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Messages - kaywhyn

#1
Quote from: IchoTolot on October 11, 2024, 11:02:00 AMFinally found time to solve the pack!

Some really nice levels in here!  :thumbsup:

I attached my solutions and will probably soon start to record them up.  8-)

Got another pack suggestion for you, and that is Zemmings Volume 3 and any levels beyond them in it you might not yet have played:

https://www.lemmingsforums.net/index.php?topic=5207.0

I know you'll love the new levels in the Cloud style! :thumbsup:
#2
NeoLemmix Levels / Re: Renaissance Lemmings
October 05, 2024, 12:01:15 AM
Hello @∫tan x and @Dexter,

Finally got around to recording video solutions for this pack. Took me long enough :laugh: These replays have been sitting on my hard drive for a long time

Link to playlist: https://www.youtube.com/playlist?list=PLbp2m4KlFpJvH4PMpo-uNuf4AAvIdCGEt. Enjoy! :P
#3
Quote from: Ron_Stard on October 01, 2024, 09:50:27 PMThank you for the hard work!
Just let me edit the levelpak file to remove the levels that are not from SMS, because by default, all those levels are already on SuperLemminiToo. Are you OK with this, before I create a new post for your edition and credit you?  :thumbsup:

Oh absolutely! :thumbsup: Do as you like and go right ahead with the levelpack.ini file editing :) Thanks for the credit :thumbsup:   
#4
Hi @Ron_Stard,

I finally got everything sorted out, and I got to say it was a lot of work but finally got it done :thumbsup: Here's the SMS zip with the corrected levels attached. I've also attached the special_sega styles along with a few of the pieces I used to edit some of the levels.

As you correctly suspected, the exits for the Sega levels were all a pixel too high. I have corrected that by lowering the exits 1 pixel so that the Lemmings exit properly.

That wasn't the only issue. Another is the dripping waterdrop faucet trap is missing. I'm guessing the person who compiled the Sega levels for Lemmini wasn't able to obtain or find the graphic for it. So, I've added the trap in to all the Sega levels. There's one per level except for both Sega 5's which doesn't have the trap at all. For reference, on Sega One it's at the bottom to the left of the entrance. For Sega Two and Sega Three, the trap is on the far right of the level. Finally, on Sega Four the trap is on the far left of the level.

In addition, some parts of the levels looked a bit different from the originals, and so I went through the pain of trying to remember how to add pieces to the very early NL editor and then tried to match the level appearances. For example, after putting in the waterdrop faucet trap, there were some gray lines between the black spaces. To get rid of the gray lines, I used the really small black line pieces to line them up with the gray lines and then made it an eraser piece. It needs to be an eraser, because if not then there's a very faint dark blue against the black background.

As another example, on Sega Two, to the right and up from the exit the pipes are all connected. However, for the Lemmini version of the level there is a gap, and so I added the corresponding pipe piece to the editor and closed off the gap. Similarly, on Sega Three in the original the pipe on the far right of the level is short, but for some reason the pipe is longer on the Lemmini version. So, just added the long pipe piece and made it an eraser to get rid of it. Then I added the correct small pipe piece and added the waterdrop faucet trap over it, which of course is set to "no overwrite."

Once I made the edits, I of course went over them in SuperLemmini to make sure all the traps and exits worked properly, and they did. So, they should all work fine now on SuperLemminiToo :thumbsup:

As for the extraction, you just need to drop them in the root.lzp zip file in the data folder of SuperLemminiToo. I've put the extras folder inside the levels folder, and similarly I've already put the special_sega style folder inside the "styles" folder in the zip attached below.

I checked the other levels besides the 5 special levels of the Genesis/Megadrive port and they all work fine, so fortunately they didn't need to be edited. I was able to complete those levels without issues :) So, everything is confirmed to be working  :thumbsup:

Quote from: Ron_Stard on September 30, 2024, 01:24:06 PMAnd by the way, I also think the Mega Drive/Genesis levels should be included on SuperLemminiToo. If I recall correctly, they are attached somewhere in this forum, probably in the SuperLemmini post - I also have attached here those levels, I'm not sure if they would work on SuperLemminiToo because I have not tested them. Sorry  :-[


