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Topics - kaywhyn

#1
All rightie, I've teased this community long enough as to whether or not I'm making a level pack. So, I'm making it official: I'm working on an upcoming level pack for New Formats NL! :thumbsup: I've been undecided about this for a really long time, especially as I'm more of a level solver than a level maker, but with encouragement from this community who have supported me so much over the last few years, I've decided to give level pack making a try! :thumbsup: I of course will be posting my progress on the pack from time to time ;)

To whet your appetite of what you can expect, I recorded a video showing off a sneak preview of my upcoming level pack :)


I had originally wanted to make this video sometime in the summer of last year, but I unfortunately hadn't made too much progress with this pack yet at the time, as well as had a laptop keyboard problem that kind of demotivated me to work on the pack. However, I finally found the motivation and will to resume work again in the last few months, so I'm happy to say that this project will still be moving forward! :thumbsup:

Background

As you know, I'm kaywhyn, where I currently seem to be the main and sole LPer when it comes to LPing custom Lemmings level packs. You can see the huge list of packs I've LPed through the YT link in my signature :)

I've registered for the Lemmings Forums back in 2017, and so I've been a member of this community for 7 years now. However, I didn't post publicly to the site until March 2020, so really I've been active in this community for only 4 years. This was where I posted a super lengthy intro about myself and my background in Lemmings :laugh:

kaywhyn's Introduction and Lemmings History/Background

Long story short, I was first acquainted with the game of Lemmings from when I was about 6 or 7. I started with watching my big brother play the game before I myself took up to playing it sometime later. Even though he had a head start, I managed to finish all of both L1 and ONML before him just due to me constantly coming back to the game while my brother just stopped playing at some point and didn't really re-visit the game afterwards.

Fast forward to around 2012 (about a year after I graduated from college/university and was doing my post-baccalaureate/Master's) or so (according to my hard drive I have some DoveLems replays that are dated 2014, so maybe my memory is fuzzy on the year here :XD:) where I remember searching for something like "custom Lemmings levels" on Youtube and one of the results that popped up was by roundthewheel. I can't remember the order, but it was either a video showing off what the Lemmini engine can do before LPing DoveLems or his LP of Dos L1/ONML. For the former, I was instantly hooked and went about downloading Lemmini and Dodochacalo's level pack. It wasn't on the current link to the Lemmings Forums, it was the one before the .net one. I was a Lemmini/SuperLemmini user for several years before I finally made the dip into NL content in 2019, when I was playing through Icho's Lemmings United pack. Before that, I had completed DoveLems, PimoLems, and Lemmings Reunion on Lemmini, along with SubLems for SuperLemmini.

Shortly after I solved all of Lemmings United (taking me an entire year to do so), Icho encouraged me to "give the level making side a try." With that, I made my foray into level designing for Lemmings with LDC #22, where I made my very first Lemmings level called "Bubble Trouble." You can see the latest revision/first draft I submitted for the contest in the video link above at about the 28:50 mark :P That one won't be in the level pack by the way, I have a much better and improved version of it that will be :thumbsup:

For all LDCs thereafter, I've participated in them as both a level solver and level designer and hence I've been making levels for almost 4 years now. At some point, even though I stated in my introduction post on the Forums that I likely wasn't going to bother with level making and hence a level pack, I re-considered the level pack option. Thus began the long period of me teasing the community and neither confirming nor denying whether I'm working on making a level pack :P Except for one person who I confirmed it to last year and so really it's two people keeping it secret ;)

So, 7 years as a registered member but only been active for 4 years and still no level pack from me :laugh: However, with how I've played and solved so many level packs in the last several years, some of which are the hardest ones (Lemmings United, Lemmings Plus Omega 2, Lemmings Plus Alpha, Lemmings Plus V, and Lemmings Plus III, as well as NepsterLems and Lemmings Stampede), perhaps it's a sign that I should work on a level pack of my own :P Indeed, I've managed to get so much inspiration and level ideas of my own from having played so many packs/levels. It should also be clear that I'm more of a level solver instead of a level designer, considering if my early levels are any indication I wasn't an artist and I still am not :XD: However, several members have been kind enough to tell me that I have improved significantly in my designs visually in the last few years. Once again, that harks back to how this community has been encouraging me to work on a level pack :thumbsup:

