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Topics - Clam

#1
Lemmings Main / The Making of Lemmings (article)
February 08, 2016, 01:19:55 AM
Just found this neat article on the history of the Lemmings games. It's a timely nostalgia kick, given the upcoming anniversary (which of course you all know about, right? ???)

http://readonlymemory.vg/the-making-of-lemmings/

Largely covers the same ground as The Lemmings Story, but with a more recent, outside-looking-in perspective (it's not datestamped but the text suggests it was written in 2014). I found it well worth the read, even though there's not much new content-wise – it complements TLS nicely. And the artwork is amazing :thumbsup:
#2
Edit Simon: This topic belongs to a series of related ones:



I know this has been brought up before, but I've recently started playing a NL pack (Lemmings Reunion :)) and this is bothering me. It's also rather important.

Show the save requirement during play. (Not just in the preview.)

I'm constantly having to exit the level to check the requirement, or retry the level because it's not what I thought. Hiding mission objectives creates fake difficulty :sick:

This has been reported multiple times over the course of several months. Has there been any progress towards fixing it?
#3
A little curiosity that (AFAIK) hasn't turned up on the forums before: the manual for Holiday Lemmings 1993/94!

http://macintoshgarden.org/sites/macintoshgarden.org/files/manuals/XmasLemmingsManual.pdf


For those who aren't familiar with Holiday Lemmings, there's this level that consists of a row of exits – of which all but one are fake :evil:. It's called "Check Your Hints!".



Tedious trial and error, right? Not if you have the manual! True to the title, you can indeed "check your hints" and find this (page 6):
QuoteOn Level 3 of Blitz, the 7th exit from the right is the REAL exit. Hee hee!
#4
Lemmings Main / Fun with WAFD
June 01, 2015, 07:16:18 AM
This topic is all about the levels titled "We All Fall Down" (hereafter, WAFD) from the original games. These levels follow a simple formula and yet are highly sensitive to variations (just look at the versions where safe-fall distance is a little higher :P), so I thought it might be fun to tweak the level in various ways and see what you can do.

Predictably, this idea arose from a discussion on IRC :P

---

If there were unlimited lemmings, diggers, and time, how many lemmings could you save? (DOS physics)

The limiting factor here is the length of the platform. I propose the following setup to maximise the number of lemmings saved per column of platform removed:

  • Release 11 lemmings at RR99 (intervals of 4 frames)
  • First lemming digs at the second-to-last column. (If you dig at the last column, the next two lemmings have to dig here too and they go through the platform too quickly.)
  • Second and third lemmings dig at the last column, to save themselves. (The first lemming still has a pixel at the left to hang on to.)


Three diggers - the first in the second-from-right column, and the next two in the rightmost column.

This method saves 11 lemmings per 6 columns of platform, or 1.83 lemmings per column. If you start your digger at the extreme right, you only get 1.80 (9 per 5 columns). The overlap between the upper and lower platforms is 511 columns, so you can repeat this 85 times for 935 lemmings saved.

But we're not done yet. There's still one column left! You can dig on this and the digger will survive - but you can't do the second-last-column setup as before, and you lose a few frames at the end because the digger's range extends to the left of the lower platform. However, you can still save 9 lemmings with the above-mentioned method of digging right at the edge - the 9th lemming makes it just in time. (The 10th lemming in this setup gets there just too late to use the ledge - otherwise we'd use this setup all along and save 1030 lemmings!)

So in all we save 935 + 9 = 944 lemmings, using 258 diggers. The time taken is about 4 minutes 20 seconds.
#5
Lemmings Main / Ideas for Skills
January 25, 2015, 08:48:39 AM
Post your ideas for Lemmings skills here! Skills can be as crazy, mundane, versatile or useless as you like.

DISCLAIMER: This is not a wishlist thread for Lix/Lemmix/whatever. Please don't pressure game designers to implement the ideas contained here!

---

Enlarger and Shrinker

The Enlarger causes a lemming to instantly become twice as tall and twice as wide. Effectively it treats each 2x2 block of terrain pixels as a single pixel. Effects include:
  • Double movement speed
  • Can walk over taller obstacles
  • Double safe-fall distance
  • Can't fit through 1-pixel gaps (needs an empty 2x2 "pixel" space to fit through)
  • Unaffected by non-constant traps (too weak to fell a giant lemming). Constant traps still kill.
  • Can't fit in the exit
  • Bridges, tunnels, bomber holes etc. are scaled up accordingly
  • Skill assignments cost twice as many skill points. If you assigned a permanent skill before enlargement, it stays with the lemming but you need to assign again (using another point) for the lemming to regain the ability. Regular umbrellas don't cut it for a giant lemming! :P (Technically the lemming is 4x as big so skills should cost 4 points, but they wouldn't be much use at that cost.)
  • You can assign Enlarger again to the same lemming! Obviously there's a practical limit to how many times you can do this, as well as the escalating skill cost :P

    The Shrinker causes a lemming to halve in size. Effects are basically the reverse of the above, except:
  • Size of bridges and tunnels will have to be approximated, unless the game resolution is increased (vector graphics anyone? :P)
  • A lower limit on size applies (see above :P)
  • Also unaffected by non-constant traps (sneaks past them)
  • Can exit but counts only half (more generally: (lemming scale)/(exit scale))
  • Skill assignments cost half as many points (fractional skills, wheee!)
  • If permanent skills assigned before shrinking, the excess is returned to your stockpile
    Lemmings still respect blockers regardless of size!

    Traps, goals, hatches can come in all sizes too of course. Everything is relative! :D



    Upturner and Downturner

    A different take on the gravity feature.