Yup, you're correct about the Genesis/Megadrive levels in the SuperLemmini topic:

https://www.lemmingsforums.net/index.php?topic=1793.msg44598#msg44598

It's the second-to-last link at the bottom of Tsyu's post. To that end, I've pasted the download link for the Genesis/Megadrive to your post in this topic :thumbsup:

That's why I removed the 5 special levels from the zip, because those can be included if one downloads the Genesis/Megadrive levels from Tsyu's post or from your OP in this topic ;) Also, I edited the levelpack.ini by removing any mention of the special Genesis/Megadrive levels.
#5
Lemmini / Re: [SUPERLEMMINI] Ron Stard's Rodents
September 30, 2024, 11:23:39 AM
@Ron_Stard

Same thing, my video solutions for the SuperLemmini version of the pack have been up for some time. Not sure why I didn't link to them before either at the time I uploaded them! :forehead:

Link here: https://www.youtube.com/playlist?list=PLbp2m4KlFpJtC7z01fbEiDH7JsIc9eetG Enjoy! :P 
#6
NeoLemmix Levels / Re: Ron Stard's Rodents
September 30, 2024, 11:19:40 AM
@Ron_Stard

Video solutions to the pack have been up for a while. Not sure why I didn't link to my playlist before :forehead:

Anyway, here's the link:

https://www.youtube.com/playlist?list=PLbp2m4KlFpJvLG3YZmOcY6veFNq1YOPLU Enjoy! :P 
#7
Site Discussion / Re: Inconsistent PM email notifications
September 29, 2024, 10:15:42 PM
Quote from: Simon on September 28, 2024, 06:25:47 AMOn LF homepage, I get a popup for new PMs. I.e., kaywhyn's bug about the missing popup doesn't reproduce here.

Ok, thanks. I had a feeling that it still works with the new software but that it's not working for me for whatever reason. I got a PM from Strato this morning and once again I didn't get the pop-up window on the LF site notifying me of one even though I have the setting/preference enabled in my profile. I did get the email notification, though, and that's been working for me ever since I checked both email options for PMs from a few weeks ago.

Weird the emails haven't worked for you.

edit: Checked permissions in Firefox and I have it set to allow permissions for pop-ups on the LF site. Anything else to check?
#8
Lemmini / Re: Lemmings 2 - Classic Tribe Levels
September 29, 2024, 10:11:22 PM
Hi @Ron_Stard,

Was just thinking about you yesterday, as I was going through the playlists on my Youtube channel and found my solutions to your Ron_Stard Rodents packs for both NL and SuperLemmini :laugh: Nice to hear from you again after so long.

I checked the levels in SuperLemmini/SuperLemminiToo and the Lemmings do exit, but the exits in all the levels are all a pixel too high, meaning you need to build right where the exit is so that the Lemmings will exit. However, this will render some of the levels impossible with the given skillset since you don't always have spare builders to do so. So, the answer is to simply lower the exits by at least a pixel.

Also, Lemmini checks for triggers differently than on SuperLemmini. On Lemmini, the trigger is at the Lemming's belly, while on SuperLemmini it checks at the foot, the latter of which is what the official games do. That explains why for the former it's much harder to avoid traps by building over them but also why it's impossible to take the route through the needle traps on Taxing 4 of L1 on Lemmini, for example. At the same time, that's also why there's a lot of leniency and leeway when Lemmings exit on Lemmini. So, even though Lemmini levels should work on SuperLemmini without needing to edit the levels themselves, this doesn't automatically mean that packs originally made for Lemmini should all work on SuperLemmini without issues. There can be problems with trap triggers so that they work on Lemmini but not SuperLemmini, and similarly for exits. I definitely know this from experience with some packs I've converted to SuperLemmini. It's annoying to have to go through each level to make sure they all work as intended, but it's a good practice to follow to ensure the levels aren't impossible.

edit: Attached the zip with the levels corrected so that the Lemmings now exit properly! Here, I lowered all exits by a pixel, (with the exceptions of Classic 5 and 10, where I lowered them by 3 pixels in order to allow plenty of leg room so that you don't need extreme precision to build over the exits) saved the levels, and played through all of them to make sure they exit properly, which they do ;) All levels are confirmed possible, as I have a working replay for all of them. I may attach replays at a later time. I also have the levels unedited for Lemmini, and they should all work without issues since the Lemmings 2 Classic Tribe Remake was originally made for Lemmini and not SuperLemmini, especially as I played and completed all the levels from a while back even though I didn't save any replays.

