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 - IchoTolot

#1
Finally got around playing through this pack! I attached my solutions.  :)

Some really nice puzzles here!  :thumbsup:

Two things though:

Here and there unnecessary timers plop up and I still would suggest culling them where they are not needed!  :8():
They mostly just trip you up without adding anything to the puzzle itself.


The most critical thing for me was this:
In one level (The knights of Ni one) hidden terrain behind the exit really bothered me! I had a solution, executed everything, the lems just needed to walk to the exit and I was suddenly 1 skill short due to the exit's frame hiding terrain! Cull a skill and remove the frame or make it properly visible! :devil:
I would highly suggest going against nostalgia here and to adjust the level.

My crusade against hidden stuff goes on and this just reminded me of my very first forum post here about a level just to find out it was hiding terrain behind hatches! This time it was the exit though.  :devil:

Sorry for the little rant.  ;)
#2
As already stated in the post, I am happy to join.  :thumbsup: 

This basically came as an idea regarding the recent UK meetup and we thought about asking around who would be willing for a similar meetup in germany.  :)
#3
QuoteCE could perhaps see if the target .png is the same width as the one it expects, and - if it isn't - load the default instead. There might be a better way.

This could be at least a good temporary fix if not already a statisfying one.

Otherwise this will most likely become a recurring issue new users (or even old ones) run into.
#4
I agree with Guigui here that having everything in a single-mode can be very confusing for newer players and even seasonded ones at times.

As this seems to be a more advanced thing anyway and as dumb as it sounds:

I think having the 'Replay-single-mode' as an optional setting could be the best thing here - maybe as a sub-option to "click air to stop the replay".

Advanced players can choose to activate it.

It won't confuse newer players at first and at later stages when they get more familiar with the program they can choose to opt in.


I would regard the new player issue higher as the advantage to experienced players here.
#5
LOTY 2025 has finally ended and the winners are:

kaywhyn's "It's Crazy Sports Day!"

&

92Dexter11's "Epilogue"

Congratulations to kaywhyn and 92Dexter11! I will contact you soon regarding the price of 10 USD.

---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Third place goes to: IchoTolot's "Industrial Incident"

See you soon in LOTY 2026!
#6
QuoteWould you mind always having to airclick to cancel the replay? (i.e. the proposed 'single replay mode' would no longer cut the global future on lem assigments or RR changes).

Note that airclick-to-cancel is staying, and will be default behaviour (just to be clear).

That is a very though question that I cannot answer with certainty.

I am used to also canceling the replay by assigning stuff and use it automatically by now as an LMB alternatve. I can see me adapting, but do not know the final impact and if it gets on my nerves.

The biggest problem I see is conveying the information better on that you are in replay mode and how to get out of it.
It existed before, but the issue was smaller as a result due to more ways of exiting it.

On the "advance gameplay by 1 frame whilst paused" side: I use the LMB for that frequently and mostly only switch to the dedicated key when I am frame stepping inside the red "R".
I never had the LMB clash negatively impacted my gameplay so far.

#7
Lemmings Main / Re: Hi, my name is …
July 22, 2026, 08:42:38 PM
Welcome from me, too!  :)

Also, german here as well.  ;) 
#8
I have no energy to read everything here as I think the current system is fine, but here is my usecase reagarding the last question:

- I always click air to stop the replay. If this isn't the standard I would become confused and frustrated. I can see the option of turning it of useful though.
- For shorter and medium sections: I often rather just replay the section than using the blue "R" as I tend to play faster than I editing the history by now.
- For longer sections I do use the blue "R", which is only a minority of levels though.
#9
Don't forget to vote!  :)
#10
Finals are up!
#11
I watched all the videos and great job on trying to speedrun the levels and also explaining as much as humanly possible, that is no easy task!  :thumbsup:

I think you got a good variety of of levels as well! Some more focussed on certain mechanics and other more pure gameplay wise.  :)

In the nuke+lem-id part I would've highlighted out the details a bit more, but while also playing the level I think that's extremely difficult and most people will get what happens here.

My own step-by-step explanation would be:

- The nuke assigns the timers frame after frame starting with the lemming that spawned first out of the hatch and continues in order.
- Therefore we want the first lemming's bomb to go off to create the passage to the exit as this is the very first nuke explosion.
- The large climber crowd can exit while their timers are still running.
- This creates a window of around ~25-30 frames where no lemming explodes from the nuke after the first lemming explodes.
- In this timeframe the main crowd needs to drop through the hole from the nuked first lemming into the exit to avoid further casualties.

This method in general turns the nuke into a legitimate skill to use in some levels!
#12
QuoteYes your solution is not intented, but is sure accetable and impossible to patch so congrats about it.

Oh, then I misunderstood you, but still glad to see that it is acceptable.  :)

As you already mentioned it I attached my soltion to level 9.
#13
Here are my solutions for "Step 5 Level 15 Scorching Terminal" and "Step 5 Level 16 Gloomy Night".  :)

The level 15 solution is not 100% intentional, but still acceptable, while level 16 is fully intended as I was informed.

So far level 16 was the hardest for me due to all the possible routes you can take here.
#14
Vote is up!

Let's try to determine the top 3!  :)