    These are permanent skills. When the Upturner encounters a wall that it would normally turn around at (or would climb up if a Climber), it instead changes its gravity 90 degrees and walks up the wall. When the Downturner encounters a drop that it would normally fall at, it changes gravity and walks down the wall. Other skills can be assigned as normal in the lemming's new orientation.

    Notes:
  • Upturner can still fall and, unless combined with Floater, splat.
  • Downturner still turns at walls, unless combined with Climber or Upturner.
  • Depending on the shape of the wall/cliff, the lemming may turn twice in quick succession. This works itself out when you apply the rules one frame at a time.
  • In some cases (eg. with short falls), lemmings with one of these skills may find themselves stuck while normal lemmings continue on :P
  • Upturning takes precedence over climbing. To make an Upturner climb, you need something like the sticky-jumper from Lix. If the game doesn't offer such a possibility, these two could be made mutually exclusive.
  • A Downturner can fall if the terrain is removed from underneath it. This means a Floater may still be needed!
  • Upturner + Downturner becomes like the Magno Booter from Lemmings 2, but not quite so useless :P
#6
Other Projects / Everything by: Discussion topic
December 31, 2014, 09:13:22 AM
I had this idea when trying (yet again) to fix my signature to fit the character limit*. (Which, ironically, is now much larger thanks to the forum move.)

Idea: Create a topic with links to all your Lemmings-related creations, then put a link to that topic in your sig.

This is not intended as an avenue for narcissism or self-promotion (beyond what I was already doing with the sig ;)), just a way of keeping things organised and visible.

Here's mine. Feel free to create your own!

Guidelines (I won't label them "rules" without some discussion first):
- Only include your own work, not collaborative projects. (Perhaps these could get their own topic?)
- Non-lemmings projects can be included, as long as they are of interest to the Lemmings community (eg. puzzles).



* The forum would insist on adding "http:\\www." to the beginning of every link, even if you took it out. My sig fit the 300-character limit without these, but whenever I changed my profile it would put them back in and then truncate to 300 chars, thus breaking the sig. I had a document with the proper text, but neglected to copy it over when I changed PCs.
TL,DR: First-World problems :P
#7
Other Projects / Everything by Clam
December 31, 2014, 09:11:19 AM
What's all this, then?

Lix
ClamLix: Stand-alone level pack for Lix. Currently 106 levels, but aiming (optimistically) for 150!
CSTame Reloaded: Tame rating from Oh No! More Lemmings rebuilt in Lix terrain, with reduced skills for higher difficulty.

Lemmix
ClamSpam: Lemmix level packs. ClamSpam01-05 are 10 levels each; others are 4-5 levels each. Also includes CSTame (aka. the Tame Challenges), harder versions of the Tame levels, some requiring glitches to pass.

Lemmings 2
Custom levels: Wall Crawler; What a Twist!; Throw the Switch

Lemmings 3 (aka. Lemmings Chronicles / All New World of Lemmings)
CSEL3: Custom level pack comprising one whole tribe (30 levels).

Non-Lemmings
Puzzles (Puzzle Hunt style): Mus; Stop Working, Start Puzzling; Roll Call
#8
A reference guide to the messages you get after completing a level based on how many lemmings you saved, and other awards / game-completion status that are based on the number of lemmings saved.

This is a work-in-progress. Contributions from any of the Lemmings games and ports are most welcome! http://www.lemmingsforums.com/Smileys/lemmings/thumbsup.gif" alt=":thumbsup:" title="Thumbs Up" class="smiley" />



Lemmings (DOS)

This covers the first-generation games up to Holiday Lemmings 1994.

Game Completion
Each level has a specified number of lemmings and number (expressed as a percentage) to be saved before you can progress to the next level.
The game is considered "complete" (you get a special end-game message) after you solve the final level in the highest rating.

Post-level messages
In the table below, R is the required percentage saved to complete the level, rounded down to a whole number (eg. 40/60 = 66%).
Messages are quoted verbatim, including double-spaces, ellipses of varying lengths, and one case where the fullstop appears after the space that should follow it http://www.lemmingsforums.com/Smileys/lemmings/tongue.gif" alt=":P" title="Tongue" class="smiley" />
If more than one case applies, the lowest is taken, unless R=100 in which case you get the 100% message on solving the level.

% SavedLemmingsOh No! More Lemmings / Xmas Lemmings 1991 / Xmas Lemmings 1992Holiday Lemmings 1993Holiday Lemmings 1994
= 100Superb! You rescued every lemming on that level. Can you do it again....?WOW! You saved every Lemming. TOTALLY EXCELLENT!Excellent!  You've managed to save all of the little rodents!  Now do it again!Excellent!  You've managed to save them all!  Can you do as well next time?
< 100You totally stormed that level! Let's see if you can storm the next...What a fine display of Lemming control. Take a bow then carry on with the game.An exemplary instance of rodent control. Now, onto the next challenge.Very impressive.  You're well on your way to becoming a Lemmings Master!
< R+20That level seemed no problem to you on that attempt. Onto the next....More than enough .You have the makings of a master Lemmings player.Well done.  You've made it with plenty to spare.  Now onto the next...Well done.  You've made it with plenty to spare.  Now onto the next...
= RRIGHT ON. You can't get much closer than that. Let's try the next....Just made it by the skin of your teeth. Time to progress..That was close, but you made it! Onwards and upwards...Whew!  That was close, but you made it! On to the next challenge!
= R-1OH NO, So near and yet so far (teehee) Maybe this time.....Shame, You were short by a tiny amount. Go for it this time.Just a tiny bit more effort on your part will get the lemmings home!Just a tiny bit more effort will get the lemmings home for the holidays!
< R-1You got pretty close that time. Now try again for that few % extra.Getting close. You are either pretty good, or simply lucky.Not bad, but you can certainly do a bit better!Not bad, but you can certainly do a bit better!
< R-5A little more practice on this level is definitely recommended.We are not too impressed with your attempt at that level!Try a bit harder...the lemmings are depending on you!Try a bit harder...the lemmings are depending on you!
< R/2 (rounded down)Better rethink your strategy before you try this level again!Yes, well, err, erm, maybe that is NOT the way to do this level.Umm, maybe you'd better rethink your strategy a bit!Umm, maybe you'd better rethink your strategy a bit!
= 0ROCK BOTTOM! I hope for your sake that you nuked that level.Oh dear, not even one poor Lemming saved. Try a little harder next time.At this rate, the lemmings are not going to have a very happy holiday!Uh-oh!  Not a single lemming saved! Try harder, the lemmings need you!