@Ron_Stard

Feel free to replace the zip in the OP with this one! ;) I'll also be more than happy to do the same with correcting the SMS levels for SuperLemmini too! :thumbsup: 
#9
All rightie, videos of my solutions are finally up! :)

https://www.youtube.com/playlist?list=PLbp2m4KlFpJtW4Sqk0dLy28Kz8zMajaf2 Enjoy! :P
#10
New Objects / Re: New objects general discussion
September 28, 2024, 08:35:36 PM
All rightie, I have solved all of @GigaLems' new objects levels which can be found in this topic: https://www.lemmingsforums.net/index.php?topic=5872.0

Here are my replays. I've also have video solutions to these levels, as well as GigaLems' intended solutions to them for comparison:

https://www.youtube.com/playlist?list=PLbp2m4KlFpJtzFzzvjWtoZFWqZvdHlGnX. Enjoy! :P

"Swiss Army Strife," "Re-enlistment," "Death Liquidation," and "Insane in the Pipe Frame" should all be pretty bad backroutes :P Though the first one in a way kind of looks more to be an alternative rather than a backroute. Same thing with " "Santa's Little Shortcuts," though I believe that because this builder/platformer thing for portals got fixed (https://www.lemmingsforums.net/index.php?topic=5864.15), I think that's why it's not necessary to come from the other side to build.

Spoiler
If you let a Lemming platform and then build after he uses the portal, Lemmings following will fall instead of following the builder. I'm guessing it's just due to where the Lemming's pin is when they go through the portal and explains why they can't use the builder bridge. It seems to not be in their path as well.

Everything else is likely acceptable/intended ;) Nice levels to showcase the new objects in NL V12.13, and certainly GigaLems' intended solutions to the ones I severely backrouted are far more impressive than my solutions :P  My favorites here were "Pierce the Flames," "Crank the Flow," and "Santa's Little Shortcuts"! :thumbsup:

I think seeing the intended solutions have given me some new objects level ideas of my own, even if I don't think I'll be making heavy use of them in general :laugh:      
#11
Site Discussion / Re: Inconsistent PM email notifications
September 28, 2024, 05:08:57 AM
Quote from: namida on September 28, 2024, 04:37:52 AMHas anyone else had similar issues?

I used to once the Forums switched to the new software, but not anymore. I think what fixed the problem for me was to enable both email options under the "Personal Messages" when you click your profile at the top of the LF site and go to "Notifications." In my case, I think I had the "When I receive a new personal message" already enabled when the site transferred to the new software, but the other one, "When I receive a reply to a personal message" wasn't. That was when Strato replied to my PM on September 9, for which I didn't receive an email notification for. Once I enabled the second one, I haven't had issues with getting email notifications for PMs since.

I do kind of miss the pop-up window that you get on the LF site when you refreshed the site or navigated somewhere else on the site which said something like "You have received a new PM. Would you like to view it now?" or something like that and when you click to view it a new tab would open. Unless those pop-ups still happen and it's just not functioning correctly? ??? Both alerts options are enabled under Personal Messages on my profile, but this one seems to just be a number counter appearing on "My Messages" at the top of the LF site, so maybe that's the replacement for the pop-up window now? Of course, if you happen to miss the appearance of the number counter on the "My Messages" tab (for example, you weren't at the top of the site when you refreshed the page), then there's the email notification to let you know instead, if that's working. 
#12
Hello @GigaLem,

I have finally uploaded my solutions to this sampler pack of yours:

https://www.youtube.com/playlist?list=PLbp2m4KlFpJspt0CU5bBltKWzstRukxZY

It was really nice seeing these levels again after so long. I remember wishing it was longer, as I remembered that I enjoyed this sampler very much :thumbsup: 
#13
Hello GigaLem,

I have completed the pack. My replays are attached and of course some feedback. I've also attached Business 3 that has the correct music track assigned to it. GigaLem says that he uploaded a hotfix for that but I don't see the change at all for it ??? In addition, the switch lever in the plom_neonkishuya style is missing the "doorgate" sound file in the sound folder, which means it doesn't make a sound when the Millas push it by passing through the trigger for it. It seems to have not been included in the sound folder for the download of the pack.

edit: Found it and attached the doorgate sound file now!

