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Messages - Guigui

#1
I also went for pillar. Crystal is the easy pick for sure, but definitely overused and so 2022. You're Armani or not ?
#2
I'm opening this question again : my green checks keep disappearing regularly, for apparently no reason.

As Turrican explained above, I did not (for sure) used the "clear records" button, nor changed any settings or deleted any files userdata.nxsv in my installation. However all my green checks still disappear regularly, like once every 2-3 weeks.

Of course I can restore them with Mass Replay Checks, but this takes some time and I am not even sure which pack I need to run the replay on. I also noticed that the Mass Replay Check may not validate each level (some of them appear as failed), but when I run the replay manually, it validates. This is not the biggest trouble though.

Finally it may be worth noting that I run the game on Ubuntu via Wine. Any idea on why my green checks disappear now ? I love to see them, reminds me that I can actually clear levels and helps me move forward to the next.
#3
NeoLemmix Levels / Re: LemFan's various packs
November 14, 2025, 11:23:06 AM
Good job ! A Higher Platform is quite accessible with additionnal bomber for sure.

But Statue of Oildrum, even with 2 builders, uses a lot of tricks ! Mine a bridge, get out a basher tunnel with bombing a blocker.
Those stuffs you learn in advanced techniques from IchoTolot Redux pack. I have not cleared other levels from LemFan, but do they use those same kind of techniques ?
#4
I updated the pack, again. Following levels have changed to fix backroutes.

No major changes, all of you who already solved the levels can do it again (with very few variations maybe, dont bother if you dont feel like it).


EON 2 Trust Your Lucky Star Change to the vertical structure, cannot get through with the pioneer alone, hopefully ! Also Talisman a bit harder imo.

EON 5 Four Shruggers Turrican solution was nice, but he only watched 3 out of 4 shruggers.

NEO 1 One Hot Minute I changed the talisman to "use only 1 climber", removed tighter time limit. The level with 2 climbers is quite easy and open-ended. Looks harder with a single climber.

NEO 2 So Many Spikes Prevented Turrican evil backroute which saved 9!
This was an almost unbelievable turn of events : have the crowd facing right, be at the pixel-precise height that allows to instant-bomb deep enough, and have good enough timing the free the crowd from a basher tunnel with a digger ?!
Brilliant strategy for sure, not intended of course, and what was the probability of all of this being possible ?



#5
NeoLemmix Levels / Re: LemFan's various packs
November 13, 2025, 07:23:20 PM
Quote from: JawaJuice on November 08, 2025, 04:53:17 PMYeah, for sure, I've enjoyed them for the most part. I guess you have played those two specific levels I mentioned then? Any hints, or do you still have your replays saved maybe? They're the only two levels that have completely stumped me so far! Just can't see how they're possible.

I launched those 2 levels Brutal 18 and Chaos 3. Please note that I am not the best solver out there but I can not see a solution either, at all.
In both of them the lack of building skills combined to the fact that you have to climb blocks me.

EDIT : as you said I can clear A Higher Platform with an extra bomber. So I'm wondering : could it be a case of "I set the skillset wrong when creating the level too quickly, and did not take time to playtest it afterwards" ? Considering the history of this topic, this could be possible.
So new game for LemFan's fans : try to find solutions with the least possible joker skills in Brutal 18 and Chaos 3 !
#6
NeoLemmix Levels / Re: Scotty's Lemmings Pack (30 Levels)
November 12, 2025, 01:19:15 AM
I have cleared ScottyLems pack too. The difficulty is not that high, so perfect for me and many other players I guess.

Puzzles are always clever and levels looks good. I'd say most used techniques are : "escape the crowd with a climber" and "turn around in a miner/basher/digger tunnel"

I enjoyed the whole pack a lot and played it with a smile on my face from beginning to end. It captures the essence and fun of the original Lemmings game, so well that it would fit those games in their last ranks Taxing or Mayhem perfectly.

I'm joining another batch of replays, and give some comments on a few levels as kaywhyn did. More often than not some skills are left after the solve, or more Lemmings are saved than required. So there may be more backroutes in here.

A big thanks goes to Scotty for creating the pack, you're definitely an Original Lemmings games fan.

Spoiler
9 The Acid Test : first roadblock to me. There are so many was to free the right crowd that I did not know what to do at first. Finally I gathered both crowd together to make things easier for the builders. Timing on thoser builders was the hardest part, but it allows to save much needed time.

