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Messages - IchoTolot

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First, welcome to the forum (althuogh I think I recognise the name from Discord ;)) and good luck and ideas making the pack! :)

Contests / Lemmings Forums Level Contest #26 - Results
« on: November 27, 2022, 03:11:10 PM »
Ladies and gentleman, we've got our final results! :)

The winning levels are:

NieSch's "Blocker from Hell"


NieSch's "Wee Walk in Winter Wonderland"

Congratulations to NieSch for winning the contest! :thumbsup:

Congratulations to Armani therefore for reaching the 2nd place with:

Armani's "There's a Sniper in the Forest"

Choice for the prize for the first place is either:

- a month's advertising on the forum's news ticker
- picking the next contest's rules
- US $5.00 (PayPal would be the easiest here I think).

Contests / Re: Level Design Contest #WasteMyTime
« on: November 26, 2022, 10:00:59 PM »
My entry is ready. 8-)

Level + replay + Music file (put it in the "music" folder) attached.

Buttons, Neutrals, Stoners, Teleporters and Locked Exits with buttons are being used.

Contests / Re: Level Design Contest #WasteMyTime
« on: November 25, 2022, 10:41:31 PM »
General question (if there ever is a next time), would it have been more interesting (as in, ruling out more trivial solutions) to restrict it to something much smaller, like 50x50?

I think the size is not the big problem here. Let's say even in very tiny spaces people can get quite creative here. ;)

I can already see things working with a slow + locked Release Rate and waiting for like 1000 Lems coming out.

Contests / Re: Level Design Contest #WasteMyTime
« on: November 25, 2022, 11:54:10 AM »
I will join in!  :thumbsup:

To the normal ruleset (500 secs + 200x200 size) I will add an extra challenge for me:

- Make it a fun, easy, but serious lemming puzzle aka. no extremely cheesy design while coming close to/be exact  500 secs. 8-)

Three easy steps to start:

1.) Get the player:

2.) Get the styles (extract it inside the Player's folder):
Download link on the same page  right next to the player.

3.) Get the editor (put it in the same folder as the player):

--> Ready to go, be it be playing or creating. 8-)

Final round is up! :)

In Development / Re: Something in progress - No name yet
« on: November 20, 2022, 08:36:14 PM »
Will 100% play this! :thumbsup:

First things first though there are still Uncharted backroutes to re-solve and some other stuff. ;)

NeoLemmix Levels / Re: [NeoLemmix] PimoLems [Difficulty: Medium]
« on: November 20, 2022, 08:30:44 PM »
V 3.5 is out! :)

Backroute fixes based on kaywhyn's replays:

- 1 05 (added steel)

- 2 13 (added flamer)
- 2 14 (added trap)

- 3 05 (1 builder is now a pick-up)
- 3 07 (exits now have limiter)
- 3 08 (added trap)

- 4 07 (extended OWW)
- 4 09 (added OWW)
- 4 13 (changed exit area, added OWW)
- 4 15 (added steel)
- 4 17 (added trap)
- 4 18 (added trap, 3 builders are now pick-ups)

- 5 04 (removed the blockers)
- 5 12 (removed the bomber, added a OWW)

- 6 10 (1 builder is now a pick-up)
- 6 15 (removed 1 builder)
- 6 18 (1 builder is now a pick-up)

- 8 08 (added a OWW)
- 8 15 (2 builders are now a pick-ups)
- 8 18 (some terrain changes)

Semi finals are up! :)

Moving on to the Mixed Rounds! :)

Next round is up! :)

NeoLemmix Levels / Re: [NeoLemmix] PimoLems [Difficulty: Medium]
« on: November 09, 2022, 09:28:50 PM »
Thanks for the replays - will look through them when I find the time. :)

(Also I need to find some time to look through Swerdis's Reunion vids at some point. ;P)

Voting for the next rule is up! :)

I think get the behavior.

Normally I thought it was a rule that a lemming can step through a thin ceiling. In reality it is just a general example of the ascending behavior:

- A lemming walking through a 1 pixel line of empty space can step up through a thin ceiling. The step up can be up to 6 pixels and as he still needs to ascend through the empty space the ceiling can't be 6 pixels.

Here we have the extreme case that a lemming is already inside terrain and steps up 6 pixels again.  Especially he having 6 pixels of solid (steel) terrain above (not infront of) him is the counterintuitive thing .

If there is a problem to solve it would be this part maybe - the way he initially already gets 2 pixels inside the ceiling and later just going through 6 solid terrain pixels above him - by just ignoring all overhangs while ascending:

5. Lemming B continues to ascend. Because ascenders don't check for overhangs (only for a gap, or for reaching the 6px maximum ascend distance), he continues to ascend until he has ascended a total of 6 pixels.

I think this could be a very far reaching physics change though as it would affect general common behavior and maybe is another case of "things new engines will need to think about".

At least, I would advocate for a "please do not rely on this!" warning. As without in-depth knowledge of the inner workings no one would consider this possible and even in an "Expert" rank it would be highly unfair (+ extremely precise), at least in in my opinion! :)

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