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Messages - JRT

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Spoiler (click to show/hide)

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Fan Corner / Re: Two lemmings holding a panel
« on: July 24, 2020, 01:20:37 PM »
Amazing! Nice work!

Which font is used in the text?

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NeoLemmix Levels / Re: Lemmings Redux
« on: July 16, 2020, 12:01:31 PM »
I'll have a look at the pack currently but I'd agree with WillLem, "Ascending Pillar Scenario" is iconic Lemmings. I enjoy "Heaven can Wait" but I'd choose Pillar over this plus I'm toying with a sequel to Heaven myself.

"Boiler Room" is another well recognised level, my opinion is that we could include consensus fan faves even if they use similar tricks to some other levels.

I suppose it depends on how likely the old level pack would need continued support as the engines evolve? The idea of some levels being lost to time makes me sad. :crylaugh:

I'm looking forward to seeing what's been done with this pack.

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My solution to V8 of Athletic Rescue, plus a fun but pointless variation.

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Right yeah, so when i first played the level I was toying with shimmier stoppage at the racket, Also playing around with stackers was something I was thinking about a lot.

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I attach my replay for V7.

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Ha Dullstar I thought the racket was key to the level and was part of every one of my solutions. This explains why I couldn't for the life of me figure out the intended!

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NeoLemmix Levels / Re: Random level map generator
« on: May 30, 2020, 12:00:21 PM »
I was wondering what sort of scope there is for this kind of thing.

Computer Generated Levels would be an incredibly complex task but maybe possible with enough work?

Maybe an algorithm would want to begin with a toolbox of the skills and the uses for them, including all the specialised tricks and combos. It then uses these to create a sort of random graph with combinations of skills at nodes with clear paths for crowds on the edges. Maybe also a secondary graph dealing with how to get athletes to certain places.

Then it figures out how to build up terrain and objects around this graph.

But then how does it deal with flow, crowd control especially relative timing of nodes etc? This must surely be a major complication.

Also would be cool to see what those typical Machine Learning algorithms that have been let loose on simpler games would do with Lemmings.

Unfortunately I'm not a real programmer, only excel VBA lol.

Minim yeah it would be interesting to see what you've got so far.

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@JRT: I may have missed yours when checking replays for v4; I remember downloading two, and both replays I watched were essentially the same solution.

Yeah so in my last post. I have two replays for V5.

V5_JRT is as you said, basically the same as my V4.
V5_JRTb is slightly different and uses a stacker to save the swimmer.

I've had a gander at Tunnel Project. Looks tough, many levels I've played about with for ten mins or so and moved on hoping to be struck by inspiration.

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I'm still backrouting V5. First one is trivial though, it's pretty much the same as my V4. The second one is a new one I found that saves another skill.


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It's an extremely enjoyable level to play regardless.

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My replay for V9 All in Good Timing. I think this has now converged on your intended solution.

That was a fun level.

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I attach my replay for Athletic Rescue Operation V4.

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@WillLem, Great level. I attach my replay for Lemmey Watch the Stars.

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I prefer creating levels. ;)
Yeah I think I'm in that camp too. :)

@JRT, just to make sure you see it: Just noticed the R3 update. Please make a new post for a new update and delete the old one, as then exactly this happens and I totally overlook it. ;)

Gotcha! Cheers, also after watching the video last night I was impressed that you had the fortitude to perform the algorithm using lemmings! It means it's too easy though, I might adjust a V2.

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