What I have Planned

  • 125 levels across 5 ranks of 25 levels each (rank names still undecided and of course the final total number of levels might change)
          - I have a pack name in mind, but I would like to hear some other names/ideas for it. I've made a poll for this ;)
          - Link to list of possible rank names:
                 - Akseli's list of rank names of Various Level Packs
  • Classic 8 skills only
          - Probably no NL features, just a "classic" pack. So, no teleporters, updrafts, etc.
  • Level height will be kept at the standard 160. Horizontal length is anything goes. Therefore no vertical scrolling levels just like L1/ONML
  • All L1/ONML tilesets, as well as the L2 Circus and L2 Sports styles, and L3 Biolab style, with two levels per style per rank (that's 24 levels)
  • A special level for each rank just like the special graphics levels of L1
          - So, there will be a level using Gronkling's Beast and Menacing tilesets         
          - Since there's no AWESOME style for NL, I've made a Sega level to be the L1 Taxing equivalent for the pack ;)
          - The remaining two special levels would probably be in one of namida's and one of Icho's graphical sets
  • Final level would be a wall of fame thanking some members and the Lemmings Forums for being so supportive of me over the years :thumbsup:
          - As such, the Fire tileset would be great for this due to having the 26 letters of the alphabet pieces         
          - Or, I might just mix all the official tilesets I used for the pack into one level for the final level

If doing the last point above, that would mean I would have to forgo a level in one of the styles I plan to use for the pack and therefore there would just be one level in that style for the rank. Or it can be considered the "special" level this way instead and hence maybe no level in a graphical set of a specific designer. Perhaps that would mean I make the final rank an exception of it being 26 levels instead of 25. Thoughts?

I also like time limits, so I may or may not put them for every level for the pack. Yes, I'm well aware that the NL standard is to provide infinite time unless it's for fixing backroutes and/or the main challenge of the puzzle, but I just love numbers, being a math/science person. I considered time limits to be an iconic part of the Lemmings games and loved toying around with being close or on the wire with time remaining on those levels where the time limit was tight when I was a kid and still occasionally do whenever revisiting the game on Dos :laugh: Don't worry, though, a lot of them will be arbitrarily high so that they won't ever be a problem. In the video, except for one level made so far that has one, the others currently don't have one, so again I may or may not put in one for every level :P

Finally, I would like the pack to go through some pre-testing before publicly releasing it. The pre-testing phase won't open for a long time, as I'm very slow when it comes to level making and I'm pretty far from my overambitious goal of 125 levels anyway :P So, don't worry about it for some time. Simply keep an eye out on this topic as to when I have opened up the pre-testing phase. When it does, if you're interested in pre-testing, you can either post in this topic or shoot me a PM :thumbsup: So far, I have one person in mind who has gladly accepted and possibly another who might be interested, and I'll probably look into having either 3 or 4 pre-testers ;)

Difficulty

While I don't expect this to be the next Lemmings Reunion or NepsterLems, DO NOT expect me to go easy on the difficulty! :P I've learned so many neat tricks from having played a lot of level packs over the last several years and I'm not afraid to use them in my own levels! :thumbsup: People have also been kind enough to tell me that my levels are still difficult even when I keep thinking they aren't, relatively speaking, to all the other contest levels in the packs. Therefore, it always surprises me to hear my levels are hard. This is simply due to how you as the creator know what's intended while other players don't. It therefore makes it very difficult for authors to judge the difficulty of their own levels. That's where feedback from others comes in handy! :thumbsup: I've also been told that my level solutions/puzzles have always been good, so it's nice to know that people have always found them enjoyable! :laugh: :thumbsup:

That being said, don't let the difficulty scare you in either pre-testing or playing the pack. For the former, it's not required that you are able to solve all the levels. Any feedback on the ones you're able to or not is helpful! :thumbsup:

Preview Level Images

I'm just going to post the ones I didn't show off in the video, as well as a couple I already did :P So far, I think all of these are at least rank 2 or higher difficulty.


Bubble Trouble

As mentioned, this is the very first Lemmings level I ever made. Well, after almost 4 years, I came back to the level to fix it up so that it looks way better than the first draft you see in the video, and this is the result after a long brainstorming session ;) IMO I think this is a significant improvement over the original in the design while keeping the intended solution intact! :thumbsup:


Crowd and Flow Control


We All Fit In


Sega Special: Brain Drain

This is the Sega level I've made to be the Taxing equivalent of the AWESOME level. It's also the very first level I've made with this style and I think it turned out to be quite all right! :thumbsup:

Special Thanks

  • IchoTolot for Lemmings Reunion, Lemmings United, and the NL Intro Pack. For Lemmings United, he stood by my side the entire time to give me the push and motivation to keep playing and solving the pack even when I started feeling the pack defeated me for good. Also for playing all my contest levels and giving me so much encouragement, support, and his honest feedback all while being a mentor to me in level designing and just wanting my levels to be great :thumbsup: It's thanks to him I even got into level designing, as I think I would had been content with just playing and solving levels otherwise! :laugh:
              - Also for his LDC 22 R1 and LDC 30 R3 rules because that allows me to use two of my contest levels for this pack! :thumbsup: 
  • Armani for playing all my contest levels and being so persistent in resolving updates to my levels even if it's stressful and frustrating for me anytime I need to backroute fix, but that's just because he's that good at the game of Lemmings and I in general seem to not be that good at backroute fixing. To be fair, we both have had our fair share of backrouting each other's levels to no end, so we know and understand one another about how frustrating it is when our levels keep getting backrouted :laugh: In truth, I am thankful for all his help and assistance in catching all these bad backroutes and for all the solutions to my levels he's sent me, backroute or not :thumbsup: Also for the nice compliments he has given my levels and the great things he has had to say about me, both as a Lemmings player and person :thumbsup:
  • Mobiethian for always complimenting my level designs even when I personally keep thinking they don't look good :thumbsup: Also for just supporting all of my work/projects like I have with his content :)
  • namida/Nepster for NL
  • The Lemmings Forums
#2
NeoLemmix Levels / Pre-LF Contest Compilation Pack
December 03, 2024, 09:42:03 AM
2000th post! :thumbsup: :D (2001st is my post in the Updated Styles topic :P) To celebrate this milestone, I'm going to post a compilation pack of Pre-LF Contest levels for which Nepster updated them for NL. They are attached as a download below :) I've also attached my replay collection for the pack, as proof that all of these are solvable. I've ensured that they are and for those that weren't I made changes so that they are. Please note these are my solutions to the levels. A lot of these the intended solution is unknown, and as most of these authors aren't even around anymore or inactive, there's no way to know for certain what they intended. 

These are contest levels that were found on various websites. They have been organized into 6 ranks: Crazy C. 1 (Crazy Contest 1), Heaven C. 2008 (Lemmings Heaven Contest 2008), Heaven C. 2010, Welt Group Level, Welt Just Dig C (Welt "Just Dig" Contest), and finally Forum Member C (Forum Member Contest).

Crazy C. 1 - This was a contest held on the Lemmings Crazy website (it's still up and works). According to the info, namida seems to have been the owner of the site, who went by the username steaver370. Consists of 5 levels: 1 by namida, 1 by Insane Steve, 1 by Ben Conway (their level won the contest and yes, I remember playing this level of theirs on Dos back in the days and was very impressed by the solution when I figured it out! :thumbsup:), and two levels whose authors are unknown. If anyone knows the author of those levels, please let me know! There was another Lemmings Crazy contest but it seems that never ever got far or finished?

Heaven C. 2008 and Heaven C. 2010 are two separate contests that were held on the former Lemmings Heaven website that used to be up but has long since been taken down. The two changes I made here for the former are that I added the author for both Derangement of Science and The Rambaldi Eye, Lacktardo and Pieuw, respectively. For the former, you can find that in the Lemmini version of Revenge of the Lemmings as well, while the latter is a level that you can find in Pieuw's PimoLems level pack but under the title "The Eye of Rambaldi." The rest of the levels with unknown authors I couldn't get information for online, so once again if anyone knows who the authors of these levels are, let me know!

Heaven C. 2008 consists of 11 levels by various authors that aren't known except for the two levels I mentioned above, where I do know the authors of them because I've played them before.

Heaven C. 2010 consists of 17 levels whose authors are all known, with the main theme being all about the miner skill. There are 3 levels that needed to be excluded because they won't work in NL due to the intended solution requiring some Lemmini-exclusive mechanics: XXL (Extra Extra Level), Minor Miners, and Technoir.

To my knowledge, I think all of the Heaven contest levels were originally for Lemmini. If you download them from the Lemmings level database website, it should state that they're for Lemmini.

Welt Group Level - Two collaboration levels that were from the LemmingsWelt Forums back in 2005, the second of which appears to be a more refined version of the first one. You can find the first level in the New Formats Revenge of the Lemmings level pack as well ;) According to the RotL readme file, the authors were Timballisto, Conway, Tumble Weed, Insane Steve, Shvegait, and "guest," the last one possibly being ccexplore, but it's not certain.

Welt Just Dig C. - Contest levels that are all based on the layout of Fun 1 - Just Dig from L1, with layout and skillset changes.

Forum Member C. - Two levels, one by Tumble Weed, the other by Ben Conway. I'm not certain what this category is all about, so if anyone knows anything about this, let me know!


