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Messages - JawaJuice

#1
NeoLemmix Levels / Re: Integral Lemmings
October 29, 2026, 10:46:28 PM
@∫tan x dx, like Guigui, I finally got around to playing this pack! Very enjoyable, and pretty hard :thumbsup: Alpha rank was somewhat open-ended but had probably the trickiest talisman in Level 10 - Escape From Zombie Island. Not sure why, but I actually found the Epsilon rank tougher than Delta, with the exception of Level 9 - DEAR LITTLE BEASTIES. I have to concur with what kaywhyn said earlier in the topic there: hardest level of the entire pack. You have to be so precise with timing on this one; there's just zero margin for error. That said, I couldn't see any use for the climber, so may not be intended. Replays attached for V5, including talisman solutions :)

#2
In Development / Re: X-tralems levels
October 23, 2026, 08:33:20 PM
Yo, cheers for the levels so far @lemmkeev20 :thumbsup: I mean, very easy, but a bit of fun! I'll never complain when people drop new levels! Two levels I can't get to load due to missing style elements: the big one calls for a bit of terrain from the special folder called 'The_King_Of_Blue' and theres two doors now requires a background from special called 'magentivitis'. I checked through the topic and you don't seem to have posted either of em.
#3
NeoLemmix Levels / Re: Lemmings Rundown II
October 23, 2026, 05:23:34 PM
Congratulations on your new pack, @LemFan - thoroughly enjoyed this! :thumbsup: Having played all of your previous packs, I would say this is your best to date, imo. From the Gold rank onwards, there is some really clever, elegant level design going on here. I may have backrouted some, but others, where there were no skills leftover, it seems like it was intended, and maybe the only possible solution. I'm probably in the minority here, but I really like packs that start off with x-of-everything levels in the first couple of ranks and get gradually harder. I like the open-endedness of that, and you tend to set yourself the goal of saving as many lems as you can every time, or doing them in the most efficient way you can find.

The hardest levels come in the final, Chocolate rank, as it should be. I want to pick out 8 - The Body of the Desert, 15 - Wasted Opportunities, and 29 - A Lesson in the Branches as being the ones with the longest solve times; I often came up a skill or two short before finally hitting on a solution. But special mention to 27 - Triple Layer Metal as the hardest of the entire pack, at least for me. It seemed impossible at first. Extremely tricky, despite having so few skills to play with.

Replays attached :thumbsup:

#4
In Development / Re: First Custom Levels: VexLems!
October 23, 2026, 03:20:25 PM
Hey Vexar,

Thanks for the pack! Nothing easy here, every level gave me pause for thought, but it's not mind-meltingly brutal either (although I probably backrouted quite a few of these if they weren't intended to be open-ended), which is nice. I'd say getting the silver talisman on the final level of original probably gave me the biggest challenge!
Spoiler
I like the way you have to combine both climber and floater compression techniques to do it, assuming I did it correctly.
Replays for V 3.1 attached. :thumbsup:

#5
Quote from: kaywhyn on June 25, 2026, 01:45:16 AMJawaJuice and Simon got intended/acceptable solutions to all my levels except for Oh Yes! A Hardcore Molten Problem. Both solved it with different backroutes. Thanks for catching and showing me them! I've attached an updated version of the level which hopefully fixes the backroutes. Simon's backroute was easy to fix with a flamethrower, while JawaJuice's was what I thought was impossible to fix without hackish changes needed around in the starting area. That is, until I looked in an entirely different area and spot to modify which should now hopefully force the intended solution. How it boggles the mind! :laugh:

Not wanting to give too much away, but I've had a bit of experience myself with backroute fixing lately ;) It certainly can be very tricky, especially if you set certain restrictions on yourself as to what you can change. I will give your updated Oh Yes! a spin when I get chance! :thumbsup:

I think the thing with Organic is that I didn't trust myself that the solution would be as fiddly as I seemed to need to make it, but after what you said about Crane backrouting it a bunch of times, it makes more sense now! I've also come to think that level creators aren't necessarily the best judge of the difficulty of their levels, although as we've said before, a level that's difficult for one solver can be relatively easy for another and vice versa! :shrug: :)
#6
NeoLemmix Levels / Re: Heart66 easy pack
June 10, 2026, 05:39:14 PM
I did enjoy the pack, thanks! :) I'd agree with the designation of 'Easy' but there are still a few tricky levels in here (18, 50, 55, 62, 69, 83, 90 and 94 in particular, for me). I found the trickiness was usually down to the awkwardness of the terrain and needing to get to all different parts of the screen with the skills available.