Also, link to my LP: https://www.youtube.com/playlist?list=PLbp2m4KlFpJvPzCXI9CQTm-yZx8N_nXQc. Enjoy!  :P

General Feedback

Festival Millas 2023 is another level pack in the Festival Millas series by GigaLem, following FM2022. As the title menu of the pack says, it is the sixth volume in the series. The pack's theme is based on a vacation GigaLem had to California that year to visit Plom510. I had the pleasure of meeting up with the both of them in-person that time ;) I must say, it was pretty awesome meeting up with actual Lemmings Forumers in-person. It was definitely a lot of fun even though it was blazing, super hot that time. Even then, we were indoors at an arcade the entire time, but the heat was still pretty unbearable at times. I'll always remember the exact day we met up, because it was the day before my sister's birthday.

The title menu says the pack is by both GigaLem and Plom510, though here Plom510's sole contribution is the graphics and styles. There aren't any levels by the latter in this pack at all. Instead, the levels are all either by GigaLem or an incomplete level by Wafflem and then GigaLem finished several of them up to include for this pack. I must say I'm quite impressed with what GigaLem was able to make with them. I'm sure Wafflem would be impressed himself with them too if he hasn't seen them yet. We here at the Lemmings Forums hope he's all right and that he makes a reappearance sooner rather than later. His legacy definitely carries on, as does that of those who have been inactive for a while too (Nepster, Clam, etc).

Compared to FM2022, FM2023 is much easier IMO. Due to the high difficulty of FM2022, I expected things to get pretty hairy, especially near the end of the ranks, but that wasn't really the case here. Not to mention I'm amused I didn't lose much of my touch with NL even though it's been about 1.5 months since the last time I LPed a custom Lemmings pack. At the same time, this hiatus from Lemmings was only about half as long between my last LP of a NL pack to this one. 3 months away makes a much bigger difference, though that all depends on the difficulty, as my skills rusting up displays far better with the harder ones. Of course, there's other factors too, such as if a difficult level is solid in enforcing its solution and not prone to backroutes, for example.

Overall, I still enjoyed FM2023 very much despite it being on the easier side. There's still some true gems in the pack, and I even found a few levels I consider LOTY2024 nomination worthy! :thumbsup: Well done with the pack, GigaLem and Plom510! :)

Economy Rank Feedback

The first rank of the feedback, there wasn't really anything too difficult here, other than Economy 4 and 5 IMO. These were nice levels overall for a first rank. There is a recurring theme that was seen in the previous FM packs too, in particular excessive climber/shimmier assignments. I personally am not a fan of such levels where you need to repeatedly assign a lot of the same skill, especially if it's in a short amount of time, but luckily this is the only level in the pack where you have to do so, and doing it in a short amount of time is not necessary at all.

Spoiler
Economy 1 - B-line to the Shang Tu Airport Nice level to start off the pack. I especially like the start where it's either jump or platform over and you're not sure which one until you have played the level for a bit. I chose wrong with the jumping :laugh: My only critique here is the mining at the very far right is a bit precise, but that can easily be reduced with another steel plate. Re-using the fencer tunnel to jump over the exit in order to release the crowd with a basher is pretty clever :thumbsup:

Economy 2 - Globe Trotting Paradise Harder than the previous level but a really nice no constructives level. Even with just digging destructive skills it wasn't easy to figure out how to go about each area of the level. Cancelling will be necessary, and that won't be a problem since you have an unlimited amount of the walker skill. Great level!

Economy 4 - Chaos of the Holiday Probably the hardest level of the rank IMO. A lot of my attempts kept running out of skills, though as usual I try to see where I could tweak stuff so as to save skills for later on. There was an approach I thought about doing, I just didn't carry it out properly or far enough to see that it could still be converted into a solve later.

Economy 5 - A Mess in the Vacation Home Somewhat challenging but not as difficult as the previous level IMO. The hardest part here was figuring out how to get everyone up to the exit, especially with just one builder and also to hit all the buttons at the very top of the level. This was still a pretty nice challenge.

