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Messages - mobius

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Lix Levels / Re: Lix Proof Collection (solutions for all levels)
« on: August 12, 2022, 10:38:50 PM »
I don't believe any replays exist on the github for the outtake levels of the community pack like "bulldozer"? unless I'm wrong. Does anybody have replays for those levels?

Reviews / Re: Level Review--Lemmings Revolution
« on: August 12, 2022, 12:35:59 AM »
11-7 Don't Let Them Out!

50 Lemmings, save 40

2 climbers, 2 floaters  5 bombers, blockers and builders, 1 basher, miner and digger.

Good: This level is quite notorious for me and super tough as well. This one remained unsolved for a long time and I saw that Kaywhyn also had difficulty with it. The apparently intended puzzle of 'going the backway' or working backrwards and getting around the weasels (or killing the weasels) AND
Spoiler (click to show/hide)
AND containing the crowd; there is a lot going on, and a lot to figure out. I'd say it's one of the hardest in the game.
Spoiler (click to show/hide)

1) The title is silly as whichever solution you do, you absolutely have to 'let them weasels out'.
2) There's a pool up top that drains immediately for no reason then never refills. Until you figure this out you might worry that one of the switches refills it. There's also some other minor glitchy stuff like the way the bottom pool is partially walk-overable.
3) the switch/door near the beginning is completely pointless.
4) this level has a 50-50 fall near the beginning
5) Until Kaywhyn's LP demonstrated the 'intended' solution I honestly never knew about it. It is as mentioned above. There's some annoying timing on getting the weasels to be facing the right way to kill them, the bottoms ones that is. And bomber timing. There's another new trap that only appears in this level but fortunately isn't a big deal, but makes no sound.
But then of course there is the horrible backroute of bashing/building under the one-way-wall. This solution still isn't easy, mind you but it's the only one I knew about, and also the one in pirohiko's LP.
6) The timer is way too tight and overall the intended solution seems to be way too precise, if Kaywhyn's almost 2 hour long attempt is any indication.

Despite the flaws; this level actually inspired a lot of my custom content over the years :D

Lemmings Main / thoughts on Lemmings game design
« on: August 05, 2022, 07:37:17 PM »
If I ever made my own Lemmings game..... this is how it would be!

Feel free to suggest your own ideas or disagree and argue or whatever!

1) Block based physics/non-pixel based.

This essentially means that the "pixels" or every place a lemming can be assigned a skill will be larger than the actual graphical pixels. The game's definition will be high so as to be beautiful but they'll be no more "pixel precision" in skill assignment (at least to the degree of classic L1). Though I don't think I want anything as extreme as Lemmings 3D or even L3, unsure I don't have much experience with L3.

2) Logic based puzzles instead of "trick" based puzzles

I consider there to be 2 (maybe more but I won't discuss them here) basic types of Lemming puzzles. A "trick" level is one that requires use of some type of features or mechanic of some skill or object or gameplay itself, that may or may not be intuitive. I don't mean to say that these levels are bad (some of my favorites are these type) but they have faults: Often, a level like this may appear very difficult at first, if one does not know the trick involved. However, once one is made aware of the trick it can becomes trivial. They often can be solved quickly and easily the second time around or quickly at first if one knows the trick from the start.
A pure logic level on the other hand relies on no such trick but rather simple reasoning; timing, order of skill assignments etc. These levels may not rely on any intuitive or non-intuitive knowledge of the mechanics. They may remain difficult even after solving as the number of steps required to remember may be large (or not they could be very easy as well).
Now, it's probably fair to say that most levels don't strictly fall into one or another category but are a mix of the two. And based on all the custom levels I've played over the years it seems logical puzzles are more difficult to create. In any case, I'd like to focus on the latter.

This means some core concepts of L1 will be changed such as; builders will not longer always turn around. If a builder hits an obstacle and could keep walking onward; they will. Almost everyone gets stumped at Postcard from Lemmingland during their first playthrough of that game. Why? I think it's fair to say because the fact that a builder always turns around when being stopped prematurely is not an intuitive design. Why should they turn around? It was an arbitrary design choice. It seems natural to us; only because we're used to it. Of course there are solutions that don't require that trick, but most people seem to resort to that one. At least one solution I know is more clever and also more difficult to see and arguably doesn't rely on any such tricks.

3) Ease of Use/intuitiveness

The sign of a good game imo is when the player starts it up, begins playing and feels like it makes sense from the very beginning. It may take a while or may not be easy for example the player may get stumped at something for a while but when they finally figure it out the reaction should be: "Oh! of course, why didn't I think of that! Or that's clever or elegant!" NOT: "how would I have ever known to do that???"

see #2; level design should not come down to obscure mechanics that don't seem to  propagate naturally from the rules.

Graphics are big thing for me here; there will be no "true physics mode" in my game because it won't be necessary. Terrain should always look like terrain, a button should look like a button, steel.. etc. Background images/colors should not be confused with foreground.

(to be continued......)

L2Player / Re: Dev Journal
« on: July 29, 2022, 11:34:53 PM »
First of all: thanks so much for doing this! It looks like it's coming along great so far!!

I'm not alowed to post to the topic on the test release so I'll ask here:

So I need to run this program within DOS Box? or is it supposed to run alone? Is it compatible with DOS Launcher?