Lemmings 2 (DOS)

Game completion
Level 1 of each Tribe starts with 60 lemmings, and lemmings saved carry over to the next level.
After each level (if you saved any lemmings), you are awarded a medal based on the number saved. This may be Gold, Silver or Bronze.
After level 10, you receive a piece of the Talisman. The colour is the same as the lowest medal you've achieved across the ten levels.
To complete the game, you must obtain a Gold piece of the Talisman in each of the 12 Tribes.

Awards
The medal given is determined as follows:
T = the number of lemmings you start the level with.
L = the number of lemmings you can lose and still get Gold. This is specified in the level file, but hidden from the player.
G = T - L is the minimum number of lemmings you need to save for Gold.
S = G - T/2 (round up the result) is the minimum number of lemmings you need to save for Silver.

Post-level messages
Where more than one of the cases below applies, the order of precedence is: 0 > Bronze > Silver > 1.
Saved (minimum)MedalMessage
GGoldExcellent! A gold standard successful rescue attempt.
G-1SilverThat was a sparkling performance.
G-2SilverNice one! But can you give that extra bit of effort?
G-3SilverYou got a grade "A" for merit.
G-4SilverYou obviously had few problems there.
G-5SilverThat was a reasonably good go.
G-6SilverDo you think those were acceptable losses?
SSilverThat was a passable effort. Must try harder.
S-1BronzeA little practice might be what you need.
S-2BronzeNot bad, but not good either.
S-3BronzeThat just wasn't good enough. They're relying on you.
S-4BronzeThat wasn't very impressive was it?
S-5BronzeYou saved so few that they are going to be very lonely.
1BronzeUh oh. That was a feeble effort.
0NoneOh Dear. You seem to have made this tribe extinct!



Lemmings Chronicles / All New World of Lemmings

Game completion
Level 1 of each tribe starts with 20 lemmings, and lemmings saved carry over to the next level. Some levels contain pre-placed lemmings that can be saved in addition to the ones you start with. To complete the game, you must save 50 lemmings in each tribe.

Post-level messages
In the table below, T is the number of lemmings you start the level with, and E is the number of extra lemmings on the level.
Messages are written in the game's font which has no distinction between upper and lower case, and thus appears as all upper case.
SavedMessage
>T if E>0, =T if E=0WELL DONE
=T if E>0GOOD WORK
>1YOU CAN DO BETTER !
=1*THATS A BIT FEEBLE !
=0HARD LUCK
* Takes precedence over other messages.

End-of-tribe messages
If you saved less than 50:
CONGRATULATIONS !
YOU HAVE REACHED THE END OF THE (TRIBE) ISLAND WITH (N) LEMMING(S)
HOWEVER YOU MUST SAVE 50 LEMMINGS TO COMPLETE THE TRIBE
PLEASE GO BACK AND SAVE SOME MORE !

If you saved 50 or more:
EXCELLENT !
YOU HAVE COMPLETED THE (TRIBE) TRIBE WITH (N) LEMMINGS
#9
Forum Games / Mafia: Lemmings 2 Edition
April 20, 2014, 08:28:18 AM
Welcome all to Mafia: Lemmings Edition 2 Lemmings 2 Edition!

Links to scenes:
http://www.lemmingsforums.com/index.php?topic=982.msg20017#msg20017" class="bbc_link" target="_blank">Night 0
http://www.lemmingsforums.com/index.php?topic=982.msg20027#msg20027" class="bbc_link" target="_blank">Day 1
http://www.lemmingsforums.com/index.php?topic=982.msg20075#msg20075" class="bbc_link" target="_blank">Night 1
http://www.lemmingsforums.com/index.php?topic=982.msg20096#msg20096" class="bbc_link" target="_blank">Day 2
http://www.lemmingsforums.com/index.php?topic=982.msg20139#msg20139" class="bbc_link" target="_blank">Night 2
http://www.lemmingsforums.com/index.php?topic=982.msg20161#msg20161" class="bbc_link" target="_blank">Day 3
http://www.lemmingsforums.com/index.php?topic=982.msg20185#msg20185" class="bbc_link" target="_blank">End

Sign-up is closed. Signed up players:
Simon
RubiX
NaOH
Giga
geoo
möbius
Ramon
ccexplore


The setting is Clamifornia Beach, and the beach bum lemmings have just rolled in for the beginning of summer. They go surfing swimming in the daytime, gather round the clampfire in the evening, and retreat to their sandcastles at night.
https://www.dropbox.com/s/ppuurmavqaesfbl/clamifornia-beach.png?dl=1" alt="" class="bbc_img" />
(Scroll right or zoom out to see the full picture)

Side note: As unlikely as it may seem, beach bum lemmings are actually incapable of surfing. The original Beach Tribe were provided with no Surfer skills whatsoever! But Clamifornia Beach is more of a swimming beach anyway; the waves are pathetic!
http://asdfasdf.ethz.ch/~simon/etc/surfers-no-mafia.png" alt="" class="bbc_img" />
(Thanks to Simon for the pic, +10 clampoints for you!)