Economy 6 - Lifeguard on Duty Nice 1 Milla level who needs to rescue the neutrals and also get the buttons at the bottom. The neutrals make the level challenging by you needing to remember that you must have the pre-assigned regular Milla around to do the building to help the neutrals up, as neutrals cannot be assigned skills. Very nice level to finish off the rank! :thumbsup:

Premium Rank Feedback

Levels are a bit harder here but still nothing very challenging.

Spoiler
Premium 1 - Walking off after a Ruff Landing Should be a backroute, considering that I didn't use the far right side of the level, though I initially did but saw that I was a constructive skill short when in fact there's a way around it by substituting the platforming with another skill as I saw from a solution I saw  :forehead: Still, nice level to start off the rank.

Premium 2 - Moral Neutral Hard level but one of the best IMO. Another recurring theme with keeping a shimmier going for a while in order to accomplish tasks in the level that the regular Milla can't, such as reaching most of the buttons. The hardest part was probably figuring out how to get the constructive skills in place to help the shimmier while also being able to make it to the bottom of the level to release the neutral shimmier. Also with figuring out where to shoot the lasers so that the shimmier doesn't get interrupted. That was a really nice touch with using the teleporter and then making her way back to finally free the shimmier. I made the mistake of thinking that she needs to be released on the first opportunity you're able to get to the bottom of the level :forehead: The walker skill's purpose seems to just be to able to delay the Milla from the entrance long enough in order to allow the neutral to disarm the trap by the exit. Well done with this level, GigaLem! :thumbsup:

Premium 3 - Life in the Crossroads Easier than the previous level. Another recurring theme of extending digging destructive skills which has seen prominence in the other FM packs. Once I figured out what the stoner was for, then it's clear how to extend the miner in both directions with the use of the cloner.

Premium 4 - Dark Ride Difficulties Sorry, very bad backroute :P Can easily be fixed by making one of the OWWs thicker so that you can't bomb through as easily. Making one of them impossible to get through with two bombers will be enough to stop my backroute ;)

Premium 5 - Uno Sacramento Por Favor Harder than the previous level, though the only difficult part was keeping everyone safe at the start, given the somewhat high RR. Luckily, there was a spare builder and slider to help the second Milla come back towards the right to be contained with the others. Also figuring out that laser in a way that a climber can go over the top to prepare the rest of the way. Everything else was smooth sailing from there.

Premium 6 - The Path is Shaved with Chill Intentions Probably just as hard as Premium 2, though here the biggest problem I had was turning around in order to finish up the other gaps. Later on, I just realized that I could just platform twice at the top in order to land on the raised area which would be a safe drop. It was smooth sailing from there. Nice level to finish off the rank!


Business Rank Feedback

I expected levels here to be far harder than the ones in the previous ranks, and indeed I found this rank to be much harder than the final rank of First Class. Business 2 through 4 were all challenging in their own ways, though I found Business 3 and 4 harder than Business 2, with probably Business 3 being the hardest of the entire pack. Hence, it can definitely fit for the end of the rank.
   
Spoiler
Business 1 - Pilot Light Fight Looks somewhat challenging but it wasn't that bad. The hardest part was just figuring out how to get everyone up and hit all switches while not losing too many. Once more, another nice rank starter.

Business 2 - Somewhere under the Rainbow Hard one. I found it difficult to figure out how to keep everyone safe at the start and then be able to release everyone at the end, as well as how to go about getting all the buttons. Turns out I had the right approach with mining the blockers free, but I did it from the wrong side and instead found a different way to release everyone :XD: At the end, the slider was stuck in an endless loop, but I luckily had a spare digger to release her. Looks to be an alternative rather than a backroute ;)

Business 3 - Everyone can clock out Early! Hardest level of the pack IMO. Apparently this took me an hour to get solved!  :XD: It wasn't easy at all to figure out how to best use the skills in any part of the level, as well as how to best use the pioneers. Seems my solution is similar to another one I saw, the only difference is just the order of when the tasks were done. Skills are definitely a problem here, and also with preventing climbers from getting into danger with climbing into a trap or splatting. Nice level, but yea, really hard level!