Lix Main / Re: trampoline bug? unexpected behavoir?
« on: July 18, 2022, 01:42:45 AM »
I would personally think that vertically, it should always produce the same arc, or at least that levels should be designed so that slight differences don't have significant impact on the result. I'm a bit less decided on horizontal offsets. Different arc depending on the distance fallen onto it and/or whether the lix is a floater is something I could see going either way.

interesting cause my intuition is the opposite; "realistically speaking" [which i don't know if that's what you're going for anyway] falling from higher means bouncing higher so a higher fall/floaters would effect vertical height. I'm not so sure about horizontal movement. Simplicity is probably best here, imo. Honestly up until now nothing about Lix's tumbling and bouncing behavior seemed off to me; felt natural, intuitive and understood quickly, so :thumbsup:

It could be that a lix coming into contact with a trampoline always follows the exact same arc, and goes to the same spot. That would be simple and intuitive (maybe not so much) but idk if that's best. From what I remember of L2; going different places with the trampoline can get finicky real quick.

Lix Main / Re: trampoline bug? unexpected behavoir?
« on: July 16, 2022, 01:16:47 AM »
ah turns out it had a [somewhat] simple explanation!

Thanks! Explanation:
It's not a bug to me. Or would you expect the flinger to always move the lix to the flinger's center, and only then assign the speed, to always guarantee the same arc?

Honestly; I would expect the latter; that would be my but reaction in this particular case. Trampoline seems to me like something static but then I don't have experience with L2; where it operates very finnicky.

Lix Main / trampoline bug? unexpected behavoir?
« on: July 10, 2022, 01:11:15 AM »
it's been a while since I've played Lix so I have no idea if what I encountered here is a bug or just expected behavior I'm not familiar with. I'm using 0.9.41. I attached a replay from the level "Recycling Plant" from the community pack. Near the end when the pack of lix are going into the trampoline toward the exit; around 90% or more of them (all coming from the same direction and no runners or anything) land precisely in the same spot, as expected, but for some reason several of them hit a different spot and subsequently get turned around.

Levels for other engines / Re: [Lemmings 2] Quest From Kieran 2
« on: July 07, 2022, 01:11:57 AM »
could I get some general hints for the space tribe? I cannot solve a single level, I feel like I'm missing some major things about how these skills work.

A major point with every level I've tried so far is; how to turn the worker around?? Magnobooter can't do anything in any position other than right side up correct? Are they effected by mortar blasts? Is there a way to turn a jetpacker around?
Level specific hints are welcome as well.

NeoLemmix Levels / Re: Revenge of the Lemmings 2022
« on: July 03, 2022, 04:12:45 PM »
made a tiny update: I screwed up the last update I did (when removing the "where do I dig next?" level; two levels had the same title; should be fixed now.

[link in first post]

NeoLemmix Levels / Re: [NL] Mobilems (2022)
« on: July 02, 2022, 11:16:59 PM »
Thanks for all the helpful feedback :thumbsup:
I've started watching the LP and noticed some backroutes already. I'll release an update sometime soon.

On my version (except for the graphic card which I don't feel like fixing) friendly is spelled correctly; so I don't know why its showing up wrong for others.

Lemmings Main / Everything by mobius
« on: April 10, 2022, 12:05:10 AM »
after maybe 10 actual years I finally got around to making one of these topics for myself :forehead:

my own levelpack, mobilems;
first version released around 2013; updated 2022:

Clammings; levelpack compiling levels by Clam in Neolemmix; updated 2022:

InsaneSteve's World; levelpack compiling levels by InsaneSteve in Neolemmix; updated 2021

Revenge of the Lemmings; a massive community driven compiliation levelpack of many different authors:

NeoLemmix Levels / Re: [NL] Mobilems 2022
« on: April 09, 2022, 01:38:48 AM »
ok, I fixed the pack so one can just extract it to the main Neolemmix folder. Contains (levels, music, replay).

Friendly 19's replay will Not work due to the swimmer change as the swimmer falls off the bottom of the screen. The level needs a fix. All others work, although I had to rearrange them to match the correct level.

Just extract the rar to your main Neolemmix folder(will fall into place)

I didn't know about this issue. I'll look into it.

lol I finally got around to this a year later. This pack is now updated for the current version and that level is fixed; as well as the title changed now to simple "Mobilems".

for me must have been "Devil's Right Hand" by Nespter (which is part of Nepsterlems, last rank, the only level I've solved of the last rank at present)
Took me 4 years to figure it out, coming back to it on and off only intermittently. I solved this/played it not in Nepsterlems but in the small 10-level pack Nepster released prior to this.

Second to that was Clam's level "Evacuating a Retirement Home" which was several years prior, but that took me several days and I finally solved it while bored at my job at the time. :D

Forum Games / Re: many words from one
« on: March 30, 2022, 02:12:09 AM »
does a plural word count as a separate word from the singular version?

[btw I haven't forgotten just too tired and lazy to be assed to look at my book for the answers to the first word Knowledge]

NeoLemmix Levels / Re: Revenge of the Lemmings 2022
« on: March 26, 2022, 05:22:54 PM »
I just made a minor update: I realized only after uploading that the level "Where do I dig next?" [devious] was essentially a recreation of "Hello John Got a New Lemming" [level from NES lemmings]. So I've swapped that with another level from the outtakes rank. --"Tougher Egyptian level" but changed the title.

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