But all is not well. The first night of summer has just passed, and Jimbo McLemming, cousin of Jimmy (of Storybook fame) and popular local surfer swimmer, has disappeared without a trace. Rumour has it that among the beach bum community is a group of rogues who seek to dispense with the innocent bums and make off with their clampoints. (Clampoints are the official currency of Clamifornia. The fact that they have any clampoints at all makes these particular beach bums wealthier than most!)
https://www.dropbox.com/s/tusqfl8kpjjsdao/clampoint.jpg?dl=1" alt="" class="bbc_img" />
The perpetrators must be clamptured and brought to justice, before this clamitous series of events (and clampuns) clamtinues!

The residents of Clamifornia Beach are staunch believers in Clampital Punishment. What's that, you ask?
https://www.dropbox.com/s/f0x53fdvzgunoe6/justclam_5_4x.png?dl=1" alt="" class="bbc_img" />
That giant clam isn't just for decoration, you know! When the bums find out (or think they've found out) who's responsible, they won't hesitate to feed the guilty party into the clam, who will gleefully munch them. 8()



How to Play:
Welcome, resident lemming (or possibly lix or clam)! Some of you -- you're not sure who -- are members of a mischievous gang of rogue lemmings who -- for ill-explained reasons -- are bent on ruining the lives of all the other inhabitants of Clamifornia Beach.

Each night, the rogue lemmings arrange for the unfortunate demise of one poor lemming. They do this by furtively discussing amongst each other (via PM) and then messaging me.

Then, In the morning, the residents awake to the tragic news and noisily argue (write posts) about who they think is responsible. Of course, the actual miscreants are in the crowd and surreptitiously voicing their opinions, too. Voting takes place to determine who (if anyone) shall be executed by clam, and then night falls.




Rules
Some of these are different to the first game so please read! For the most part I've opted for simplicity and reverted to standard rules.

Roles
Roles are as follows:
Innocent Resident: The majority of residents are innocent to some degree; you'll want to avoid losing your head.
Rogue Lemming: each night, you privately discuss amongst yourselves who's gonna get it, and PM me with your final decision.
Scooper: The Scooper always has the inside scoop on what goes on at Clamifornia Beach (yes, I renamed the role just to make this joke). At the start of the game, and each night thereafter, the Scooper chooses somebody to spy on (and PMs me with their choice), and finds out what their role is. The Scooper is also an innocent resident. There is only one Scooper, though I may reconsider if we get a lot of players.
No Blockers this time. They don't work outside of the Classic tribe anyway http://www.lemmingsforums.com/Smileys/lemmings/tongue.gif" alt=":P" title="Tongue" class="smiley" />

At the beginning of the game, each player will be assigned a role at random. The number per role will determined by the total number of players (for balance), and made public when the game starts. The identities will not be made public of course, but the rogues will know each other's identities.

You are definitely allowed to lie about what role you have. In fact, it's encouraged. You just can't support your claim with evidence.

When somebody is voted off, I will reveal their role. When somebody is slain by the rogue lemmings, I will not reveal their role.

Discussion
All public discussion about the game in progress must be made in this topic and during the day. Keep it off the IRC channel. Only live players may discuss. The rogues may discuss in private at any time. Other private discussion can't technically be prevented, but is discouraged (and shouldn't be trusted http://www.lemmingsforums.com/Smileys/lemmings/wink.gif" alt=";)" title="Wink" class="smiley" />).

Voting
Each lemming, innocent or otherwise, can vote for the execution of up to one other resident. You may change or withdraw your vote at any time by making a new post to that effect. [edit] Please put the name of the player you are voting for in bold for the benefit of readers. Execution is by majority vote, i.e. over 50% of the population must vote for the same lemming before an execution occurs. When a majority vote is achieved, or daylight runs out (see below), the condemned lemming (if there is one) gets munched by the clam, and night falls again. Rinse and repeat until either all rogue lemmings are eliminated, or vice versa, or the result is inevitable.
Note: If a majority is reached at any time, I will consider that as final, even if votes change again before I check the thread. I will post voting summaries occasionally to help with counting. Please refrain from editing or deleting your voting posts!

Timing
The game begins in daytime, following the disappearance of Jimbo McLemming. This means the first vote takes place before the rogues kill an actual player.
Day lasts until there is a majority vote, with a limit of 72 hours to keep the game moving.
Night lasts until the rogues send me their decision as to who they will take out, but shouldn't take more than 48 hours without good reason.
Actual timing may vary depending on my availability.

Death
If you are dead, you may not post in the topic again until the game has ended. (Nobody can hear you from inside the clam.) However, as compensation, I will tell you everyone's role, so you get a Clam's eye view of the game. If you prefer, you can opt not to receive this.

Victory
If all the rogues are eliminated, the innocent bums (including scooper) win.
If at any time the rogues reach 50% of the population, or will do so after their next kill, the rogues win – at this point they have enough votes to block any proposed munching.

Note that you don't have to survive to win – if your team wins, you win! Only survivors get to share in the clampoints though 8()



That's it for now. Rules aren't set in stone until the game begins (or later if I've overlooked something, which is likely).

