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Messages - Yawg

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1
Challenges / Re: Oh No! More Challenges!
« on: February 23, 2010, 12:38:59 AM »
That was a fun one  8)

2
Challenges / Re: Oh No! More Challenges!
« on: February 04, 2010, 11:39:42 PM »
Actually, after a climber hits his head and begins falling, he is displaced one pixel away from the wall. This is a pretty rare trick, but I remember it being used in someone's custom level once; by building a bridge and leaving a 1-pixel gap between the bridge and wall, a lemming could climb the wall past the bridge, hit his head, fall, and land on the bridge.

Pretty nifty  8)

3
Tech & Research / Re: Glitches in Lemmings (SPOILER WARNING)
« on: January 14, 2010, 07:51:33 PM »
True, but steel glitches can also be the bane of level designers and players alike. For example, when a steel area doesn't align exactly over the steel and while it looks like you can bash right under/over it, the field actually extends beyond the graphical steel and your basher still stops.

Or when, no matter how you position your steel, the fact that it can be blown up/ bashed through makes it completely impossible to prevent back routes to your otherwise well-constructed level. I would personally like very much to some day create levels in a popular editor with perfected steel mechanics.

4
Tech & Research / Re: Glitches in Lemmings (SPOILER WARNING)
« on: January 12, 2010, 04:17:56 AM »
As far as I know, all currently known glitches are listed towards the beginning of this thread.

5
Tech & Research / Re: Glitches in Lemmings (SPOILER WARNING)
« on: January 10, 2010, 09:13:01 PM »
I would say both of those phenomena fall under the category of obscure (or familiar, for some  8)) game mechanics.  For example, the digger+blocker combo simply takes advantage of the fact that a digger only needs one pixel under him to keep digging, and it can be on his extreme left or right (actually, the pixel doesn't even have to be under the digger of course; the "digger field" extends one pixel beyond his feet on both sides), whereas a blocker needs a couple pixels of terrain directly under his feet to remain a blocker.

The second "glitch" is similarly dependent on subtle (albeit probably intentional) game mechanics. If a digger has no terrain under him within his "field", he stops digging, and a second digger can create this situation quite easily.

Doubtless, however, these are both very useful mechanics for us level authors to take advantage of  :evil:

6
General Discussion / Re: The future of technology?
« on: January 07, 2010, 11:14:43 PM »
My money is still on quantum computers. I think thats ultimately the direction computing will take, and its just a matter of putting in the time and effort to bring our capabilities up to par.

7
General Discussion / Re: Stupid Computer Features
« on: January 03, 2010, 02:35:09 AM »
Shuffles make me laugh. They're glorified USB sticks with headphone jacks  :D.

8
General Discussion / Re: The future of technology?
« on: January 02, 2010, 07:53:06 PM »
Kind of a zen question huh? We can't improve our technology unless we improve our technology :D. And on a side note, you can't really "slow down" light, but you most certainly control how fast photons get from A to B, providing you have the right material between A and B. By this method, I believe our current capabilities allow minimum speeds under 100 mph. Case in point, the tech is there, it's just not widely used because it has yet to reach peak practicality and is therefore not a financially appealing alternative for all the electronic giants.

9
Levels for other engines / Re: Lemmix Level Pack Topic
« on: December 26, 2009, 08:03:02 PM »
Thanks for the awesome review and the replays geoo! I sent you the intended solutions and some notes on each level.

10
Levels for other engines / Re: Lemmix Level Pack Topic
« on: December 16, 2009, 04:07:01 PM »
Finally got Yawg06 together...check it out and let me know what you think! It will probably be the last pack I release for quite awhile, as I'm planning on reworking existing levels and possibly pursuing some style-change remakes of original levels. Anyway, let me know what you think if you take the time to try these levels out. A couple are what I would consider throwaway levels (the first one, namely  :-[) but I think there might be a couple gems in there as well. Enjoy!

http://camanis.net/lemmings/levelpacks.php?info&pack=174

11
Levels for other engines / Re: Lemmix Level Pack Topic
« on: November 24, 2009, 02:12:20 AM »
While I haven't been terribly active here in the past month or two, I have tried to keep up with the comings and goings, and I've noticed a disappointing dearth of new levels (not to downplay the people that have kept up releasing). So I just thought I'd maybe give this thread a kick and let you guys know I'm about two levels shy of my next level pack. I've put a couple of the levels up for troubleshooting and feedback in the past, and put a LOT of revision and time into this one, so hopefully it won't be quite the backrouted disaster several of my older packs were.

tldr; I'm still actively interested in lemmings, and I have a new pack in the works.

12
Lix Main / Re: L++: Networked multiplayer Lemmings
« on: November 16, 2009, 11:55:29 PM »
I'd like to give this multi player stuff a try. Never had the chance with original lemmings when I was kid. Anyone want to play now?

13
Lemmings Main / Re: Version's of lemmings: what if lemmings was on....
« on: November 12, 2009, 04:45:27 AM »
Giga, you can't start an intelligent discussion without CONTRIBUTING SOMETHING YOURSELF. If you have an idea, thats great, and you should share it with the community. But this isn't an idea. This is barely a fully-formed thought. So many people on these forums seem to expect everyone to work for them, and you're no better. If you want to start a conversation, you need to put a LOT more work into your post. This is just spam as it stands, and I'm sick of seeing spam on these forums.

14
Reviews / Re: Custom Level Review Game
« on: October 28, 2009, 02:11:48 AM »
I get the "different header mechanics error for custom and onml so I can't see your solution, but I got the 100% back route by simply building up the shaft and bashing across. I tried the new version of the level you just released and it seems to have corrected this route.

15
General Discussion / Re: The future of technology?
« on: October 26, 2009, 12:17:07 AM »
Quantum computers  8)

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