I do like this kind of pack as well as hard ones because you can just solve a little puzzle or two, go away and do something else and come back to it. Bite size entertainment! With some packs, you can end up spending well over half an hour on a single level, which has its own draw, but sometimes this is the way to go! Also liked your use of varied tilesets throughout :thumbsup:

Replays attached. I dunno if you're someone who is keen to enforce intended solutions, but there're probably quite a few backroutes in here. ;)

#7
Re: the C# used in NLEditor for the Random ID generator

Quote from: WillLem on June 10, 2026, 03:31:10 PMThe bit you're interested in is this:

        private void btnRandomID_Click(object sender, EventArgs e)
        {
            CurLevel.LevelID = (ulong)Utility.Random().Next() +
                              ((ulong)Utility.Random().Next() << 32);
            txtLevelID.Text = CurLevel.LevelID.ToString("X16");
        }

Yes, interesting! I'm not familiar with the Random() method in C# but I'm guessing it must do automatic seeding. In C++, if you use srand() from the standard library, you need to manually seed it with a parameter otherwise it would generate the same random number every time the program is run. I assume '<<' in this context is a left-hand bitwise shift in the same way as in C++.
#8
Ah, OK. The only time I ever used Delphi at work was back in the early Noughts, and that was for a black box wargame simulation rather than a GUI. I've sure the language has evolved out of sight since I last looked at it! In my general course of work now I don't actually do much GUI development, just the odd utility app in C#, I'm mostly on back-end development, which is all C++. Interesting to know what people are using though!
#9
NeoLemmix Levels / Re: Heart66 easy pack
June 10, 2026, 02:03:24 PM
Quote from: heart66 on June 09, 2026, 08:18:52 PMNew level 49

Firstly, welcome to the forum, heart66, and thank you for the new pack - much appreciated! :thumbsup:

I'm glad you posted this update to Level 49 because I have to say I suspected the previous version was impossible with the skills given (i.e. not enough constructive skills). This updated 49 is much more in keeping with the stated difficulty of the pack imo. As 92Dexter11 pointed out, the previous version of that level was way harder than anything else in the pack. Any chance of updating Level 68? I encountered the same issue as Dexter in that, as far as I can see, no exit_vortex object exists in the orig_crystal style. I fixed it locally by changing the style to psp_crystal, which does have exit_vortex, but using a standard exit from orig_crystal would work just as well. I'm up to level 87 currently (will post replays etc later) but I did not encounter any style issues with this level - maybe that's down to the recent Styles update, not sure. :shrug:

#10
Quote from: kaywhyn on June 10, 2026, 01:04:21 PMI personally only have experience with C++, but I haven't coded in that language in over 15 years now, as the last time I did so was back when I was in college/university. Hence, I'm not sure how much it has in common with C#, let alone C, in terms of syntax, though it wouldn't surprise me if there are some similarities, especially with C. I recently re-installed Visual Studios on my machine again and am pleased that most of my assignments from the computer programming course I took all those years ago still compile properly ;)

Not wanting to derail the thread, but this is an interesting chat to me, so hey! As a C++ coder, C# is fairly easy to pick up because both languages share a common root in C. C# actually has a fair bit in common with C++ in terms of its syntax, the main architectural difference is around memory management, so C# is more like Java in that it's a managed language where garbage collection is automated. In C, you don't have that luxury at all and are completely responsible for your program's memory allocation and management through pointers (which makes it easily the most dangerous of the three to use if you don't know what you're doing!). Modern standards of C++ have introduced smart pointers, which makes memory management significantly easier, though it's still not fully automated. The reason C# is more suitable for GUI development though, is that it's closely tied to the .NET framework so has GUI elements built in that are almost drag-and-drop through Visual Studio, compared to C++, where you'd have to plug in third party libraries like Qt. Back in the day, we used to use MFC to build GUI apps but no-one in their right mind would choose that over C# these days! Good to hear that your old projects still compile in VS - I think you mentioned that before :thumbsup:
#11
Quote from: kaywhyn on June 10, 2026, 12:43:49 PMC#

Source code for NL editor:

https://bitbucket.org/namida42/neolemmixeditor/src/master/

Ah OK, makes sense. I would choose C# as well for that kind of desktop GUI app.
#12
Quote from: Guigui on June 10, 2026, 08:33:31 AMAhah 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 !

Ha, you do need some maths for computer programming ;) Interesting reading on the probabilities there though, guys! What language is NLEditor written in out of curiosity? I'd be interested how the Random ID button is implemented, presumably some kind of seeded rand function.
#13
Thanks for the explanation, kaywhyn :thumbsup: That probably explains why it didn't seem like such an issue to me, because I've never felt the need to use the MRC. If (when?) I get to creating levels, I guess I will do. Maybe players as well as creators use it to check replay folders, but I never have, so far.
#14
Split off Heart66 easy pack

Genuine question, as it's something I've never been sure about, but why is several levels sharing the same ID such a problem? If level 5 and level 11 share the same ID, the auto-generated NXRP files are differentiated by name and each will still play when selected for their corresponding levels, no? If it is such a problem, is there any easier way of fixing it than by manually checking for dupes and opening the problematic NXLV files in NLEditor to re-generate the ID with the Random ID button?
#15
NeoLemmix Levels / Re: Random level sharing topic!
June 02, 2026, 02:41:15 PM
And here's my solution! Like @Swerdis, I haven't checked the intended solution but I also don't think it will be much different. Nice design! :thumbsup: