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Messages - Guigui

#1
I'm sorry I have no real idea on the scoring and unlockables aspect of the whole game yet as I think it may be hard to give before playing a good chunck of the game and seeing how hard levels are.

I tried the 5 levels demo and, coming from Original Lemmings and NL, I find the lack of time manipulation tools awkward. I'd at least give the ability to assign a skill while the game is paused. It is kind of awakard to have to unpause the game to assing skills, then pause immediatly after to start thinking again.
Also certainly give a keyboard shortcut for the pause bc going to the pause button may loose wome precious time and make you miss the skill assignment deadline if you miss the button !

Finally in the level 5 of the demo with the builder-like I noticed a bug where some Fizzles will turn when walk on the extremity of a "bridge" set under them. I call it a bug bc some Fizzles turn at this spot when others dont.

Oh and I must also say this is a nice touch to have the builders "instant" in the sense that a fizzle coming right after a builder will be able to get on the bridge. This does differentiate Fizzles from Lemmings and will avoid many headaches to players.
One must also acknowledge that the very long time builders take in Lemmings is also the source of many good levels and tricks, but here this will make the game overall easier and I think this is what you're after.
#2
Oh great, thank you for clear answer kaywhyn. This will definitely spares me some headaches on the issue I'm currently facing !

If anyone has a little more indepth but not overcomplicated explanation about why this is impossible, I'd like to read it.

As for destructive cancelling each others, we could also mention 2 facing bashers that will cancel each others !
#3
mod edit: Changed topic title to be a bit more descriptive and to reflect the question regarding the 4th scenario in Guigui's post

Consider the joined picture where the bottom lemming will bash through, and the upper lemming will dig down. There are different outcomes :

1) If you trigger the digger early, then the basher can stop in the digger pit and only the digger will continue.

2) If you trigger the digger later, then the digger can stop in the basher tunnel and only the basher will continue.

3) I know this is also possible to have the digger and the basher crossing each other's way without any of them to stop. I think there was a level devoted to this in the NL Introduction Pack by IchoTolot.


Now the question is, what about the 4th outcome where both the basher and the digger will stop when they meet each other ? Is that possible ?

I cannot achieve it yet, but I'm not sure because the basher animation is quite complicated and it may depend on which animation frame they cross each other...
#4
Alright, this can work.
The more usual way to do this is to place that pickup skill where you want the lems to go, then make the use of that skill mandatory to solve the level. Like put the exit behind a wall, dont give a basher skill at first, and put a basher pickup where you want the lemmings to go.
#5
Quote from: namida on June 23, 2026, 07:44:04 AMI think you're going to need to provide some actual examples of how this adds value to a level (eg. by uploading a level that would have such a talisman in a way that contradicts the below points).

As far as I can see - there are basically two ways any kind of talisman that forces use of one or more skills might play out:

1. It requires some very specific trick to be exploited (such as the trick of assigning a bomber to a digger who falls into an exit before he explodes). Once you know the trick, you're going to know what to do in every level that uses the talisman, because it's just a "do you know this trick?" check.

2. Or, the skill can just be assigned in a way that does nothing besides using up the skill. Most skills are easily wasted either by assigning them where they won't achieve anythign (eg. a basher not near a wall, a permanent skill to a lemming who's about to exit anyway, a blocker to a lemming who was going to die anyway).

And I think in practice, even most attempts at #1 would turn into #2.

I also came to conclusion #2 when thinking about this : almost all skills may be assigned at pure loss, fulfilling the talisman. Exceptions may be the digger and miner who can kill the assigned lem.

I'm not sure either what UGO has in mind as a level using a "assign this skill" talisman, but let us speculate. The most common skill-related talisman I've seen in levels are the following type, for instance :

* the level has a solution A which uses a basher.
* the same level has a solution B which is harder to find and does not use the basher.
--> you get a talisman if you can find solution B.

Here, maybe UGO wants to reverse the situation where solution A is harder to find that B and reward solution A with the talisman ?