Business 4 - Lotus Road Another hard level but one of the best levels IMO. After playing the level for a bit, it should be clear that you must extend the miner and fencer and therefore the builders both get locked into place. I definitely had some wrong approaches at first, especially with how to stop the splatting at the stop. In particular, I thought to use both the stoner and stacker to prevent splatting, but this turned out to be completely wrong. It would had worked except the glider bounces off the stacker and therefore doesn't go all the way to the far left of the level later on in order to get the bottom left button. Turns out I just need to tweak the stoner position, where using a stoner to stop the splatting is enough, by putting it on the trigger area of the anti-splat pad. Everything else fell into place, and the stacker just needs to be moved somewhere else, though as I later saw the stacker can probably be spared and doesn't need to be used depending on how one approaches the level. Well done with the level, GigaLem! :thumbsup:

Business 5 - Satellite Maintenance Much easier than the previous 3 levels, especially as the save requirement is quite generous and there's way more than enough skills. It looks difficult but is easier than it appears. This was still a nice level  ;)

Business 6 - Clockwork Castle Another one that looks difficult but is certainly not the hardest of the rank despite being the rank finisher. Once more, there's more than enough skills here and the save requirement is quite generous.     


First Class Rank Feedback

Being the final rank, these should be the hardest levels the pack has to offer, but as already mentioned, I found the Business rank to be far harder than this one. Business 2 through 4 can easily be First Class rank levels instead, and possibly with the exception of First Class 2 and 3, the First Class levels in the same positions can easily swap with them.

Spoiler
First Class 1 - All of this is too much to Lake Another nice rank starter and one that wasn't too bad either. The hardest part was probably just keeping everyone safe and being able to release them, but even this part isn't hard. I was simply worried that I wouldn't have enough skills to do the rest of the level by doing so. Despite the limited skillset, there seems to be multiple ways to do the level.

First Class 2 - No one lives forever! Hard one for me, though I apparently missed a more straightforward way through the level. It definitely doesn't help that I used the wrong skills at the wrong places and hence that caused me to miss that approach even though I've initially tried it that way. As usual, another nice level with the terrain spelling out the year.

First Class 3 - Nostalgia Pandering Another hard one, with the hardest part being able to figure out how to get up to the exit with the very limited amount of skills, as well as not losing too many. Seems the key here is to get as high up as possible at the bottom before you finally start building. The cloners also seem to be very important in order to help with this. Nice challenging level!

First Class 4 - Haste the Rainbow Looks difficult but it really isn't that bad once I figured out what the walkers, jumpers, and shimmiers were for. Here there's the recurring theme of extending a basher that is prominent in the other FM packs too.

First Class 5 - Neither Pier nor There Can probably be considered one of the hardest levels of the pack along with Business 3, but this one isn't as bad IMO and I also consider quite possibly the best level of the pack! :thumbsup: It's another one of those 1 Milla levels but is definitely the hardest one of all the other ones that are found in the pack, such as Economy 6 and Premium 2. The order at which tasks need to be done seem to be the most important here. In particular, while you can bash from either side at the bottom, it seems that the actual solution is to do it from left to right. What really blows me away is the multiple rounds the pioneer needs to do in the level in order to get the tasks done and to finally release the neutrals. This is definitely LOTY2024 nomination worthy! :thumbsup: One of the best levels I've ever played in quite some time :)

First Class 6 - Blaze Through the Resort Party To finish off the pack, this looks to be very overwhelming and hence difficult, but it wasn't too bad at all. However, you still need to be careful with the skills, as although it's an open-ended level, they will run out very quickly even though they look plentiful. Especially when you consider all the buttons all over the level you need to reach and activate to unlock the exit. A very nice level to finish the pack on, and I especially love the touch of the fireworks going off in the background :thumbsup: IIRC the final level of FM2018 did this too with the fireworks.

First Class 7 - Thank You for Flying ZAO Airlines Self-solving credits level. 


Thank you for this pack GigaLem and Plom510 :thumbsup: 
#14
Just dropping off a quick post to say thank you to all who have dropped off suggestions/feedback for Icho and me in order to potentially make improvements to the contest system  :thumbsup: I will be reading over the discussion topics Icho linked to in the OP over the next few days and will drop off my thoughts once I do so just to make sure that I too am understanding everything correctly  :) Thanks again all!  :thumbsup:   
#15
Forum Games / Re: Count to 1000
September 16, 2024, 11:03:42 AM
256 = 162