Roll on up to Clamifornia Beach for some fun in the sun! (Or in the dark, depending which team you're on!)
#10
Lix Levels / TameLix
February 08, 2014, 03:00:18 AM
    TameLix (formerly CSTame Reloaded) – Clam's Lix remake of the Tame rating From Oh No! More Lemmings!


    Hard 1: Oh No! What's This?


    Inspired by Lemmings Reloaded and the old Tame challenges, I've rebuilt all 20 Tame levels in the Lix terrain.

    Features:

    • Two versions of each level:

      • Easy: 10 of each skill (except imploder) and unlimited time.
      • Hard: Challenges that also work in the original ONML.
    • 14 different tilesets used.
    • Expanded to fit the larger screen height in Lix.
    • Reduced walking times on the longer levels :lix-smile:

    Feedback, records and backroutes welcome (the latter not so much! :lix-tongue:)[/list]
    #11
    Forum Games / Lemmings vs Humans
    January 14, 2014, 05:04:54 AM
    A silly game I played on another forum.

    Give or take away points for any reason you like. Be creative!

    ---

    Lemmings get to dye their hair green! +1 Lemmings

    Lemmings: 1
    Humans: 0
    #12
    Level Design / Lemmix, Lemmini or Lix?
    November 27, 2013, 06:48:32 AM
    Since most of the Lemmini designers from Lemmings Heaven seem to have made it here, and Lix has been around for a while, now seems a good opportunity to see how many of us use each version/game. Vote for the one that you use most for building levels. (I could just read through the posts on the Level Design board, but this way is more fun http://www.lemmingsforums.com/Smileys/lemmings/smiley.gif" alt=":)" title="Smiley" class="smiley" />)

    I've switched almost exclusively to Lix. I love the new skills and features, and the absence of steel glitches. Yet it's still true enough to the original game. It feels like Lemmings updated for modern times http://www.lemmingsforums.com/Smileys/lemmings/smiley.gif" alt=":)" title="Smiley" class="smiley" />


    ("Other" includes L1 ports and later Lemmings games. I don't know of anyone actively making levels for these though.)
    #13
    General Discussion / Project Euler
    July 01, 2013, 08:27:41 AM
    http://projecteuler.net/" class="bbc_link" target="_blank">projecteuler.net

    Anyone here tried this? I've mentioned the site before (in the most obscure way imaginable), but out of curiosity I looked it up again and found it's still thriving. It's a series of maths/programming puzzles that ramp up in difficulty as you go along.

    I did it in Java back then, but now I'm starting again in R, which I'm learning for work. You can even see my progress!
    http://projecteuler.net/profile/Clam_Spammer.png" alt="" class="bbc_img" />
    (I've overtaken the meagre 26 that I solved in Java http://www.lemmingsforums.com/Smileys/lemmings/smiley.gif" alt=":)" title="Smiley" class="smiley" />)
    #14
    General Discussion / New Zealand Phishing Species
    May 29, 2013, 08:42:12 AM
    http://www.securitycentral.org.nz/wp-content/uploads/Security-Central-NZ-Phishing-Species-Poster-NZCSAW-2013.pdf" class="bbc_link" target="_blank">New Zealand Phishing Species

    This is part of a cybersecurity awareness campaign that's going on in New Zealand right now. Which would be extremely dull (albeit informative) except for one thing:

    One of the characters is a disturbing likeness of me! (He's in the top left corner.)

    This is based on http://www.unitedfisheries.co.nz/content/new-zealand-commercial-fish-species" class="bbc_link" target="_blank">the poster of commercial fish species which is a common sight in fish & chip shops.
    #15
    Lix Main / Title screen
    April 25, 2013, 02:14:10 AM
    I've been talking to Rubix in IRC, and we've identified this as one of the major things that make Lix look "unpolished". So I'm putting this out here for anyone who isn't aware and/or has artistic talent http://www.lemmingsforums.com/Smileys/lemmings/smiley.gif" alt=":)" title="Smiley" class="smiley" />

    Lix needs a title screen! The current screen is cute, but it's a placeholder (and even says as much). Rubix also has a design somewhere (hope you can find it!) which might or might not do. If anyone has ideas, verbal or graphical, please post them!

    Note: This isn't a contest. But there is glory to be had if you design a screen and we use it http://www.lemmingsforums.com/Smileys/lemmings/smiley.gif" alt=":)" title="Smiley" class="smiley" />
    #16
    General Discussion / Lemmings Forums on Youtube
    April 18, 2013, 11:38:33 AM
    This thread is for all Lemmings Forums content on Youtube. If you've made Lemmings videos for Youtube, and you're not ashamed of it, tell us about it here!

    This is probably the number one thing LemmingsHeaven did better than us (custom tilesets a close 2nd), so I'd like to (belatedly) rectify that. I'm aware that some of you have videos of your custom levels, or gameplay of the original levels. I'd like to gather up some channel links in this post, so we can find your stuff!

    Technical advice is welcome. What hardware and software do you need? How do you set it up? How do you make your videos look nice?

