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Messages - Guigui

#1
I have levels with custom music which are put in subfolder of the "music" folder :
NLfolder/music/my_subfolder/my_mp3_files.mp3

In the .nxlv file, the line referring to the music looks like this :
MUSIC my_subfolder/my_mp3_file

When I launch the levels with the CE player the music works fine. But when I open the Editor version 1.44 and launch the levels through here, the music does not work. I get a random music from the "music" folder instead. Is there something I have missed here ?



Also as a suggestion, I think it'd be nice if the editor could allow to select files in subfolders in the music field. For now it only allows to select files that are in the main music folder. That was also the case for the regular editor and I had to edit all the .nxlv files manually to point to the subfolders correctly (or I missed sthg there too...)

#2
Yes all works good if the CE is put in its own directory.

Also some other things that did not work wuite well in the CE now work nice when CE is in its own directory, for instance fullscreen mode not able to overwrite the taskbar of my OS, or the text scrolling bar on the main at the bottom of the main page not displaying properly.

All in all, not sure if this idea of running CE from NL is that good. It looks like it leads to some conflicts and gives you some troubles.
#3
I am playing CE 1.1.0 RC1 from the same folder as regular NL installation.
In the CE I do not get any green checks next to completed levels in the Level Select screens.
If a level has already been cleared, there is no green check in CE but there is one NL.
If I clear a level with the CE, the green check does not appear either.

In short : no green checks at all in this CE ?
#4
I'm coming back to this installation where I'd like to run both the CE and the regular NL from the same folder.

The CE works ok as mentionned above, except that the sounds do not work (the music is ok, but not the sfx sounds like "let's go", "oh no" and such).

My 2 cents is that in my folder where the regular NL is installed, the folder containing all those sfx .wav files is called "sound", whereas in a fresh installation of the CE, this folder is called "sounds". After changing the folder name from "sound" to "sounds", the CE has the sfx ok but the regular NL does not.

So a quick fix would be for the user to duplicate folder to have both a "sound" and "sounds".
#5
Sounds great, thank you.
#6
I see the trouble coming from having the modifier keys used only for modifiers too. I think it'd break the habits of many player.
So yeah maybe the latter solution by WillLem where you set a default frameskip on CTRL+wheel up or down is the best.

Personnaly I'd prefer the frame skip to be +/1 frame on the CTRL+wheel, I like to have precise frame step at hand and can use the keyboard if I want faster skips. But while we're at it, why not :

* wheel only = zoom as usual
* CRTL+wheel = +/- 1 frame skip
* SHIFT+wheel = +/- 10 frames skip


#7
I also cleared all of GeoffLems, replays attached.

The level that I struggled the most with was Gray matter in the Mayhem rank. For some reason it took me a whole week to finally find how to dig those 4 obstacles correctly with the 6 diggers available.
On this level I spent way too much time trying to use the bomber to clear one of those obstacles because it seemed to make things easier for the diggers. But then the problem was to contain the crowd w/o the blocker since only 1 loss is allowed. In the end I think the bomber is here just to make the blocker explode once all lemmings are in, old style fashion !

There must be some backroutes here and there in the last 2 ranks since I sometimes end up with left over skills.

Also worth noting is that my 7 and 10 years old kids actually cleared the Fun rank, so you can watch if you want to see some very unconventionnal solutions  :thumbsup:
#8
I love my mousewheel ! And while playing I am undecided wether to use it for the zoom in/out (default iirc), or for the frame stepping forward/backward. So why not use it for both ?

Ideally I think it'd be nice to be able to achieve the following settings :

* mousewheel up = zoom in
* mousewheel down = zoom out (this is already the case by default iirc)

* CTRL + mousewheel up = chosen number of frames step forward
* CTRL + mousewheel down = chosen number of frames step backward


#9
After your hints, I've been able to clear all of IchoTolot's level. Replays joined.

About rule 3, I must say I tend to not like  pickups much generally. They either give too much hint on what to do depending on the pickups you get, or they give too much distraction when you put unnecessary pickups here and there.

And IchoTolot's Lem In The Box belongs to the latter category ! Why would anyone enclose 3 pickups in 3 boxes, including a precious digger, only to make the level solvable w/o them ??
Well, while writing the question, I got my own answer : to make the level harder, and also smarter : "look I can put a precious thing there, but if you try to go and fetch it you'll lose". Isn't that the whole Aladdin's lamp cave story ? Good job Icho !

