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Messages - Strato Incendus

#1
I mean, I would be capable of doing it myself :D - it's just that I've already started recording several runs around other themes, and am still in the process of editing the very first one I did. These runs are usually not done as a continuous series of Let's Play videos, but as edited summaries with commentary, given how long BG3 is. And editing all that footage and matching your comments with it is where the real effort comes in.

The people that churn out these videos on a regular basis are those with 100k subscribers and more, so I assume they are doing gaming videos full-time.
#2
As the main game that keeps me occupied is still Baldur's Gate III after 1.5 years of owning it, I do notice playthroughs of this game around various thematic and/or mechanical restrictions ("Can you beat Baldur's Gate III as a... / only using...?") still get plenty of views on YouTube.
Lemmings videos tend... not to. Especially for custom packs. Which is a shame, considering how much effort people put into them.


So I've been wondering - maybe as a suggestion to anyone trying to grow their YouTube channel:

Can you beat Baldur's Gate III as a Lemming?  :lemming:  :laugh:

A "puzzling" challenge of a different kind, with little to no execution difficulty, as the game is of course turn-based :thumbsup:. And, of course, rewinding is possible (though viewers may accuse you of "save scumming").


Just for clarification to anyone who doesn't know, the game roughly uses the rules of Dungeons & Dragons 5th edition.
The player character would have to be a halfling or gnome with green hair (obviously), dye their clothing blue, and could then only use whatever skills a lemming can perform. You could also only use tools / weapons that lemmings have access to.

This would of course include the classic 8 skills as well as (luckily) any skill or object present in later Lemmings games, such as Lemmings 2: The Tribes, Lemmings 3, Lemmings 3D, NeoLemmix / SuperLemmix, Lix... and also Lemmings Paintball (like lifts and moving platforms), though I doubt you'll find a paintball gun in BG3, unless you're using a mod.  :P


That means:
- walking (=Walker)
- jumping (=Jumper)
- dashing (=Runner)
- climbing ladders (=Climber / Slider)
- shoving is a grey area, as the only way to shove someone in a Lemmings-like game would be the baseball bat in Lix; shoving in BG3 however is closer to shoving in Worms World Party  :8:()[:
- Feather Fall (=Floater)
- Haste (=Fast Forward)
- you are allowed to use and abuse turn-based mode like you would use the "paws" button in NeoLemmix
- builder fests are a staple of Baldur's Gate III at this point, as plenty of challenge runs resort to bridges and towers made of boxes you can find everywhere in the game. So that is the Builder, Stacker, and Platformer covered
- single-target and close-range fire spells (=Flame Thrower from Lemmings 2); so Fire Bolt, Chromatic Orb: Fire, Burning Hands, Scorching Ray are allowed; Fireball and Wall of Fire take it too far :P
- single-target ice spells (=Freezer from SuperLemmix) - pretty much just Ray of Frost and Chromatic Orb: Ice

- acceptable weapons are
  • unarmed attacks / fists (=Basher)
  • clubs (=Club Basher)
  • war picks (=Miner)
  • thrown spears and javelins, no melee use for these (=Spearer)
  • one-handed swords and rapiers (=Fencer)
  • bows are allowed (=Archer), crossbows are not
  • and, of course, bombs :evil: (you are allowed to throw them as SuperLemmix has the Grenader, and L2 had the Mortar and Bazooker)

- you may also use the skill of the one character who can act as a "Bomber" (no spoilers here  :D ); though in most cases, that will be tantamount to pressing the "nuke" button in Lemmings...

- Hold Person (=Blocker)
- Enthrall, Hypnotic Pattern, and performing music to attract audiences (=Attractor)
- Flesh to Stone (=Stoner)
- Invoke Duplicity (=Cloner)
- Eldritch Blast (=Laserer)
- Plant Growth (=Planter)
- Fly (=Icarus Wings / SuperLem)
- Step of the Wind, the Monk skill, gives you several jumps per turn (=Hopper)
- Brutal Leap (=Jumper / Stomper)
- Misty Step and Dimension Door are banned, as lemmings can't teleport on their own; you can use waypoints and portals you find in the world, though
- digging is permitted (though your lemming will need a shovel for it, the Scooper from L2 uses one, too)
- disarming traps is also permitted, thanks to the NeoLemmix skill  :santa:



Hirelings are allowed if they are gnomes or halflings, and could be made to look like other types of lemmings. So, for example, the female Bard hireling Brinna Brightsong could be recruited and turned into a Lemmina. Same for male gnome wizard Sir Fuzzalump, who could be any of the Lemming tribes, or one of the other types from Lemmings Revolution, or a blue-haired athlete with green clothing, or even a redshirt from Lemmings Paintball.

I encourage people to recruit the companions, as there's way too many solo runs on YouTube already. But to fit the theme, one would have to add the Magic Mirror for Origin Characters mod (easily available in the in-game mod manager), and modify the companions' hair colour to look Lemming-like.  8-)


Anyone up for the challenge?  :shrug:

(If you think this is worthy of its own topic, feel free to move it to a separate thread.  ;) )
#3
Just randomly stumbled across this - thanks a lot, kaywhyn!  :thumbsup: Looks like I have something new to watch on the Lemmings front after a long time.