    Lemmings Forumers on Youtube

    Adam - SMSLemmings
    alfonz1986 - alfonz1986
    BBP - BonnyBP
    ccexplore - thelemtube
    Crane aka. Garjen - WaterCrane
    Colorful Arty - Colorful Arty
    Dodochacalo - Dodochacalo
    Eric119 - EricOneOneNine
    Fernito - Fernito69
    Flopsy - Flopsy
    Giga - GigaLem
    grams88 - Atari st Favorites
    Gronkling - gronkling and Diysion
    GuyPerfect - ThePerfectKiosk
    IchoTolot - IchoTol0t
    Insane Steve - damintsustin
    kaywhyn - kaywhyn
    Kornhead21 - BizkitPart21
    Lemmy556 - Lemmy556
    loftyD - loftyD
    Luis - LuisParson
    Martin Z - dutjuup
    MASTER-88 - metroidmaster88
    möbius - Bronco541
    namida - jihoon4242
    Nicolas Eymerich - Ellischant
    Nortaneous - Nortaneous
    Pieuw - Pieuw
    Pooty - PootyTheEchidna
    Proxima - SentinelProxima
    rtw - roundthewheelrtw
    RubiX - rubix2007
    Simon - SimonN
    Soljmolf - Soljmolf
    ssam1221 - ssam1221
    Swerdis - Vidusaka
    Tim - timfoxxy
    The Tomato Watcher - The Tomato Watcher
    Turrican - Turrican Lemm
    Wafflem - Wafflem
    WillLem - WillLem
    Yawg - JustAnotherEgo

    #17
    General Discussion / Messenger --> Skype
    March 26, 2013, 09:00:29 AM
    As you probably know by now if you use Messenger, you're getting shifted to Skype on April 8th. I'm curious how many people here are affected by this and what your thoughts are.

    Me? I already have Skype so I'm not too bothered. I will miss the custom smileys though - I've built up a quirky collection of them http://www.lemmingsforums.com/Smileys/lemmings/smiley.gif" alt=":)" title="Smiley" class="smiley" />
    #18
    A neat pair of fangames by auvenom, created about a year ago.

    Lemmings Returns: http://www.newgrounds.com/portal/view/577897" class="bbc_link" target="_blank">http://www.newgrounds.com/portal/view/577897
    Oh No More Lemmings Returns: http://www.newgrounds.com/portal/view/579063" class="bbc_link" target="_blank">http://www.newgrounds.com/portal/view/579063

    The twist: Your 8 skills are replaced by MS Paint-style draw and erase, which you use to scribble a path to the exit. In Lemmings Returns, you get unlimited use of the brush and eraser - sounds easy, but it's far from it! In Oh No you can only draw and erase in straight lines, and you get a limited number of lines.

    There's just one downside though - no Fast Forward http://www.lemmingsforums.com/Smileys/lemmings/sad.gif" alt=":(" title="Sad" class="smiley" />. Apparently it was tried but it didn't work.

    Thanks to möbius for posting a link to the video on IRC, it seems no one else spotted this until now.
    #19
    Tech & Research / Gravity
    February 10, 2012, 03:08:47 AM
    This has been a hot topic of debate on the IRC lately, so I thought I'd put it to the forum for more opinions.

    Various IRS games have played with the ability to change the direction of gravity. Lemmings Revolution has antigravity traps that turn lemmings upside down, Clones has traps that flip creatures upsidedown or sideways, and Turtle Trench lets you flip gravity on individual creatures via a skill. I've compiled some arguments for and against gravity changing in an IRS, please feel free to add to these. This list is in the context of adding gravity changing to Lix, since that's the topic under debate right now.

    Pros:
    + More variety in puzzles. Think about it - upward diggers, downward builders, downward climbers, crazy flinging (tumblers go in different directions depending on their gravity)... Sideways gravity opens up even more fun possibilities.
    + Novelty. Gravity changing in IRS is rare enough that it's still new and fun, especially with some of the unique effects it would have in Lix. This won't hold in the long run though.

    Cons:
    - Implementation. Every existing skill and object has to be adapted to work with different gravities, and if you want to add anything new to the game, that has to work in multiple gravities as well. That means an overhaul of the existing code, much playtesting, and a commitment to more work in future. This delays release as well, and we don't want to keep the game unreleased forever.
    - Complexity. The game can only take so many features before it becomes overwhelming, for new players especially. Just look at Clones http://www.lemmingsforums.com/Smileys/lemmings/undecided.gif" alt=":-\" title="Undecided" class="smiley" />. Gravity changing is an inherently complicated feature, much more so than adding another skill or a 'niche' feature like trampolines. This is especially relevant in multiplayer - new players find it hard enough, with world wrapping and all that, only the real hard core (i.e. Simon and geoo) are likely to enjoy gravity-intensive multiplayer maps.
    - It's ultimately unnecessary. The purpose of Lix, at least to begin with, was to make an IRS with multiplayer capability, and better mechanics than the original Lemmings games. I'd say (with congratulations to Simon, geoo and all other contributors http://www.lemmingsforums.com/Smileys/lemmings/thumbsup.gif" alt=":thumbsup:" title="Thumbs Up" class="smiley" />) that the game has pretty much achieved this already.

    My own view of the feature at the moment (subject to change wildly, of course http://www.lemmingsforums.com/Smileys/lemmings/winktounge.gif" alt=";P" title="Wink-Tongue" class="smiley" />), is that it's somewhat of a guilty pleasure. I really want to try it in Lix, I want to build and play some great puzzles that use it, but at the same time I don't want it to take over the game. I'm worried that if it's added, there will be a proliferation of levels that depend on the mechanic, and much of the game will be played upside-down. At that point it's just not the same game any more.

    So there are some considerations with regard to potentially adding the feature to an IRS. I'd be interested to hear from anyone who's played with gravity in Clones or Lemmings Revolution, or indeed Turtle Trench, for a perspective on how good a feature this is in existing IRS's. My own recent experience with Turtle Trench is that limited application of flipping is good fun, and makes for a neat addition to some puzzles, though it's not used extensively enough in that game to get a really good look at it. It's worth noting that flipping is implemented as a skill here, which largely procludes en-masse flipping of creatures, whereas in other games it's done with a trap that flips all creatures that touch it - again, opinions of Clones/Revolution players on the merits of that system are welcome.

