure allows to display one more number, but displaying the total required which does not change during the whole level is not a big gain imo. I'd stick to the following 3 displays :

Icon - Total Lems -- Icon - Still in hatch Lems -- Icon - Still to be saved Lems (turns to extra saved Lems if any)


#11
I have to agree with you here will, except maybe with the immediate switch.

When player reaches the required number, I'd say the display should turn green and remain at 0, following the logic of 'this number is what I still have to save'
Then switch to positive only when player saves extra lemmings.

Also switching for 0 to total saved makes sense, but creates a discontinuity in the display that can be hard to interpret if player has forgotten the required number. I'd rather see +1 +2 and so on but this may be just me.

Also why not changing the flag icon to a victory icon when requirement is met ? This could clarify the interpretation of the number next to it.
#12
Good job for clearing the pack JawaJuice  :thumbsup:

I love how you take your time to give optimal solutions, like in Max 5 Sky Of The Night where you demonstrate how to slightly isolate a Lemming from the crowd to fill the tiny gap before the crowd comes, of Val's Fire Burn More where you dig at the precise place that allows the pioneer to come back and free the crowd.

Sure you did not solve all of them the way the kids saw it, but we loved to watch your clever solutions, thank you.
#13



My kids watched too much of me creating levels ! So they wanted to try to create levels of their own, and somehow succeeded.

Here is a compilation of 11 levels made by them that are awkward for sure, but actually enjoyable to solve. One may even need some thinking to do so ?

The .zip file is a bit heavy because it includes a very important soundtrack for one of the level, kids music tastes are what they are... Just unzip in your main NL folder.

The levels were 100% created by them, I just helped them using the editor and finding english names for the levels.

The pack is split in 2 ranks :
* Val from the first 3 letters of the name of my 7yo kid. He likes fire!
* Max from the first 3 letters of the name of my 10yo kid. He likes teleporters!


Here are two screenshots for you to taste their ingenious level design :

Val's Fire Burn More :


Max's Boat :


We hope you can spend a nice 20 minutes solving those levels and have fun deciphering how kids brain work.
#14

I do agree with Dominator_101 here : display required only with positive red number. Turn it blue or green once it reaches 0, then display "+"extra_saved before it if it goes over the requirement.

As for the order of the displays I dont really know how to explain. It would just make more sense to me to have a decreasing sequence at the beginning, like for instance :

Total=100  --  Still_in_hatch=80 -- To_be_saved=98

This may be just me, and is not important at all actually.
#15
Thanks for the explanations, and sorry for making you write them all over again !

Now that I played a little more and think about it, the "already saved" number is not that important while playing. The "remaining to be saved" is much more important. This is certainly why the negative saved count had been used in the first place.

In this sense, having the "already saved" displayed on screen may be nice, but not to the point of having to rework the whole skill panel. This is also why I was kinda disappointed by the new display offered where you only see this "already saved" and have to mouse over to see the "remaining to be saved" which is the true needed info.

Out of the possibilities you listed, I can only see 2) viable, but now I'm not even sure this would be worth implementing. Finally the negative count was not that bad, except that this negative number is still weird. Why not just putting the required number as a positive number next to the flag, and decrease it as player saves some.

Also a thing that disturbs my brain is that the "in hatch" number is displayed before the "total" number. The other way around would make more sense to me. So all in all, my little opinion would be to display like this :

Lem_icon (space) total number -- hatch_icon (space) remaining in hatch number -- flag_icon (space) positive remaining to be saved

This is almost the same as in vanilla NL, except total and in hatch are switched, and the required saved does not have the minus sign.