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Messages - Crane

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I think I got the intended solution to "Runnin' Through Castles" - some parts were painfully precise though

Version 9 of Blood Born.  Lemmings increased from 50 to 80, and I'm going to risk removing the steel plate from under the snake to see if it opens up a new backroute or not.  If it does, I'll put it back in.

Still not quite intended, but it's getting closer and less drastic.  This was relatively easy to fix though... I just had to increase the number of lemmings.  I am going to try something though...

My solution to "Runnin' Through Castles" - probably a backroute as I have a lot of tools left over.

I would like to withdraw Blood Born until further notice. The level is completely broken and I cannot find a solution to it. It will require a complete overhaul. I'm sorry.

A big congratulations tan x dx.  I got as far as fourth place, I think.  Not bad, I guess!

It seems I didn't make the arrows low enough in "Blood Born" - updated!

Yep, "Are you kidding me?!" is intended... at least the solution is designed to make people say that!

Contests / Re: Level Solving Contest #4
« on: May 09, 2019, 03:40:32 pm »
You're welcome. I figured I needed something new and much harder to optimise. With most Lemmings saved, I was able to get 99% with every attempt at getting 100% failing, and I figured most people would get this score, while with fewest skills used, the minimum target is too loose for it to be practical.

I can't remember if I needed the tight time limit to patch a backroute or not, but I've removed it for now in V2 (yes, it was a backroute, and the way I had to patch it is tacky).

Contests / Level Solving Contest #4
« on: May 08, 2019, 02:11:35 am »
Welcome to the 4th instalment of this contest.  This is the first contest that I've hosted, so go easy on me.

This one is unfortunately NeoLemmix only, and uses an existing level.  I just had to wait until the end of the Level of the Year contest or at least until the level was eliminated, so as to not influence the vote.  The level in question is "It's Lemmings, Doofus!", and the challenge, should you choose to accept, is to solve it using as few different types of skill as possible - e.g. solving it with 5 Bashers counts as 1 type, but solving it with 2 Bashers and 1 Miner counts as 2 types, so scores lower.  If there's a tie, the secondary category is highest number of Lemmings saved, and if that is also tied, then the tertiary category is the lowest number of skills used overall.  Winner gets to host the next contest, or nominate another to run it.

Submit replays via PM.  Deadline for solutions is 8th June 2019, 11:59pm.  In case Colorful Arty releases a new version of the level, find attached the version that will be used for this contest.

So to reiterate, judgment is based on categories in the following order:
  • Primary: Fewest types of skill used
  • Secondary: Most Lemmings saved
  • Tertiary: Fewest skills used overall
Good luck, have fun!


Submissions so far:
  • Forestidia / Simon (joint effort)
  • Minim

Contests / Re: Level Design Contest #17
« on: May 06, 2019, 07:38:36 pm »
Is the deadline tonight or tomorrow? Midnight is confusing as it's unclear as to which day it falls on.

Live Event Scheduling / Re: Arty's streams
« on: May 05, 2019, 05:56:25 pm »
Will you be doing the competition levels again? I wanna hear you rage!

Contests / Re: Level Design Contest #17
« on: May 02, 2019, 11:28:14 pm »
For the single tile rule, can the tile be rotated and flipped as well, or must they all be the same orientation?

NeoLemmix Main / Re: Secondary animations for triggered objects
« on: May 02, 2019, 10:41:17 pm »
The trouble with the example video shown is that it looks like the flashing light is just a second object behind the bear trap.  If it, say, turns off when the trap is disarmed, then it's a little more convincing.

One thing I wondered if was possible is to have a fire trap that only animates if a lemming is being fried by it.  For example, an innocuous nozzle (no animation, or extremely basic) that suddenly emits a menacing blue and green gas flame (think a gas cooker) when a lemming walks on it, without switching off until there are no more lemmings.

I didn't mean a group of 16 levels, but I didn't word that too well. Round 2.1 to 2.4 as you're doing now, with hopefully 2 survivors apiece.

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