Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Guigui

#1
Fine resolves here  8-) I loved your method for passing under the E in Neo 1!

All are definitely acceptable as intended, except maybe One 5.


Spoiler
One 5 Blues : Using nuke seems mandatory indeed because not enough destructive skills. Your solution with flooding a chain then nuke and block near the exit does work, though it could certainly save more than one with a little tweaking and luck.
Maybe I'll work a little more on that, but the number of ways to reach the exit is so big that I'm scared I cannot counter them all.

Intended solution uses the whole level, and control the lemmings so that it is quite impossible to miss the nuke part. I'm joining it, not sure yet how I can enforce player to go that way.
#2
NeoLemmix Levels / Re: Lock and Key [Difficulty: Hard]
September 08, 2025, 01:55:15 PM
Hum, making real slow progress as I could clear levels 1,2,3. Will call it achievement of the day !

Level 4 has me stuck for now : cannot access the upper part yet, and actually not sure what the twirling DNA shaped thing is ?
Clearview mode shows me a much needed floater pickup, but is unclear about the twirling DNA thing.
#3
Oh yes nice. This Neo 1 is very open ended, lots of solutions indeed. It is a miracle no one managed to save more than one yet...

Building the gap between O and N is a great time saver for sure. This solution is not really a problem to me, except that it breaks the talisman which I thought was only accessible with a kind of counter intuitive solution.
It may happen that I prevent this build from O to N some days, lets see how things turn out.

#4
Hey there Armani,

Now this is a great moment for me when you solve my levels, as I remember I had a so tough time solving yours in Holiday Lemmings 2024!

Thank you for playing and for the kind words on the levels, I hope you enjoyed your time here. It is true that SMS took me a long time to set up properly. IchoTolot found a lot of backroutes that were not as cool as the intended solution you found.

You solved all of them levels brilliantly, and discovered some other backroutes/alternate solutions of course, details under spoiler :

Spoiler
Eon 2 Trust Your Lucky Star ? Nice trick to let them compress and clear 2 bars at once with a single miner. I'd rather player to bash through the last structure, then figure out how to save the climber. You can do this even with saving a skill for the talisman.
So I just moved the trap one bar to the right to prevent your solution.

Eon 5 Four Shruggers Real Backroute there, you're not supposed to reach exit using a single Lem ! Interaction is better so I worked on the chains again to prevent using the 4 bridges with the upmost lemming to exit on his own.

Neo 1 One Hot Minute Backroute again, not supposed to be able to bomb the way through the E by going the upper route. I put the star some pixels higher to prevent this.

One 2 Aquarium Deception Oh no ! Saving 70 Lems here ! My bad, going above the shredders was supposed to be a splat fall. Level is way too easy like this, I set the splat again.

One 3 Clappy Clapple First solution is intended. Second is very fine too though more tricky. It again shows how Release Rate and compressing lemmings can be powerful in this game, good job ! Level did not change.

One 5 Blues Nice solution too, you went through very little pixel and hard timing to get there I'd say ! Though I will consider it a backroute as you dont use most of the level and it looks like you got quite lucky at the end that the 2 survivors were close enough to reach exit like you did.
I made little change here again, can you find intended ? It is more straightforward and a bit easier to execute I think, you're not very far actually.

I changed the pack in the first post to block those backroutes in Eon 2, Eon 5, Neo 1, One 2, One 5, sorry if it breaks replays already given.

#5

I am glad to present my level pack : Save One.

Each level in this pack has this gimmick where you have a bunch of lemmings but can only save one.
To this end, I had to resort to many tweaks in the level design : limited skillset, traps, locked release rate (gosh how powerful is this thing!), death awaiting around many corners.
Maybe this gimmick will have you think of the game in a different way than usual : play all for one, not one for all.

Of course I am sure many of you master solvers will try your best to break the gimmick, and succeed... Even though I put much care in ensuring this is not possible, I am impatient to see how you will backroute some levels and save many Lemmings!

This small pack consists of 16 levels split in 3 ranks of roughly increasing difficulty : Eon, Neo, One.
I consider the levels to be of moderate difficulty, and hope some of the later ones will require you to think more than a little to clear.

Pack is attached in this post, with the required style. Unzip in your main NeoLemmix folder.

In order to lighten the bad mood where all lemmings will die but one I attached famous, fun and catchy musics to the levels. Can you recognize them all ?
Accept download and unzip in your main NeoLemmix folder :
https://drive.google.com/file/d/1hFaCTmUTf6kiE7t9m8ph6prst8MkFL_Y/view?usp=sharing

Many thanks go to IchoTolot for playtesting the pack a lot and giving me advices to improve all.
Also to Strato Incendus for letting me use his handmade musics of the original OST. I used 3 of his songs in remixed original levels : I Am E.Z.T., Eroded Ark, Clappy Clapple.

Here are some screenshots of 3 levels, one in each rank.

One 4 : Clues Do  Three brothers and sisters try to reach the exit.


Eon 3 : I Am E.Z.T.  Time to get your revenge on the T.!