Other Changes

There were two levels that needed edits, Perfect Harmony by Dodochacalo and The Lemming Archaeologist by loftyD. While the former was luckily still solvable the way it was, not being able to go up the slanted gold pipe from the left side is unintentional, meaning one needed to spend a builder there. As the level was originally for Lemmini, Lemmings can go up the slanted gold pipe just fine, so it might had been the shift from high-res to low-res that resulted in the hole/gap in NL. Here, I simply imitated mobius' edits to the level that he used for Revenge of the Lemmings (2022).

The Lemming Archaeologist as it was would be impossible in New Formats NL due to the solution requiring dependency on the ceiling, which is deadly in New Formats NL. Luckily, it's an easy fix of simply putting terrain in the way so that the climber falls back down and doesn't exit out the top of the level and die.

The rest of the levels were all possible the way they were. Another major change I made here was I removed most of the time limits. The final level in particular probably has the tightest time limit with a very difficult to find solution on New Formats NL. I did think about possibly leaving it in, but honestly I think it'll just lead to too much player frustration. The ones I kept in were generally in ones with it being the main challenge of the level. Most of these happened to be the 1 minute levels. For others, like Perfect Harmony and Eye of Rambaldi, I checked the level packs where you can find these levels to see if the time limits were removed. For the former, which once again you can find in RotL (2022), mobius didn't remove the time limit, while Icho removed it for the latter, which is found in PimoLems. So, I decided to do the same with keeping the time limit and not keeping the time limit, respectively, for these two levels.

I also thought about removing the time limits for the "Just Dig" remakes, but ultimately I decided to leave them in just because these are pretty much remakes of the first DMA level from L1. None of them are very tight at all and hence theoretically can all be removed for these levels anyway :P If people want, I could remove the time limits in a future update ;)

Finally, I thought about making changes to "Derangement of Science" and "Patience is a Virtue" due to them not confirming to NL standards because of hidden elements, but for now I decided to leave them the way I found them in when Nepster finished the work on them after these levels were gathered up. If backlash is particularly strong for the former (and I'm pretty sure it will be), I'll make an update for it so that it's completely fair and conforms to NL standards.

WARNING: Completely spoils the level if you haven't played it before!
There is hidden terrain behind the entrance and unfortunately CPM does not reveal it. So, unless you have seen a solution to the level or was told about this ahead of time, it's likely you won't solve the level for a really long time, if ever!

The latter isn't as bad, as it's just an exit that's hard to make out but it is visible due to it standing out thanks to the visual in the bottom half of the exit, though it possibly can easily be mistaken for the green acid of the L1 Marble tileset instead. Even then, it's quite an easy level thanks to skillset giving a bit more than one needs. I've already made an edit where I make the exit completely visible, and again if people want it visible, I'll put the edited level in an update.

Special thanks to:

  • Ben Conway, bulletride, Dodochacalo, Ellischant, ftk99, Gronkling, Insane Steve, Juanjo, karmew32, Lacktardo, Lem'ka, loftyD, namida, Pieuw, and Tumbleweed for these levels
  • Conway, "guest (possibly ccexplore but it's not certain)," Insane Steve, Shvegait, Timballisto, and Tumble Weed for the 2 LemmingsWelt collaboration levels
  • All the unknown authors for the other levels which I couldn't find information on who they're by
  • Nepster for doing the work on getting these updated for NL :thumbsup: :thumbsup: :thumbsup:
   
#3
This was originally suggested by Crane in this 12.7RC NL topic but wasn't ever implemented due to no one else chiming in on it and therefore "no interest" in it at the time:

https://www.lemmingsforums.net/index.php?topic=4444.msg77454#msg77454

To quote Crane from that topic:

Quote from: Crane on October 06, 2019, 11:57:21 PM
  • Currently, if you hover your mouse over a neutral lemming, it doesn't display how many there are (like zombies). However, because neutral lemmings count towards the tally and can interact harmlessly with regular lemmings, I think the count should be displayed for neutral lemmings.

I second this suggestion of Crane's. Similar to how the panel displays a count for regular Lemmings when several of them are under the cursor, eg, "walker 5" when 5 Lemmings are under the cursor, I think having a neutral count when multiple neutrals are under the cursor would be very helpful. One case where it would be super helpful is from a level I was testing for Gronkling and I was wondering where my neutral group that's going around as 1 neutral Lemming because the others are all stacked up completely behind him was. I had a few isolated neutral Lemmings going around as well, but mousing over each of them didn't tell me which was the one neutral Lemming going around with all the others stacked up behind him completely.

I think I checked for zombies and it doesn't display a count for them from Old Formats NL onwards, with the last time it did so being the final stable version of very old formats NL, but I only checked with 10.13.18 and not anything in between that and 1.43. So, perhaps the count for zombies can be restored if it isn't already being displayed?   
#4
Contests / Lemmings Forums Level Contest #30 - Results
September 11, 2024, 08:59:35 PM
Ladies and gentleman, we've got our final results! :)

The winning level is:

Armani's "Cheddar-Crusted Hash Browns"

The 2nd place goes to:

Armani's "Guts Over Fear"

Congratulations to Armani for winning the contest and for finishing in the top two spots! :thumbsup:

3rd place goes to:

Eric Derkovits's "Mosaic Lemmings"


Choice for the prize for the first place is either:

- picking the next contest's rules
- US $5.00 (PayPal would be the easiest here I think).
#5
See attached level. Again, observed in v12.12.5, but I have also confirmed it works in the 12.13 RC build. I actually first saw this in a Lemmings Hall of Fame level, an L2 Medieval one to be exact, but you guys wouldn't know that unless I told you, since I'm currently private pre-testing the pack for Strato before he publicly releases it sometime this year :P

Build in such a way so that when the Lemming is a slider, he will slide and go back out to the left. Notice that for the top left sliders will exit in midair. Same thing with the bottom right. Both the top right and bottom left they don't exit until they touch the ground first, during which they will exit, as usual. It makes no difference if they're pre-assigned sliders or are assigned the slider skill, the results are the same.

I thought maybe it has something to do with the dimensions of the exit trigger, which is somewhat true. However, it turns out that what matters is sliders will only exit in midair if they happen to touch the exit trigger at anytime during the de-hoisting animation. For example, turn up the RR to about 70 or so and make a Lemming in the top right build. Make the next one to come out of that entrance a slider. If the RR is appropriate, he will arrive and slide off the staircase around the second-to-last builder brick and exit in midair, but the builder himself will exit when he lands on the ground because the builder doesn't hit the exit trigger by the time he leaves the de-hoisting animation.

Along with the above, notice that the terrain in the bottom right is 3 pixels below the exit, in order to demonstrate that when they are sliders in that quadrant that they will exit in midair. Otherwise, if the ground is level with the Brick exit, then they will exit after hitting the ground first.
#6
See attached level. This was observed in v12.12.5, but it should still be present in the 12.13 RC build as well. I first noticed this while playing and solving 400 metres 16 from DavidLems and this took me by complete surprise as well. Currently, when using a teleporter, Lemmings can turn into zombies before they appear or pop out of a receiver if a zombie happens to walk into the receiver trigger in the meantime. IMO, they should only be able to be turned into zombies after they leave the receiver, not anytime before that.

Unrelated to this, but I checked with Lemmings using an exit, and it seems that they are completely immune to zombies once they start exiting, which makes sense because Lemmings are savable, zombies are not. So, IMO teleporting Lemmings should be immune to being turned into a zombie until they come out of the receiver.
#7
Lix Main / Explain Traps/Flingers on Mouseover
May 28, 2024, 11:14:53 AM
This is now github #494: Explain Gadgets (Traps, Flingers) on Mouseover.



I've already posted it in the LOTY2023 Playing Phase topic, but I'll link my video where I show my solutions to your guys' nominated levels here as well ;)

https://youtu.be/woKK3hjwjJc

In particular, I show off this particular feature that was just implemented in version 0.10.22 of Lix, starting at around the 8 minute mark:

Quote from: Simon on April 17, 2024, 10:07:55 PM
  • Fix #427: Reveal trigger areas during play: When you activate the splat ruler, you also see trigger areas of gadgets (goals, traps, flingers, water, ...) as cyan hollow rectangles.

This is the first time I've seen the cyan rectangles and I must say it looks great! Consequently, I am wondering if it would be possible for names of the objects/traps to appear when you mouse over them while the splat ruler is activated, similar to how it is when you mouse over objects and traps in NL while CPM is activated.

Same thing with the rewind to previous skill assignment feature, though admittedly I was negligent on the feedback on testing it before it was in stable Lix. In all honesty, I do miss the way NL implemented it, though interestingly enough namida's implementation of it for Loap is the exact same as Lix's current implementation of the feature. So, I guess I could live with this, but I'm definitely used to NL's manner of the feature's implementation, only because in this way I don't have to press the hotkey to step back a frame too.

Also something I didn't bring up in the video, but I have noticed that only 1 frame back/forward and 10 second time skips are available. Unless it's already implemented and I haven't seen it in the game options, I'm wondering if there can be an option for players to customize the lengths of time skips, such as how NL also has hotkeys for 5 seconds back/forwards. I will say that the 5 second NL time skips I do find useful and do make frequent use of them.

Finally, please excuse my really bad German pronunciation! :-[ I learned "danke" in the Daffy Duck Commando cartoon from a while back :laugh: 
#9
I'm very used to NL pausing the game whenever backwards skipping because I have the option enabled. When I tried out Loap just a few hours ago, I'm not used to the game not on pause when I rewinded. So, perhaps there can be a similar option for Loap to pause the game whenever the player time skips backwards :thumbsup:
#10
Closed / [Bug?][Player] Slider Oddity when Bashing
December 08, 2023, 12:12:55 PM
See attached level. Tested in NL 12.12.5. I discovered this while resolving a level in the current LDC #29. When bashing through a wall, when the Lemming reaches the end, he will transition to a walker. Not so with a slider. When a slider reaches the end of the wall, he stays in the bashing animation and takes another stroke even though he should had stopped because there's no more terrain in front of him, no matter the distance when you assign the basher. Ok, not too bad I guess, but still odd IMO.

Even weirder is when you assign the basher to a slider near the end of a downward slope. Because there's no terrain in front of him to trigger off the checks on whether to continue bashing, he shouldn't be bashing down the slope and instead should had stopped after taking one stroke just like when you assign a basher to any walker when there's no terrain in front of him. This only happens if you assign the basher skill to the slider near the bottom of the slope. If you assign it high enough on the slope, the slider will just take a stroke and stop as expected.

edit: Confirmed that this works on an even, flat surface as well, if you assign the slider to bash near the edge of the platform. It seems to only happen when the basher is assigned at a spot so that he does 1 or 2 full basher strokes before reaching the edge and sliding. Any further than that resulting in more than 1-2 full basher strokes and he'll stop after one stroke as expected due to no terrain in front of him. So, this means if the end of the wall is far enough from the edge of the platform he'll stop after reaching the end as expected instead of continuing to bash nothing in front of him. 
#11
See this topic from the Bugs and Suggestions Board for NL. Not sure how difficult it would be for Lix, though.

https://www.lemmingsforums.net/index.php?topic=3174.msg62994#msg62994

Quite honestly, while playing Lix in the last few weeks, this is one of the features from NL I miss very much. I use it extensively in my LP's of NL content and I find it super helpful. Currently, I find it very annoying to hold down the rewind key to go back 1 second repeatedly. Of course, I know there's the replay tweaker in Lix, but as mentioned in the "tooltip cancelling replay topic," I don't ever use it, whether in Lix or NL, so that's on me :laugh:
#12
Lix Main / Tooltip to Cancel Replay
August 26, 2023, 11:42:49 PM
Having played Lix recently, a suggestion for the wording when replaying actions after rewinding or restarting. Currently, it says "Replaying. To play, click into air." However, I think what you really meant was "cancel" instead. Moreover, I wonder if we can do better and say "left-click." I guess "click" kind of implies left-click instead of right-click, but it's a bit risky to make this assumption. I just checked and yea, right-click does not work to cancel the replay, in which case specifying "left-click" in the wording is most helpful ;)
#13
Copy/Paste from Discord, credit goes to Armani for discovering this! Title says it all.

A falling ohnoer from being assigned a bomber skill won't enter a midair exit as usual, but if you assign a stoner skill instead, the falling ohnoer can enter a midair exit. See attached level. The latter shouldn't happen since it was an intentional change to not allow anyone to enter a midair exit other than floaters/gliders, so an ohnoing stoner shouldn't be a special case where they can.

Armani — 04/08/2023 8:36 PM
oh-noer is not supposed to enter the mid-air exit right?

Armani — 04/08/2023 8:38 PM
I think I just found a bug: bomber ohnoer can't enter midair exit while stoner ohnoer can.
[8:38 PM]
Probably the stoner case is a bug
#14
Edit Simon: Split from Physics differences between SuperLemmini and NeoLemmix




Doesn't exactly belong here, nor in the bugs topic of Lemmings behavior for Superlemmini, but I'll just post it here anyway, just because it kind of fits here even though the best place for this post would be my conversion of Deceit's Lemmings to Superlemmini and it's more of a UI thing rather than anything concerning physics differences between the engines.

