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Messages - namida

#1
Tech & Research / Re: Glitches in Lemmings
December 10, 2024, 12:48:31 AM
I don't know if you can ever see it in game, but codes exist for Fun 1 / Tame 1 / etc on the DOS versions too. Ages ago someone reverse engineered the algorithm that generates the codes and made these ones.
#2
Lemmings Main / Re: Rank the Lemmings games
December 08, 2024, 06:45:11 AM
Out of those I've played to at least a decent extent, and not counting ports of the same game (or really minor "demos" like Covox, Prima, Winterland), best to least good:

Oh No! More Lemmings!
Lemmings 3D
Lemmings
PS3 Lemmings
Lemmings Revolution
Holiday Lemmings '94
Lemmings 2
Lemmings Touch
Lemmings Paintball
Lemmings 3

The differences between games with similar mechanics (ONML, L1, H94) is down to how good I feel the levels are. Lemmings 3D is also held back a bit by the quality of the official levels - they're not bad for the most part, but the mechanics allow for so much more than the official levels ever really do.
#3
Quote from: Brundle on December 08, 2024, 12:52:10 AM
Quote from: namida on December 07, 2024, 07:43:30 PMI'll also point out that PS3 Lemmings and Lemmings Touch might be a bit more in line with what OP is after. Possibly even Lemmings Revolution?

Thank you! Can PS3 Lemmings and Lemmings Touch be played on PC?

PS3 Lemmings, maybe? PS3 emulation has come quite a long way, so it's probably doable with a good PC. (Edit: RPCS3 compatibility list says it's "playable", which means that performance is acceptable and there are no game-breaking glitches.)

I don't think Touch can be played on anything other than an actual Vita at the moment. (It's also, as the name suggests, quite touchscreen-focused so might not be the best experience on PC either.) (Edit: There is a Vita emulator nowdays, Vita3K. However, Lemmings Touch is listed as "Intro", meaning the game starts up but doesn't get as far as even the main menu, let alone in-game.)
#4
I'll also point out that PS3 Lemmings and Lemmings Touch might be a bit more in line with what OP is after. Possibly even Lemmings Revolution?
#5
It's probably a good idea to allow forcing SLX mode too.
#6
NeoLemmix Main / Re: Content Warnings Matter
December 05, 2024, 11:04:54 PM
I have added this to the rules for the NL level packs board. Please let staff know if any packs are missing warnings when they should have them.

(Note that our response will likely just be to add a content warning and give the user in question a friendly reminder about the rules, unless someone repeatedly offends or goes out of their way to remove warnings that have been added by staff.)
#7
NeoLemmix Main / Re: Content Warnings Matter
December 05, 2024, 08:44:14 AM
Keep in mind; I don't know what level / pack you're talking about here, so I don't know exactly what the situation is and thus can only speak generally (and certianly can't add such a warning to the relevant topic and/or give the creator a heads-up).

I think this is a fair request as long as it's not taken too far. Expecting a content warning for realistic depictions of genitals or gore is absolutely reasonable. Expecting a content warning for terrain layouts that clearly intentionally resemble those things, yeah, that's probably fair to have a warning too. Content warnings for terrain layouts that vaguely resemble genitals, or for cartoonish gore like some of the traps in the official styles... I think that's the point at which I'm going to say the request is a bit excessive.
#8
NeoLemmix Styles / Re: Style updates topic
December 03, 2024, 09:12:18 PM
Updated to here.
#9
Tech & Research / Re: Glitches in Lemmings
December 03, 2024, 09:01:14 PM
Quote from: AsahiNyan on December 03, 2024, 05:58:22 PMa Q is the bundle of frames that make up a physics update, comming from "quad frame" term originated by japanese TASers such as ま横 (mayoko), and mochi. "Quad frame" stemming from the amount of frames it takes for one physics update on the NTSC snes versins (4f).
I will note, you used this term in reference to NL, but NL doesn't do a "quad frame" type thing. It just directly has frames, with one physics update per frame, 17 frames per second.

Welcome to the forum, by the way!
#10
Lemmings Main / Re: Over 100 lemmings
December 03, 2024, 08:58:06 PM
Quote from: AsahiNyan on December 03, 2024, 06:49:54 PMwithout cheats
It's likely the cap even with cheats; as that's the highest value that can be stored in a signed 32-bit integer. Adding a further lemming would roll over the value to -2147483648, which would likely cause SL to crash (or at least behave very weirdly).

I also doubt, in practice, that SL would be anwyhere close to playable with that many lemmings active.
#11
Quote from: WillLem on December 02, 2024, 09:35:31 AM
Quote from: namida on December 02, 2024, 08:01:25 AMit would become possible to slightly move downwards this way. This could especially be of concern in the case of ceilings that are *just* too low to platform under, or falls that are *just* fatal.

Are you thinking in terms of possible backroutes, or annoyingly fiddly levels? Or both?

I was thinking more about backroutes (and making it trickier to prevent them), but annoying fiddly levels could be a concern too. Currently, no vertical movement is possible with platformers, but your change would enable that. That's not to say it's an inherent no-go; just that this needs to be considered.
#12
Keep in mind that in levels that provide a significant number of platformers + downwards destructive skills, it would become possible to slightly move downwards this way. This could especially be of concern in the case of ceilings that are *just* too low to platform under, or falls that are *just* fatal.
#13
Forgot to mention here, but I've released a couple of updates to this. The latest version is V1.0.3.0. Several fixes (and difficulty tweaks, especially on Easy mode) since the first version, it also now is open-sourced, has a Help file, and has support for custom content (although unlike NL, this isn't particularly likely to get such content - but the support is there). Save files from earlier versions will work with the new version.
#14
Quote from: WillLem on November 27, 2024, 10:54:16 PMI wonder if the color palette is also limited for avatars?
I very, very much doubt this. That's something SMF would have to go out of their way to implement, and I doubt there's much demand for it.
#15
Quote from: WillLem on November 28, 2024, 08:39:42 PMCurrentLevel is once again a read-only property, and now I understand why it should be that way; many different aspects of the program rely on this being set correctly from within existing GameParams procedures. It probably could be refactored to be directly settable from anywhere, but for now it's satisfying to have discovered the way it's meant to work in the existing codebase.

Solution: Specifically make it so that CurrentLevel's setter either calls, or is, GameParams.SetLevel.