Neo 2 : S.M.S. (So Many Spikes) Easy when you know how ?


I thank your for reading and hope you have fun with the pack.
#6
NeoLemmix Levels / Re: Lock and Key [Difficulty: Hard]
September 02, 2025, 09:53:00 PM
I did try the first 2 levels, could not solve them  :crylaugh:
I love the setting and the mood though, lots of attention went into details for everything. Will try to give the pack more time when possible.
#7
Thank you namida and Proxima for answers.

Following your advices, this is what I found for the mentionned tracks by checking videos on YT :

I am E.Z.T.  = orig_14-tim10genesis (Genesis)
Lemmings Ark = orig_02-lemming1genesis (Genesis)
Dolly Dimple = ohno_05  (Amiga)
#8
NeoLemmix Main / Re: New to NL : how does music work ?
August 08, 2025, 10:30:52 AM
Adding another question to this thread : do original levels have official tracks ?

More precisely for instance, if I were to play level I am A. T. on the Sega Genesis, would I always get the same music, or would it change according to the current rotation on the system ?

If they exists, I am looking for those official tracks for I am A. T., Lemmings Ark and Dolly Dimple.
#9
NeoLemmix Main / Re: [NL] All my green checks lost
August 07, 2025, 08:57:40 PM
Thank you for detailed explanations Turrican.

I think green checks were lost because of the Clear Records button, used unwillingly. It is worth noting that the Mass Replay Check is in the advanced level selection option, have to toggle them in the options if it does not appear.

Now I could get my checks back, all good.
#10
NeoLemmix Main / [NL solved] All my green checks lost
August 07, 2025, 11:00:49 AM
Hello all,

Those green checks you get when clearing levels/ranks/packs, I love to collect and see them.
But I lost them all, dont know how. My auto replays are still here though, in their dedicated folders.

So question : what did I do to lose the green checks, and how can I get them back ?
Also side-question : what is the difference between green check and orange check ?

Thanks for any help.
#11
NeoLemmix Levels / Re: STOKEAPE JUMBLE: Level Pack
June 25, 2025, 09:00:48 AM
I just deleted the music and style folders since they were empty, and can confirm the pack works as is.

#12
I cleared the pack, very nice time had with those middle difficulty levels perfect for my solving skills at this time.
The hardest levels for me were Maso 11 A Hard Nut Level, and Bonus 1 Plethora's Temple. After finally clearing them, I looked at replays form kaywhyn and others to compare.

Maso 11 A Hard Nut Level : kaywhyn needs very precise timing on the bombers, close climbers and uses a "bash into steel" thing to turn the last climber around.
I'm joining another solution that feels more natural to me, and needs less very precise timing. The bomber is used to break the thin floor on the right and allows to make a symmetrical bridge structure to save the crowd.

Bonus 1 Plethora's Temple : I think this one is a backroute, since the level is cleared without ever going to get the pickups on the left side.
Just mine downright from the beginning and delay necessary lemmings for the pioneer to build the last bridge. I love how the climber skill is used to delay one lemming, which frees the crowd at the end !

#13
Thank you simon for creating this thread following my off-topic question in the other thread.

To precise my experience with NL on Ubuntu with Wine 10 : splat ruler stutters each time, no matter how long you've been running the game for and which level you are playing.

It just appears where it is supposed to, then follows the mouse with many many frames of delay, or does not follow at all if you move mouse too fast.
This is amplified if the level happens to have many Lemmings on screen and animated object. Things go a bit better if you pause the game prior to display ruler ; but not good enough to make it actually usable like it is supposed to.

Reading simon's experience with it, I'd guess this is all related to running the game via Wine on a Linux OS. It would be nice if some native Windows users could share their experience with the performance of splat ruler.
#14
You're right that the ruler can also be used to see if terrains are really vertically aligned.

Some designers did one pixel shift between terrains, almost invisible to the eye, so your mind is set to : "Lem will fall here" when the truth is "Lem can build, or not splat, from here". This is rather evil, and had me tear my hair out a lot of time. Usually I discover it by mistake when I let a lemming fall unwillingly.

For sure the ruler can help check this, though only for its own height when sometimes you may need it for longer falls.
Anyway here is a version without the faller in the middle. It was just here for decorative and fun purpose, I love this sprite !

Also asking a quite off-topic question her : on my machine, the ruler is a bit laggy. When I press the key it appears correctly, but it stutters when I try to move it accross the screen. To move it, I better make it disappear, then reappear again elsewhere, not very handy.
Is it just me (running NeoLemmix on Ubuntu + Wine) or all NeoLemmix users ?
#15
The remaining levels fell, the lesson from them is : laserers alone suck, laserers+cancel is great.
This makes DéjàLems cleared with all talismans. I'm attaching my replays if anyone interested.

All in all a nice time revisiting those levels ; I particularly enjoy seeing those holes left by blockers that have been nuked after clearing the level. When you want to clear again with the same settings, those holes are certainly a nuisance !