Superlemmini

Something I only observed very recently from watching my replay of Mayhem 22 of Deceit's Lemmings. Easily reproducible, and that is play any level that has an infinite amount of skill(s) or edit the .ini file of a level to have an infinite amount of a skill. If you play the level and assign the skill(s) for which you have an infinite amount, it works as usual by not counting down and hence the skill still shows the infinity symbol. However, if you enter replay mode by, say, restarting the level or nuking and then clicking on restart on the post-results screen, once you use the skill(s) for which you have an infinite amount of, it will show that you have 2,147,483,646 (two billion one hundred forty seven million four hundred eighty three thousand six hundred forty six) of that skill left, meaning you essentially start with 2,147,483,647 of that skill which technically is an infinite amount as far as Lemmings levels are concerned as it's very unlikely you'll run out of it. Now, 2,147,483,646 = 2^31 - 2 according to Wolfram Alpha, and so you start with 2^31 - 1 of the infinite skill. Why this amount? I'm guessing it's just due to the amount of memory that can be stored as a 32-bit integer, but I'm not sure.

Video of Mayhem 22 replay of Deceit's Lemmings for Superlemmini: https://www.youtube.com/watch?v=1B3ID5_T2bE Also happens in SuperLemminiToo, as I expect it to.

Neolemmix

No problem here, the skill still shows the infinity symbol regardless of whether you're in replay mode or not.
#15
See attached video. Something I discovered while investigating some ceiling shenanigans: If a lemming is one pixel below the deadly ceiling, you cannot assign the builder skill. All other skills can be assigned. This makes me wonder if the builder was made a special case for this situation, but this seems completely unintentional/a bug and very odd if all other skills can be assigned except for the builder when near the ceiling.

This came about, as I was investigating a jumper behavior with the ceiling that I found odd. I also show this near the end of the video. At the time I assign a jumper, there is a brief moment where the lemming is outside the playing field completely for a single frame but he still survives. I do find this odd, but I think as was explained to me by Icho, he hasn't completely left the level, as I think what determines that he survives is some of him is still inside the grey border. At the same time, the jumper skill shadow is completely at or below the grey border, meaning it doesn't lie about whether the lemming survives or not due to the deadly ceiling. I think if I zoom in so the border isn't there then it should be very clear that he's still inside the level.

edit: Ah, no he still disappears completely for a single frame even if the grey border isn't showing.
#16
Just like the title says, perhaps the character limit for talisman names can be increased. Not a major problem or anything, but in Armani's Lemmings Uncharted pack, he wanted to name a talisman "Don't try this at home if you are not kaywhyn." Armani said that he used the default Windows text program for this which allowed him to put this name for the talisman. However, in the NL player, when clicking on the talisman icon it simply says "Don't try this at home if you are not" and hence it leaves my username out. I checked this out in the NL editor, and turns out it's due to hitting the current character limit for talisman names. Indeed, that's what the name of the talisman shows as in the text box in the editor and therefore the same thing is displayed in the NL player. When you type the talisman name, it doesn't allow you to type my username due to hitting the character limit at the word "not." So, for the time being, I suggested to Armani to simply name it "Don't try this if you are not kaywhyn," and all of it does fit and displays correctly in the NL player. However, I'm in agreement that what Armani originally wanted for the talisman name is better than my suggested one.

If this does get approved, what should the new character limit be?
#17
Lemmini / LPing SuperLemmini Packs
September 24, 2021, 11:24:19 AM
Ok SuperLemmini people/fans,

Although I seem to be well-known for LPing Neolemmix packs, I was, at one point, a long-time and heavy player of SuperLemmini, and still occasionally am, for several years before I made the switch to NL near the end of 2019. This is simply due to how I'm generally a traditionalist when it comes to Lemmings. Therefore, despite how I've grown quite fond of the convenience tools of NL, I think it's safe to say that I will also definitely be LPing packs for the SuperLemmini engine as well. In regards to LPs, I'm not stopping anytime soon, so you all can rest easy on that. What keeps me still doing them is the very positive reception my LP videos have been getting from this community, as well as how I still enjoy myself doing them a lot :) So really, it's all thanks to this awesome community that I'm still LPIng level packs to this day, so thank you very much for this! :thumbsup:

So, a question for you SuperLemmini people is what a good first pack to LP on the engine would be. Obviously there's way more packs for the engine than the ones I listed, but there is an "other" option for that. If you vote for that, tell me in a post and I might consider the pack(s). As the member base is smaller here, I don't expect to be much responses here, but even with just a few it still helps.