#6
Lemmings Main / Re: Lemmings Forever Research
June 23, 2026, 06:53:46 AM
The famous era where everything had to turn to 3d.
Responsible for lemmings' loss of interest to many people ?
#7
Quote from: Simon on June 16, 2026, 06:33:26 PMGuigui backroute-fixed his So Many Spikes, we'll see if we have time to return to that.

This is the new version of So Many Spikes, also available in the current Save One pack.
Not sure if IchoTolot needs to bother updating the LOTY pack that close to the end of the playing phase.
#8
NeoLemmix Levels / Re: Heart66 easy pack
June 13, 2026, 11:25:49 PM
Hey there heart66 !

I'll certainly play your pack at some point, being fond of not-so-hard levels to ease my mind sometimes. I saw you remade some levels along the way, which is fine of course. Did you modify the pack given in the first post to include those changes ?
If not, I think this would be a good thing to do onvr you're done adding modifications, because future player will not want to scroll the whole thread to patch the pack themselves.

As for a name suggestion for your work in progress pack, I understand it is supposed to be a follow-up to this one with harder levels, so why not something like "Heart66 ADVANCED Pack" ?
#9
I watched the stream and can confirm that the solution to Blues Walk With Me is perfectly intended. Very good collective by all of you there   :thumbsup:
You went through all the reflexion phases I wanted to happen when making the level, including what the heck is this button for ?, and it was a real joy to watch. Thank you for pointing out all strategies and the use of all those blues pieces I set here and there.

The only point you missed makes the execution easier :
Spoiler
if you assign climber to the 1st lemming right at the start of the level, then you can let it cycle in the button area to wait for the correct opportunity to set the blocker. Then it is easier to work on the distance between 1st and last lemming.
#10
Quote from: Simon on June 10, 2026, 06:16:48 AMRight, re-rolled IDs or new-level IDs are unlikely to collide. ID is 64-bit integer (there are 2^64 possible IDs). Birthday problems will start around a billion levels (10^9 levels) with a 1 % to 3 % chance of collision. A sensible upper bound is that a million levels will ever exist. With a million levels, the chance of birthday collision is practically zero; it's around a millionth of a percent.

-- Simon

Ahah I was just making this computation too, proving that the Lemmings forum is indeed populated with many maths people (but we welcome you too JawaJuice ;)).
So yes, clicking the random ID button and getting the same ID as an already existing levelis about as likely to happen as picking Donald Trump at random among the whole USA population ... which, when you come to think of it, means it can happen !
#11
I made an update to the pack, following backroutes found by some players (especially Simon helped by IchoTolot in Simon's stream of LOTY 2025 today...). The intended solutions do not change.

The pack is in the first post, here is the changelog :

EON 1 Be Attitude For Save One : added more OWW to prevent hacking your way through a thin one with a basher.
EON 5 Four Shruggers : added a squasher at the bottom to prevent the bottom lemming from going in by himself with the 4 builders. Surprised no one found this earlier.

NEO 2 So Many Spikes : added yet more steel to prevent escaping one lemming from the bottom spikes
NEO 5 The 6'' Escape Plan : did not change, dont play this level.

ONE 4 Falling Steps : added a talisman which rewards tricky intended solution.

#12
Gah, I forgot the stream of course !
Hopefully I wont miss the second part, now setting an alert for this thread.
#13
Sounds great, I'll be sure to watch stream if possible.
#14
I tried a little to solve Step 5 Decimation, teased by the challenge sent by MASTER-88.

It looks like I am not PRO yet, of course, as I cannot solve it. Of course the time limit is the main issue. But the two exits makes me wonder too, do one need to use both exits ?
#15
 :forehead: Oh god, I did not even see that 3 levels from my pack got nominated ; I only sent one to IchoTolot  :forehead:

I just sent the 2 missing ones, sorry for having everyone waiting and Icho doing the same thing over and over.

Also thanks to the anyone who nominated my levels, it came as a nice surprise to me.