    Thanks for reading, and tell me what you think about gravity changing and whether we need it!

    ---

    ˙sǝob ʇı ʍoɥ ǝɯ ןןǝʇ puɐ uʍop-ǝpısdn x!Ⴈ buıʎɐןd ʎɹʇ :ɹp'ןʇ

    http://dl.dropbox.com/u/57182300/Lix/party-flip.gif" alt="" class="bbc_img" />
    #20
    Tech & Research / Non-glitch tricks
    October 16, 2011, 11:15:01 PM
    A companion to the glitch thread.

    The glitch thread lists a lot of tricks that are useful for challenge solutions, but there are plenty more tricks that don't enter the realms of 'glitchiness', but instead emerge from intended game mechanics. Deciding what is a worthwhile trick is even more hazy than defining glitches (geoo on IRC: "Have a Lemming walk against a wall to turn him around"), but as a first stab at a filtering criterion, I'll try to include anything that isn't required to achieve glitch-free solutions to the original levels. And since some of these are borderline glitchy, there may be some overlap between this and the glitch thread.

    ---

    DOS

    Climbers

    Floaters
    • You can assign the floater skill to a lemming at the bottom of a long fall, and it will survive. This saves time, as floaters descend slower than fallers.
    Bombers
    • Falling bombers detonate immediately, without going through the 'ohno' animation, saving some time.
    Blockers
    • When assigned to a lemming (usually digger) that has no terrain under its centre pixel, it will stop, revert to walker for one frame, and then fall. The lemming advances one step in the walker frame, so if there is a terrain pixel at feet level one pixel in front of it, it will walk on.
    • Can turn around lemmings in most states, not just walkers (and builders, à la Mayhem 5)
    • Pass-through blocker: Assign at the bottom of a fall / top of a climb, and incoming lemmings will pass through it. Depending on the positioning of terrain relative to the grids, this effect can be achived with a 45° upwards slope.
    • Bashable pass-through blocker: As above, but with an increase in height between the landing spot and the blocker, so it can be removed with a basher.
    • Even without a pass-through, you can still remove a blocker on slightly higher ground with a single basher, depending on the blocker's position relative to the grids.
    • The blocker's field extends up and down slighty (again, the exact positioning depends on the grids). This means you can sometimes turn lemmings on a different platform to the blocker.
    • If the blocker is placed at the correct horizontal position relative to the grid (1 of each 4 positions works), you can free it by assigning a digger to a turning lemming.
    Builders
    • Builders only check for terrain in two pixels after each brick they place, one above the head ('ceiling check') and one at the feet ('floor check'). This allows them to squeeze through terrain formations in unintuitive ways. The ceiling check is further forward than the floor check, meaning builders will build further into low walls (< 11 pixels) than high ones. Additionally, the ceiling check is skipped on the last brick.
    • Due to the asymmetry of builders, left-facing builders place a pixel of terrain behind them.
    • Walling: Lemmings will turn around whenever they encounter a 7-pixel or higher obstacle in their path. Depending on the terrain shape and availability of other skills, there are a vast number of setups that can be used to achieve this.
    • By repeatedly assigning builders to a lemming close to a ceiling, you can force it into the ceiling.
    • It is possible to build in front of a thin pillar, and have part of the brick extent to the other side of the pillar.
    • Speedbuilding: There are various ways of using multiple builders to move faster (horizontally or vertically) than a single builder can. The key points are (1) the builder places a brick halfway through its animation, after which you can stop it or have the next lemming overtake it, and (2) a new builder can add 5 pixels (4 if facing left) to the end of the bridge (bridge-stretching), whereas the regular builder only adds 2 at a time. Types of speedbuilding include: releasing lemmings at RR88 and having each build as late as possible; alternating builder and basher (bash as soon as the lemming steps onto the new brick); alternating builder and basher with two lemmings (this is only slightly slower than the RR88 setup).
    • 'Stepover' turnaround: Release two lemmings in quick succession (anywhere from RR68 to 99 works), build on flat ground with the first lemming, and build with the second lemming as soon as it steps off the brick placed by the first. The next brick of the first lemming will trigger the 'floor check' for terrain on the second builder, causing it to turn around. It is possible to create an equivalent setup in other situations, eg. on a bridge in progress (see Wild 17 builders+bashers).
    • Shrugger turnaround (aka. the alfonz1986 trick): Somewhat similar to the above; use the time taken by a builder to 'shrug' to build a brick over it, then start the shrugger building just before it finishes shrugging. The second builder can build two bricks before the shrugger moves again, which triggers the floor check and causes the shrugger to turn around.
    • 7-builder stack: Let out 7 lemmings at RR88, and have each build as soon as it steps onto the brick laid by the previous one. This creates an impassable wall for the remaining lemmings, and all but 2 builders turn around due to floor checks. Other variants of this trick exist, see http://www.lemmingsforums.com/index.php?topic=558.msg11658#msg11658" class="bbc_link" target="_blank">here for more.
    • Lemmings walk over bridges one way and under the other way, eg. if you build to the right, then any lemmings walking beneath the bridge will be facing left. This allows you to pick out a lemming facing the right way. Lemmings falling onto the bridge are a possible exception; this leads to a neat method of isolating the last lemming that falls.
    • The terrain added to the level by builders can be used to keep a basher/miner/digger going, by providing them with ground to stand on and/or terrain to satisfy the check to make them continue digging.
    • Builders don't check for terrain underneath them, so they can continue even if the ground under them is removed.
    Bashers
    • Bashers can be stopped mid-stroke by assigning another skill, leaving a ramp that other lemmings can walk up. The usual way to do this is a builder, but blocker, digger, and even bomber (timed so the countdown ends mid-stroke) can work.
    • The basher's exact terrain-detection mechanics can be exploited in various ways, see http://www.lemmingsforums.com/index.php?topic=558.msg11658#msg11658" class="bbc_link" target="_blank">here (bottom section of the post) for details.
    • Bashers remove terrain in the column of pixels they are standing in, meaning you can take a 'backstroke' into the wall by assigning the skill to a lemming as it turns around.
    • Three-basher ramp: Release two lemmings at RR86, and another at RR99. Bash into a wall with the first lemming. The second lemming will step up as the basher makes its second stroke, and for one frame will be a walker in mid-air; assign it a basher on this frame, then bash in front of this, as late as possible, with the third lemming. The second and third bashers will stop and fall to the ground, and the first basher will stop since the third basher removes the terrain it checks for in front of it. The net result is a 5-pixel gain in height, at the cost of 3 bashers. Other setups are possible, what matters is that the lemmings are in the right place at the right time. This is the key to many of the basher-only challenges, eg. http://www.lemmingsforums.com/index.php?topic=114.msg1993#msg1993" class="bbc_link" target="_blank">Fun 14 (in fact, this one uses a different setup that gains even more height per basher).
    • Bashers slide down slopes they encounter in the terrain below their feet. This can be exploited by mining or digging at the basher's position to make it bash lower.
    • Because of the positions of the basher's terrain and steel checks, it is possible to bash before a steel block in such a way that the terrain check succeeds on the first stroke, but the assignment isn't prevented by the steel check. This means the lemming takes one swing towards the steel and turns around. This can be useful if you want to turn a climber, or if the steel block isn't attached (but is in the basher's reach) from the platform the lemming is on.
    Miners
    • As with bashers, miners can be stopped mid-stroke to create a ramp. This works in conjunction with the miner-positioning glitch, as the ramp coincides with the time when the lemming is wrongly positioned one pixel too low.
    • Miners remove terrain in the column of pixels they are standing in and the column behind, meaning you can take a 'backstroke' into the wall by assigning the skill to a lemming as it turns around.
    • Speed mining: Using multiple lemmings, or a single lemming alternating with other skills, it is possible to progress across and/or down faster than a regular miner. This works especially well in conjunction with diggers.
    • Undermining: By mining into the position of an existing miner that has just taken a stroke, you can remove the ground beneath it, and this stop it. This can be done in either direction; undermining backwards is especially useful as it allows zig-zag tunnels to be made.
    • A lemming walking on steel can be turned around by building one brick, and then mining.
    • Miners remove terrain above and in front of them. By mining off the end of a bridge in progress, you can keep a builder going. For an example, see http://www.lemmingsforums.com/index.php?topic=170.msg4870#msg4870" class="bbc_link" target="_blank">Fun 15 with 2 builders.
    • Basher-miner stop: It is possible to make a basher and miner come together in such a way that they both stop. This can be done with the basher and miner going in opposite directions, or with both going the same way. For an example of the latter, see http://www.lemmingsforums.com/index.php?topic=85.msg1293#msg1293" class="bbc_link" target="_blank">Tricky 19 in 1 minute.

