Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Nessy

Pages: [1] 2 3 ... 35
Forum Games / Re: New idea for a forum game
« on: September 20, 2019, 12:17:49 am »
I cannot tolerate people in real life that think they are better than me because they do or don't do something.

What is your favorite level from Lemmings 1 that is in the Fun difficulty?

Contests / Re: Level Design Contest #18 - Playing Phase (Discussion Topic)
« on: September 15, 2019, 11:28:06 pm »
Earlier today I did a stream of this contest and I managed to solve every level (with some help from chat) except Minim's Rule 1 level. I have attached all of my successful replays below :thumbsup:

Live Event Scheduling / Re: Nessy's "Loch Ness" Streams
« on: September 14, 2019, 05:09:39 pm »
Thanks! :D

Also I'm live right now with a Super Mario 64 Randomizer run!

Edit: Stream has ended.

Live Event Scheduling / Re: Nessy's "Loch Ness" Streams
« on: September 14, 2019, 01:02:35 am »
I'm planning on streaming the Contest 18 levels this Sunday (September 15) at 17:30 UTC :)

I might also stream tomorrow (September 14) around the same time, but I'm not 100% sure yet. I'll make another post here if I do :D

Contests / Re: Level Solving Contest #5
« on: September 10, 2019, 10:59:23 pm »
It looks like we have a winner!

:tal-gold: Minim - Lemmings Saved: 100 - Skills Saved: 109 - Time: 3:50

:tal-silver: SQron - Lemmings Saved 100 - Skills Saved: 92 - Time: 3:13

:tal-bronze: Crane - Lemmings Saved: 100 - Skills Saved: 84 - Time: 3:57

A big congratulations to Minim for winning this contest :thumbsup:

Now, since the total number of Lemmings saved was the first major score to achieve for this level and since everyone who participated saved 100%, the next score (the amount of skills saved) had to be used in ranking the replays. Minim managed to save 100% with the least amount of skills used (26 out of the 135 because he saved 109).

Thank you everyone who participated in this contest. I know that the level was far from perfect but I'm still glad that, looking at the replays, the level still managed to be flexible enough to allow for different approaches.

Contests / Re: Level Design Contest #18 - Playing Phase (Discussion Topic)
« on: September 09, 2019, 11:21:04 pm »
All solutions to my Rule 1 level are acceptable :)

EDIT: :tal-gold: For anybody that wants an optional challenge (a gold talisman if you will), try to save 27 Lemmings on my Rule 1 level :evil:

Contests / Re: Level Design Contest #18 - Playing Phase (Update Topic)
« on: September 08, 2019, 08:43:19 pm »
V2 of "Climb Every Green Hill"! :)

Fixes a backroute from Crane and I suspect IchoTolot found something similar.

September 6, 2019 Update

New Sets Added
- None

- default: Altered glider sprites (to more clearly distinguish them from floaters)
- xmas: Altered glider sprites (to more clearly distinguish them from floaters)

- gigalem_academy: Some fixes, sounds, and adds shimmier to sprites and pickup skills
- gigalem_aqua: ...
- gigalem_battalio: ...
- gigalem_dragon: ...
- gigalem_dread: ...
- gigalem_fortune: ...
- gigalem_glacier: ...
- gigalem_hideout: ...
- gigalem_jade: ...
- gigalem_lagoon: ...
- gigalem_relic: ...
- gigalem_starport: ...
- gigalem_thermal: ..
- plom_bastemp: ...
- plom_festiveshangtu: ...
- plom_halayangube: ...

- namida_systemtest: New terrain piece added
- namida_garden: Fixes to secondary animations on single-use traps
- namida_honeycomb: Fixes to secondary animations on single-use traps
- namida_wasteland: Fixes to secondary animations on single-use traps

- ohno_brick: Adds mobius's secondary animation submissions
- orig_crystal: Adds mobius's secondary animation submissions
- orig_pillar: Adds mobius's secondary animation submissions

To update only what is listed here download the zip file below. If you want to do a full fresh download you can also use the NeoLemmix installer to do so: simply uncheck everything except for "styles".

EDIT by namida: Some stuff that shouldn't've been in here slipped in. Corrected update is available a couple of posts down.

Non-Lemmings Gaming / Re: Super Mario Maker Level Sharing Thread
« on: August 27, 2019, 12:04:27 am »
Made another update to my first level. This update mostly makes the level easier but the entire level is the same thing:

Name: Lookback Mansion (V3)
Theme: Ghost House
Game Style: Super Mario Bros. 3

Course ID: X41-15L-FPF

Description: Look back now, come back now, we are here now...