11 The Boardwalk : solution differs from Kaywhyn's. No containment needed, just some well placed diggers.

13 Cream Of the Crop : probably a important backroute. 5 destructive skills left and 9 Lemmings in more than requirement. Also the right part of the level is not used at all. Look at this poor Lem I sent over there, only to let it fall to its death when I realized he was not needed.
I'd say one is not supposed to be able to get throught the One Way pillar with 2 bombers only.

18 Kessel Mineshaft : I particularly loved this one ! Compression is easy to achieve with the many blockers given. Mining the big wall at the end is satisfying, though I may have it done not the intended way because I'm left with some miners.

20 Deux Ex Lemina : Great level for which one trick is used : the trap is actually inactive ! Is that on purpose ? In any case it helped me use the single builder elsewhere, and not the overcome the gap at the end. I save one more than required. Completely different solution than kaywhyn's

21 High Rise Lemmings : this one made me smile too. Solution is quite visible from the beginning, but I did not understand the use of the rightmost exit at first sight. Only when the blockers were freed that I thanked Scotty for putting it here  8-)

23 Separation Anxiety : very good one ! Clean separation achieved thanks to the 3 blockers provided. Just count correctly how you split the Lemmings between the 2 groupes, or you wont save enough.

25 Down To The Wire : headache inducing level. I struggled a lot to find a correct order to dig down those wires, and to manage timing so that the gap can be covered properly. Good level for sure!
Also another example of Scotty's touch : inactive trap ! Though this one has not use in this solution anyway.

27 Open Season : hardest of the pack for me. I finally released and blocked all entrances with a single basher, all the while liberating a single worker to do the first part of the job (this release was possible with a single pixel of terrain missing, luck !?)
But then later you have to release another one for building over the bear trap. At this time I had a very dense crowd from which it took me a while to figure out how to extract a single worker again. But finally a well placed miner did the trick.
I think this level is very open ended, and ingenious. Great work !

30 Upside Down World II : nightmarish web, glad I could finally get through it. Spider responsible for it can go burn in hell.

#7
Quote from: WillLem on November 11, 2025, 01:19:41 AM
Quote from: Guigui on November 10, 2025, 11:41:44 AMBut the Play menu gives a single "Invalid pointer operation" error. Then the program closes by itself.

This is most likely due to the Sleeper sprite, which is present in CE but not in NL.

The easiest fix is to copy the default style from CE\styles to NL\styles. All other sprites are identical, only the Sleeper has been added. When prompted, choose Merge or Replace.

That should do the trick. Let me know if it doesn't.


It works fine now, thank you !
#8
Thank you for the replays Turrican ! Good job on clearing EON and NEO ranks  :thumbsup:

You have some clever solutions here, some of them I consider backroutes :

* EON 2 Trust Your Lucky Star : the pioneer goes in by himself, no crowd needed again  :forehead: Good job destroying this vertical structure just enough to get through. I think this backroute is not hard to cancel.

* NEO 2 So Many Spikes : you save 9 in a Save One level, you clever evil!! What else could I wait from the Lemmings community ? I will work on this too.

If you plan to try ONE rank, maybe I'll wait for your solutions to see if some things have to be changed there too.
Then again, thank you for trying the pack and the kind words.
#9
Quote from: Simon on November 10, 2025, 08:10:23 PMGuigui: You can work around this: Extract both games, delete levels/ in one, and create a symlink to the other game's levels/. Then do the same for music, and again for tilesets.

-- Simon

Thank you for the advice Simon. I think I understand what you mean : run CE from its own folder, but direct it to regular NL for the levels, music and styles folders that I do not want to have duplicates of on my machine.

Though I dont know how to "create a simlink to the other game's folder". Sorry, kind of newb here.
#10
Thank you for your answer WillLem, and for moving the question to an adequate place.

So I did some tests :

* NeoLemmixCE.exe in its own folder (the one included in the .zip file) : everything works fine. I get the welcoming message telling me to set some graphic options for the first time. I also note that the title screen has a special CE background. Options, Level Select and Play menus work correctly.