      DiggersWTF is up with this formatting
    • Similar to undermining, diggers can be stopped by digging on their exact position. (In other ports, assigning a little either side works too, DOS is unusual in this regard.) As with undermining, this can be done in the same direction as the first digger, or the opposite direction.
    • Diggers continue for a few frames once last terrain is gone. In this time, it it possible to assign another skill (eg. builder).
    • It is possible to turn a right-facing builder by digging immediately after it places a brick, descending 3 pixels, and building again. The digger leaves a single pixel of brick that triggers the floor check for the next builder.
    • By alternately building a few steps and digging down a few pixels, you can make a lemming move sideways through air.
    • Speed-digging: As with speed-mining, use multiple lemmings or alternate diggers with other skills to dig faster. Works especially well in conjunction with miners. For a demonstration see this animated gif: http://cfile6.uf.tistory.com/media/012E0C3E51700B5B2FFBF6" class="bbc_link" target="_blank">http://cfile6.uf.tistory.com/media/012E0C3E51700B5B2FFBF6
    • Diggers can be used in conjunction with bashers or miners to create steep ramps in solid terrain. Basher/digger in particular can create a ramp of any slope (the maximum that lemmings will walk up is 6:1).
    Other
    • In some cases, it can be useful to isolate last lemming that enters the level, and use this lemming to build the path to the exit.
    • When there are two or more lemmings under the cursor, the last lemming (in order of their entrance to the level) has priority for selection. This means you can choose a lemming facing the right way by keeping track of the last lemming out. Later lemmings are drawn over the earlier ones as well, which can help you find the last lemming sometimes.
    • Lemmings 'jump' (ascend) when they encounter a rise of 3-6 pixels, and fall when they encounter a descent of 4 pixels or more. This slows the forward movement of the lemmings. Such rises and falls can be created and destroyed, and can affect timing in various ways. For example, leveling out the terrain can get the lemmings to the exit faster in a speedrun-type solution.
    • Merging: Making two or more lemmings occupy the exact same position on the level is useful for many reasons.slidingThe easiest way to force this is with a pair of blockers, but a vast number of methods exist.