NeoLemmix Levels / Re: [NeoLemmix] Deceit's Lemmings
« on: August 26, 2019, 08:43:46 pm »
Hi Deceit! :)

I loved reading about the background information and fun facts about your pack especially that hidden message in Taxing 13 behind the one-way wall... that was quite interesting to say the least heh :P

I also agree with IchoTolot I didn't think Mayhem 21 was unfair in any way. I couldn't solve it for the life of me when I first played it but when I finally saw the solution I thought it was actually amazing! A failed attempt at that level did inspire one of my own levels so I think you'll be happy to know that your pack is truly a classic around here and a pack that is continuing to inspire people to this day ;)

Steps to reproduce:

1) Open up the latest version of the NL Editor (1.13) and use a graphic set that uses the defaut one-way arrows.

2) Place any one-way arrow object onto the level and invert/flip it so that it points in the opposite direction.

3) In the editor the arrows are facing the correct way but when you open up the level in the latest NL Player (12.6.2) the arrows become white and start facing the direction they were facing before the invert/flip but they still behave the way they were after that invert/flip. So, for example, if you grab a left-facing one-way arrow object and flip it so that it faces the right it shows that it's pointing to the right in the editor but in the player it will face left and behave like it's a right-facing one-way arrow object.

In Development / Re: Lemmings Redux (new-formats): Coming soon!
« on: August 20, 2019, 12:03:24 am »
I think it should be fine to wait just one more week. I think that one week is not too much or too little and it gives people enough time to give their input.

I am 100% on board with replacing "Oh No! Squish" with "Where Lemmings Dare". I like "Where Lemmings Dare" and I feel like it has a better solution and much, much more aesthetically pleasing than "Oh No! Squish" :8(): The secondary animations can also make the traps near the exit easier to notice.

For the talismans I do like the idea of having the 100% solutions for "I Am A.T.", "Where Lemmings Dare", and the "PoP YoR Top" talisman. I'm not sure what the final talisman can be yet, but I'll definitely get back to you on that :)

Live Event Scheduling / Re: Nessy's "Loch Ness" Streams
« on: August 19, 2019, 02:56:40 am »
Alright so this Tuesday, August 20th at around 7:30 PM EST or 23:30 UTC I'll be doing another Mario Maker 2 stream :)

I also plan on doing a Legend of Zelda: Breath of the Wild stream in the future where I attempt to beat the game by going directly to the final boss after the first area. I don't have a date for that but I'll let everyone know :D

I wish to completely remove the machine/grayscale lemming sprites from this thread and have them no longer available anywhere. When I made them I didn't think it would be a big deal but now I realized that I might have overstepped without meaning to so I just want them out.

Sorry... but yeah I would like to focus on the L2 stuff since that's official :)

In Development / Re: [NeoLemmix] [In Development] Lemmings Destination
« on: August 05, 2019, 08:58:26 pm »
I really should post a little bit more on this thread... :8():

So a while back this pack did manage to reach 100 levels which is roughly 5-10 more than the originally planned 90-95 size. I know that quality is more important than quantity but the best part about all of this is that all level ideas came to me naturally over time so that the 100 level mark was never forced at any point. Additionally since the pack has 5 ranks I think that having a nice round number of 20 per rank looks nice and makes each rank feel not too long and not too short.

The pack was in testing before reaching this mark but now it's officially in a 100% testing phase. This means that I may actually have a release for this pack sometime before the end of this year instead of the planned 2020 release. This is, of course, not a set deadline but since it's looking more and more like a possibility I thought it would be worth mentioning.

I will also be putting the pack under git version control. Details of that will be released when the pack is released. Right now the repo only has one commit of a README file and a .gitignore file which basically just ignores extra folders that are for my eyes only just as a "Solution" folder where all intended solution replays are kept.

So what's next? I originally had an idea of making another smaller pack inspired by L2 where each rank was a different tribe but instead of the original L2 tribes it was new tribes from custom tilesets. For example, maybe a Cyber tribe, a Silhouette tribe, or a City tribe, etc. However now that L3D level editing is a thing... I might just start making more levels for it after Destination. I still don't know the details of what exactly I'm going to do, but more L3D levels will definitely be a thing ;) Believe it or not L3D was one of the first Lemmings games I played to death as a child and I want to pay tribute to it by making custom content.

For now... another preview!

Life With Mystery

Pages: [1] 2 3 ... 35