Then I tried Rule 1 Underroot by Armani. Brilliant design again, I love how in Armani's levels you get to see a lot of things just by letting the lemmings go their own way for a time. Here I have an almost solution : just missing one Lemming. I had to resort to a "build your own smooth wall for a climber" thing, and a blocker bypass, but it is not enough yet to clear.
I'm joining my replay, can anyone tell if I'm on the correct track ?
#10
Thank you for the last round of replays kaywhyn. For sure you have them intended now, except maybe ONE 2, and definitely ONE 6. Details :

Spoiler
ONE 2 : do you think your method could save 3 ? By turning 3 of them with the last 3 builders against the left wall maybe.
I did my best to ensure saving 3 is not possible with the intended method because if you turn 3 with the last 3 builders to the left, then you cannot spread the bridges enough to the right in order to overcome the shredders. But I fear this may be possible with your method. Can not pull it off myself yet though.

ONE 6 : again digger cancels diggers! I thought this was not possible to trap the neutral in a pillar now, but it turns out it is. I see ways to block this backroute, but I'm strong and wont do it now.
To answer your question : no, the word(s) to be spelled have nothing to do with the Back To The Future movies.
Since it is hopefully obvious that you have to dig the first and last columns, and the floor at the bottom to free the neutral toward the exit, you are left with word(s) of 7 letters total that start with an S.
Bigger hint under spoiler-spoiler if you want :
Spoiler
Come on, what are you supposed to do in this pack ?


Also about ONE 2, I'd like to share a little story of how this level was certainly the whole starting point of the Save One idea. Under spoiler because it may give hints on how to solve it :

Spoiler
At first this level was barebone : no aquarium, no water at all, no shredders. Only the walled starting area, thin ceiling, exit up there on the right, button up there on the left. It had 50 lemmings and a save requirement of 49 with 15 builders as skills.

My 10 yo kid watching me create it asked how it was possible to clear since there is apparently no destructive skill to cross the thin ceiling. I showed him by sending 1 lemming to push the button, and the 49 others to the exit.

He said "wow ... great... oh and you were lucky to build the structure in this direction! Because if you had built it the opposite direction, then you'd have had 49 lemmings to push the button and only 1 to the exit!"

I think this is when the whole idea of creating levels where you can only save 1 lemming came to me.

Finally kaywhyn, some replays you joined in your last post do not work with the latest version of the pack uploaded on page 1 (for instance ONE 4 and ONE 5 do not work). Either those are older versions of your replays, or I modified some little things in the pack before uploading the final version.
#11
Hello there The Tomato Watcher,

Glad to hear you're working on a new level pack, I had fun with Sweet and Sour !

If the difficulty is indeed the same in your new pack, then I volunteer to playtest it for some time before release. Please shoot me a pm any time you like to see how we can work this out.
#12
Quote from: weirdybeardy on January 04, 2026, 11:12:02 AMHi Guigui - I'm glad you enjoyed it, and I'm always surprised whenever people say that they do. Considering all the amazing levels out there, I think of my little NL pack as being a bit shoddy. But anyway, thank you for the feedback.  :thumbsup:  8-)

Please be sure weirdybeardy that your pack is a good one, not a bit shoddy as you say ! Puzzles are well thought and always satisfying to resolve and those are the main aspect that make a good Lemmings level in my opinion. I may have backrouted some of them considering I sometimes have some skills left and resort to weird techniques.

Also the pack being of moderate difficulty is perfect for my solving skills and tastes of the moment ; I must confess I still dont like getting frustrated by a level for too long and tend to give up on the pack when this happens. Need to gain more wisdom maybe.

So yes, congratulations and thank you for the pack.
#13
Lemmings Main / Re: Games similar to Lemmings
January 05, 2026, 10:47:09 PM
Quote from: The64Watcher on January 04, 2026, 02:36:04 AMi think something ironic is that on that zombie in the front its a literal lemming on his shirt.

Ahah, how could I have missed that! Great easter egg when the game taking inspiration of the other game mentions the original game inside the game.
#14
After some weeks of tweaking, playtesting, kind words from JawaJuice, more tweaking, more playtesting, unparalleled backroute finder skills by kaywhyn, and more tweaking, I am happy to announce the Save One pack has been updated to its January 2026 version ! (Happy new year everyone btw)

You can find the updated pack in the original post of this thread, just unzip in your main NL folder.

Hopefully the pack is as less prone to not enjoyable backroutes as it can be. This has been a long way, and I send thanks again to everyone who participated in this update, either by playtesting or by sending replays earlier here.

Even though many levels layouts have changed in this update, I kept the original intended solutions. This means that if you had found the intended, you wont have trouble clearing a level whose replay has been broken by the update.
Still, I feel a bit bad about breaking so many replays. So I'm now making a list for all of you players to precise which levels have received significant changes, under spoiler after your respective quotes :


Quote from: IchoTolot on September 14, 2025, 07:34:59 PMJust posting an update of my replay collection.  :)
Spoiler
You know all intended since beta test.
EON 2, NEO 2, NEO 5, ONE 2, ONE 3, ONE 4, ONE 6 layouts have changed but the same solution works.
ONE 5 changed more, the intended is still the same but requires precise assignment of skill to clear easily.


Quote from: Armani on September 09, 2025, 10:43:21 AMresolved updated levels  8-)
Spoiler
EON 2, NEO 2, NEO 5, ONE 2, ONE 3, ONE 4, ONE 6 layouts have changed but the same solution works.

ONE 5 changed more, and I blocked your backroute. Maybe you'll have to change your strategy to Save One ? Or find another backroute ? (please dont!)


Quote from: WillLem on November 07, 2025, 01:34:24 AMSolved the Eon levels ...
Spoiler
EON 2 has been modified to prevent your solution that made so little use of the crowd.

Be welcome if you want to try the other ranks. Though be aware that playtesters said that the level are not sorted by increasing difficulty, so do not hesistate to skip a level that feels too hard.


Quote from: Turrican on November 29, 2025, 02:26:07 AMI have tried ** all the ** ranks, and here are the replays of my solutions.
Spoiler
EON 2 : changed the vertical structure that allowed the pioneer to get in by himself. Cooperation with the crowd is required

NEO 2 : prevented your crazy backroute that went through one of the spikes route, when the title itself says it should not happen. Still cannot believe that this solution worked !

NEO 5 : layout has changed but you had the intended solution

The whole ONE rank changed ! You were the first to bakcroute it almost completely, JawaJuice and kaywhyn came after you and you all gave me major work to achieve this update. Thank you.
Be welcome to try the ONE rank again if you like, hopefully you'll find new levels here.


Quote from: JawaJuice on December 05, 2025, 09:05:22 PM"I'm in love with NEO 5 :p"
Spoiler
You know all intended solutions since your playtest, may have to replay some of them to get the green check.
Your alternate solution for ONE 4 is still possible, and kaywhyn found it instead of the intended during his playtest !


Quote from: darkshoxx on November 30, 2025, 09:46:59 PMCurrent Work In progress
Spoiler
NEO 2 has changed to prevent your nasty backroute of bashing illegal terrain to remove a single pixel under your feet. Intended solution is harder to spot. This level may not be positionned correctly in the whole pack in terms of difficulty.

ONE 3 has also changed to block your backroute that saved more than one. Once again this level may not be at its correct place, too easy for the last rank.

Feel free to try other ranks/levels if you like. As you have seen, the difficulty curve is not consistent !


Now, after all this time spent with the Save One concept that came to me (and my 10yo kid!) when toying with the editor, I'll try to give a set of 3 rules describing what would be, in my opinion, a very solid Save One level :

Rule 1) The player should only be able to save 1 lemming.

Rule 2) The lemmings count should be at least 2, and the saved lemming should not be able to reach the exit by himself. In other words, there should be interaction of any kind between the saved lemming and the other(s).

Rule 3) Even if there were more lemmings coming out from the entrance (lets say 20% more lemmings for instance), the player should still not be able to save more than one lemming.


Rule 1) is obvious. Rule 2) is what differentiate the Save One pack from Dexter's Lock and Key pack. And Rule 3) is the cherry on the cake but very hard to fulfill actually.
In the Save One pack, all levels (hopefully) satisfy Rule 1) and Rule 2), but not all levels satisfy Rule 3) :
Levels that fulfill Rule 3) in the most satisfying way imo : EON 4, NEO 2, NEO 3, ONE 2, ONE 3, ONE 5.
Levels that fulfill Rule 3) but in a not interesting way : EON 2, NEO 5, ONE 1.
Levels that do not fullfil Rule 3) : EON 3, NEO 4 (sorry IchoTolot, I did not state the rule to you!), ONE 4.


Finally, I now want to make a vow to try not to update the pack as frequently as I did until now. I've been working a lot those past weeks to get the pack to its current state and I feel it now deserves to be left untouched for a while.
I'm not hiding it will be hard for me to see you players going unintended ways --maybe even breaking Rule 1) you devils!-- , but I now understand this is the actual game played by the level designer.
I should learn to feel happy by just knowing that you people play the levels and have fun with them, so keep them replays coming !  :lemming:
#15
Quote from: hrb264 on December 25, 2025, 08:35:14 PMthat looks so cool. I had no idea you could do that. As soon as I've done the Oh No levels I'm going to download it. :D

For sure I had a good time with WillLem's DéjàLems !

If you like the original games with a new twist, you should also check out the Complete Reverse Lemmings Collection : all original levels with entrance and exits reversed ! A joy to play those levels again with a brand new eye !
https://www.lemmingsforums.net/index.php?topic=5436.0