* NeoLemmixCE.exe in the NeoLemmix.exe folder : title screen launches correctly. Access to Options menu works fine.
But the Play menu gives a single "Invalid pointer operation" error. Then the program closes by itself.
The Level Select menu gives a window with a list of my installed packs, but no screenshots appear. I also get about 30 "Invalid pointer operation", then the program closes by itself.
I also note that the CE does not have its special CE background, but the background I chose myself for the regular NL.


Could it be that some settings I chose in regular NeoLemmix.exe cause the CE to crash ? Also it may be worth noting that I run all those programs on Ubuntu OS, via Wine.
#11
Hey there WillLem and Simon. I would like to try the CE, but do not feel like having a folder for regular NL and another for CE. That would mean having duplicates of all levels, styles, and music (often heavy) folders ... a big mess for my ocd brain.

Is it possible to just put the NeoLemmixCE.exe file in the same folder as NeoLemmix.exe and have everything work for both CE and regular with a single folder ?
I tried it but I guess it creates a conflict because of the bass.dll which is not the same for CE and regular. Maybe just rename the bass.dll for CE and everything will work ?
#12
Yep, EON 2 looks and solves better now.
Icho does not use the easiest lucky star, but get the Talisman nonetheless !
#13
Here are my updated replays. Now the whole thing looks less prone to backroutes, good job.

Also I forgot to mention, but I love the post level screen texts ! I always feel bad when I read "SOMEONE wanted to watch the world burn", and that SOMEONE is me  :(  Come one lets aknowledge it, we did plenty of nukes in our Lemmings player lives just for the fun of it !

Some comments on the new settings affecting my previous replays :

Spoiler
Sour 5 / Sweet 2 (major design change, Sour 5 solution change)
Sweet 2 is still very accessible due to the 50% save required. But it prepares well for Sour 5.

Sour 5 was another story, quite hard now ! I used the "turn a miner with a blocker" trick to save miners needed on the right part of the level. Though the hardest part at the end was to turn that miner so that the crowd does not splat. By some kind of miracle and after many tries, I did it and unwillingly made a precise settings which uses "you fall between diagonal connecting pixels". With this setting, not only the crowd does not splat, but they all fall down in the good direction ! So I even saved a blocker here. Not sure this is intended ?

Sour 6 (design tweaks, solution overhaul). Now I find the level actually easier than before, but this may be because i did not find intended last time and struggled a lot with the timer. I think it is perfectly fine now.
The hardest part for me was to figure out how to save some time at the end : if you set the last delaying basher not high enough, the crowd will make a long way before turning back and you run out of time ! Setting it properly leaves plenty time and I could even save 100%
#14
Thanks for the kind words kaywhyn. Yeah I must be not that bad at Lemmings  8-)
Quest From Kieran I left aside for the moment, kind of discouraging to me in the last rank.
I also started Lock and Key by Dexter, but it is hard too, cannot get past level 3...
I think I have better time with simpler packs for now.


Following WillLem replays, I changed EON 2 level, new version in the OP.
Sorry for breaking your solution WillLem, but I found it backroutish and it made the level not that interesting.
This may also break IchoTolot and Armani's previous replays, but the core solution is the same.
#15
Hello WillLem,

Thank you a lot for the write up and the kind words ! I'm glad you had a good time with the EON rank. Things may get a bit tougher after, but all remain accessible I hope.

Indeed the pack is small, mainly because I do not have that much time to create many levels and I cannot think about something else when I have a level creation in mind. So I had to get those levels out to be able to move onto something else. I guess this is less intimidating than 100+ levels packs.

Also about the decoration in the levels, thank you again for noticing and appreciating them. Those took way longer than expected to create ; each time I decided to add decoration, they created unwanted backroutes. Countless times during playtests, IchoTolot used what was supposed to be decorations to destroy the levels, evil him !


As for your replays they are perfectly fine and almost intended, congratulations !

I say "almost" intended because of EON 2 : Trust Your Lucky Star ? (the one with big vertical structure at the end). Details under spoilers :

Spoiler
The clever solution you give makes very little use of the crowd : just need a bomber apart from pionneer. Intended uses the crowd a bit more.
I always think interaction with the crowd is better ; if the pionneer can go in by himself, then the whole "Save One" theme falls apart.
I'll certainly work a bit more on the vertical structure to enforce things. I have to find a way to ensure that if one lemming bashes through the structure, then he cannot stop without using a skill.