This will likely not be for some time, but I sure would love to LP packs for SuperLemmini as well.   
#18
Since the last year and a half has been quite rough for pretty much everyone due to the ongoing pandemic, I thought I break the mold and try this to see if we can all lift each other up, as I think we can all use some kind of support/encouragement: Post something positive that has happened to you during the week. Of course, you're more than welcome to post more, not just one, if there's been multiple positives throughout the week.

I got inspiration for this from an education course I took for my teaching credential at the college/university I did my post-baccalaureate back in 2017, where my professor did exactly this at the start of every class session. I thought it's a pretty good idea, and likely something I would like to do with my students in my future classroom. I kind of also got inspiration for this from mobius' 2020 Positives thread, so thank you for that ;)

I'll start. Last week, my cousin got me in touch with a friend of hers who is a teacher and hooked me up with getting a teaching job, which I will likely start either later this week or the following week. So, I have much to thank my cousin for later on if all goes well. I was sent all the hiring paperwork to fill out, and I believe I have finished all of it, so now I just need to schedule a meeting with the person to go through it and process it, and then I should be set. This will be the very first time I'll be working a job in about 1.5 years since I've been shut out of one due to the pandemic, so I'm definitely looking forward to working again.

I was thinking of maybe also making this a thread where we can post at least one good thing about any forum member here, but perhaps that's best for a separate topic instead. So yea, let's hear some positives and get to know one another even more! ;)
#19
Something that I've been thinking about a lot lately as a result of a discussion I've had with a forum member on Discord, and that is some level designers have been kind enough to tell me that I've helped inspired some future levels of theirs due to a solution I found to a level. Off the top of my head, Armani and Flopsy are two such members who each have told me that I've inspired a level for their future level packs. The former was due to a trick I used in my solution to one of Nessy's past contest levels, and he has already released his pack, so I look forward to playing it and seeing if I can identify the level I gave Armani inspiration for. For the latter, it was due to a solution I found to a SEB Lems Migration level.

Truthfully, I feel very honored whenever a level designer approaches me and says that I've been inspirational with future levels for the author, because it means that I've been helping out the person with level ideas based on my solutions I've found to some levels. So really, I honestly had no idea I've been very instrumental in helping level designers with future level ideas of their own because of my solutions that I've found to either one of his or her own levels or due to watching my solution to a level that isn't his or hers.

As further examples, I've recently been going through and uploading my video solutions to some packs for really old versions of NL. I will use Gigalem's packs as the example here. While going through and seeing the levels again after so long to his zombie pack, I've noticed that plenty of the levels resemble some of Icho's Lemmings Reunion ones. A few borrowed the structure(s) in a few parts of the level, others were complete remakes so that if you already played the level in Reunion you will likely recognize it in Gigalem's pack and hence where he got the inspiration from.

Also, I completely recognized a level from the zombie pack where Gigalem took 4 levels from namida's Doomsday pack and made it a complete disjoint union level, very similar to Synchronised Lemming in that it was 4 mini-levels in one. I recognized it only due to how I had played Doomsday Lemmings shortly before I played Gigalem's zombie pack.

As another example, this time involving one of my own, I got inspiration for one of my levels from a part of the intended solution to one of Icho's Lemmings Reunion levels, and the level happens to be one of my absolute favorites of the pack! This is why when I need level ideas, I been rewatching my level solving commentary video series and/or level solutions. However, I've only made a total of 6 levels so far, but I'm certain that I will no doubt have more levels inspired from solutions that I see too!

If I didn't mention you, feel free to post to let me know if I've been inspirational to you for a future level of yours due to a solution I've found to one of your levels or just from seeing my solution to someone else's level you happened upon by chance! This should be a fun one ;)
#20
Contests / LPing All Past Contest Levels
August 26, 2021, 10:17:28 AM
Something that I've been thinking of a lot lately, and something that a couple of members of this community suggested I do, as I seem to be one of the big guys when it comes to level solving around here and the main, established LPer of Lemmings level packs (at least in modern times, as I'm not aware of anyone else who is currently solving packs LP style like I am), and that is, me LPing all contest levels, starting with #1 and working all the way up to the present LDC. I've already done both LDC #22 and LDC #23, so really it'll be up to LDC #21. By LP, I think I'm just simply going to be showing off my solutions and just orally explain them out loud, rather than do a blind playthrough, as honestly that will likely take forever.

Regarding the Lix entries, I'm not sure if I'll be doing those as well, but I might. At least if it's not too much of a hassle to get them up and running, although I'm wondering if any will have solvability problems in the most recent version. If not, then I'll likely just stick with the Neolemmix/Lemmini/Superlemmini entries.

So, what does the community think of this? Think it's a good idea? I put up a poll on this.