I kind of stopped checking in here after I couldn't watch Gronkling's replays (or rather, when I watched them, many of them would fail to actually solve the level on version 12.14 - and I didn't want to go back to version 12.13 at that point, as the 12.14 physics were already set in stone. It was a Release Candidate, after all, no longer just an experimental version).
#4
I know, I already did that once, but that of course inserts them instead of the original tracks everywhere, not just on specific packs. ;)
#5
I just realised the music rotation doesn't work, as the level files have individual tracks specified. Meaning, even if I swap out the music rotation for my Lemmings World Tour tracks, it's still the original DMA tracks that will play.
#6
Thanks for the explanation! :)
#7
What about level packs? I created the naked lemmings sprites (of course, they have all their private parts pixelated by definition :D). Plus, there are some suggestive terrain shapes. I remember you mentioning in one of your let's-play videos how one of your acquaintances were looking for p*nis shapes in level terrain. So I kind of went ahead and did that on purpose in a few select levels. :evil: Do my packs need an NSFW warning now?
#8
@Gronkling: I've watched your replays for the Bronze rank thus far. No serious backroutes aside from the first Circus level, yet still some things I plan to fix (such as going underneath the airlock traps on "Walking on the moon").

I just wanted to notify you that your replay for "Back to the cave" (Bronze 7) is not functional for me.
At one point, the Basher hits the air, cancels immediately, and every skill assignment after that seems to be off. Did you play this on an older version than NeoLemmix 12.14? Because I'm running it on the release candidate. Perhaps it has something to do with the Fencer hitting steel, because that's where NeoLemmix 12.14 introduces a minor physics fix / consistency update.

Hence, I assume once you update to NeoLemmix 12.14, your replay for Bronze 7 will break for you, too. (As will any other replay that involves a Fencer hitting steel.)
#9
Wrote it from my smartphone, so I guess that's what auto-correct makes of your name...  ;P
#10
Thanks a lot for your replays, Gronkling! :thumbsup: Since kaywhyn was the only one who volunteered to test the whole pack, I guess the first post-release players will find themselves as "field testers". Meaning, I'm not surprised you still discovered some more backroutes.

Sounds like I have a lot of stuff to watch...  :D
#11
SuperLemmix Bugs & Suggestions / Re: [SUG] Rising Water
November 09, 2024, 10:51:00 PM
I see you used my Lemmicks levels as examples. :thumbsup: So I guess it's no surprise I support the reintroduction of rising water!

I assume it wouldn't be a "gimmick" this time, but simply a property that can be specified for water objects, much like their width can be specified already?

Keep in mind the rising-water gimmick also affected fire objects - Lemmicks not-so-subtly hints at this with the level title "The heat is rising...".
Will you extend this functionality to fire objects, too?

For water, there is the obvious puzzle use of using it as lifts for swimmers, which is exactly what the marble level "Need a lift" you showcased here requires. It's also close to the application of water in Lemmings Revolution (though in that game, water only fills up gaps which can be walked across by water lemmings, acting more like a bridge than a genuine lift).
#12
Thanks for the explanation! ;)
#13
Quote from: WillLemI assure you, the difficulty of most of your packs verges on the Extreme! ;P With that said, if you'd prefer to set the difficulty to something else, let me know what you have in mind and I'll by all means edit the OP title accordingly.

This is jkapp's modification of the pack, so I won't tell him how to judge the difficulty of his own modifications. :D That's me assuming it was him who picked the "Extreme" difficulty, not you as the developer of SuperLemmix?

Quote from: WillLemProbably not by the end of this year; I've updated the Release Schedule topic. It'll most likely be sometime mid-2025 that 3.0 gets released; I've put "summer" for now but as the year progresses I'll get a better idea of ETAs.

Thanks for the update! :thumbsup: I'm not in a rush to make a new pack, having just finally released Lemmings Hall of Fame.
That said, this also means it will take a while until I can create an SLX version of Hall of Fame.

This is probably for the best anyway, though, as it allows me to fix whatever backroutes NeoLemmix players might still discover in Hall of Fame, before converting the levels to SuperLemmix, rather than having to patch backroutes that are discovered later in both versions.

Just to clarify, are NeoLemmix 12.13 and 12.14 levels still compatible with SuperLemmix 2.8 (both the player and the editor), in the sense that player and editor can read and open them?
Assuming we haven't used any of the new NeoLemmix objects, such as portals, which SuperLemmix, as far as I can tell, doesn't have (yet)?
#14
Thanks for the exit fixes, WillLem! :thumbsup:

As Flospy has outlined, though, this is not an official conversion of Lemmings World Tour - and I'm kind of surprised to read the difficulty "Extreme" here :evil: (though I haven't looked at all of jkapp's solutions in detail). Extreme to me would imply it's harder than Lemmings Open Air and Lemmings Hall of Fame, which, as the original creator of this pack, I dare to highly doubt. :P

Speaking of, the reason I haven't continued converting Lemmings World Tour for SuperLemmix officially is because you stated that SuperLemmix physics aren't finalised yet. I noticed this with a few of the levels I had made for the SLX equivalent of Lemmings Hall of Fame (i.e., a Lemmings 2: The Tribes-inspired pack) - in between SLX 2.6 and 2.8, a few minor details seem to have been changed, so I had to redo a few of the replays.

I think I recall you stating that you were aiming for a stable version of SuperLemmix, SLX 3.0, by the end of the year. Are we still on course for that? ;) Just asking before I create too many levels, be it revising existing ones or attempting to make a dedicated SuperLemmix pack using the new skills it offers.
#15
Thanks, I guess I'll set my NeoLemmix player up this way in general, then! :thumbsup: