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Messages - Proxima

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And whilst we're on the subject, here's a new trick for you - since lem recolouring for athletes is kept active in Classic Mode, assign a Floater or some other permaskill to one of the lemmings in a group, and this lemming will now visually stand out from the crowd! From there, it's very easy to see which direction that lemming is facing in, and whereabouts they are! ;P

Does SLX prioritise assignment to floater-walkers over plain walkers?

SuperLemmix Bugs & Suggestions / Re: [SUG] New Lemming type - Rivals!
« on: April 16, 2024, 01:23:12 PM »

Level Design / Re: list of level titles for taking
« on: April 14, 2024, 12:20:30 PM »
I really like those! Neato! Question, I know, I always have one :) But is it important at all to have the titles with capital letters in them or is it fine without all words being in capitals?

That's entirely a matter of personal taste. The original games are notoriously inconsistent with capitalisation: most levels either just capitalise the first word, especially if the title is a sentence ("Only floaters can survive this") or follow "title case" with important words capitalised ("Curse of the Pharaohs"). But then some levels capitalise every word ("Livin' On The Edge") or capitalise "Lemming" and nothing else. One level is in all lower-case ("worra lorra lemmings"), a few are in all caps, and ONML has titles with random capital letters inside the words ("LeMming ToMato KetchUp fAcility"), especially on timed bomber levels.

Lemmini / Re: SuperLemminiToo v1.51
« on: April 13, 2024, 03:15:02 AM »
Bearing in mind that NL and SL have many of the features (and many more) of L2/L3, is there any particular reason why neither game has been fully ported?

For a very simple reason. The original game has eight skills; Lemmings 2 has fifty-one. To incorporate L2 into a modern clone would involve coding and bugfixing all those skills and a correspondingly huge number of possible interactions between them. (Well, most interactions wouldn't have to be separately coded, as they should arise naturally from what each skill does on its own; but there could easily be bugs that only appear when particular skills are used in combination, so every combination that has a meaningful interaction would have to be tested...)

This is a huge amount of work for very little reward, since the main purpose of modern clones is to be a tool for level design, and the community has just never expressed much interest in working with the full range of L2 skills, so at the moment there's not much reason to feel optimistic that such a tool would see much use.

Of course, this isn't an outright rejection of the idea, and it might happen one day.

Level Design / Re: What are some tips for making difficult levels?
« on: April 05, 2024, 05:54:20 PM »
Something that has often worked for me is to start with a relatively complex terrain -- sometimes from an existing level -- and find a solution, either for the original save requirement or for 100%, trying to keep skill usage balanced (at most N of each for a suitable value of N) and in particular to minimise high-value skills like builders and miners. Then make a copy, trim the skillset to what you used in your solution, or N of everything, or a patterned skillset like 3-2-3-2... and you have a level!

Of course, if you are doing this based on an existing level, keep in mind that you can modify the terrain as well. For instance, in "Rhapsody in Blue", my 2-of-each copy of Insane Steve's "Rhapsody", I cut out the pipes along the top platform, because it would have required extra destructive skills to get past them, ruining the 2-of-each pattern.

SuperLemmix Bugs & Suggestions / Re: [SUG] New skill - Batter/Flinger
« on: April 04, 2024, 09:34:39 PM »
I would recommend giving the batted lemming a higher and wider arc than the Jumper. Then ledges that are out of reach for a Jumper but in reach of a Batter can present an interesting problem, because you have to have (at least) two lemmings close together for one to bat the other.

NeoLemmix Styles / Re: Style updates topic
« on: March 26, 2024, 11:25:24 PM »
Persia: Replaced locked exit with David's version.

SuperLemmix / Re: [SUG] Object culls
« on: March 23, 2024, 02:34:24 PM »
If player criticism had always been heard this readily, perhaps Radiation and Slowfreeze would never have been culled from NeoLemmix in the first place

You seem to forget that these culls were decided on by forum discussion. Sure, Nepster as (then) project leader was the one who actually made the decision, but that was after opening the decisions to public criticism -- which is why the disarmer was kept, for example. For slowfreeze, there were a couple of dissenting voices, but not enough to outweigh the arguments in favour of culling and the number of people who contributed to the discussion and supported it.

And believe me, those of us who supported the cull haven't disappeared; we just don't keep posting about it now that it's long since decided. But now that NL has moved into new-formats with its much better quality-of-life features, I've completed several packs and look forward to playing more when I have time. And every time I select a pack with the intention of playing all the way through it, I'm glad that I won't have to suffer through radiation and slowfreeze levels.

As for backgrounds, I hope these remain available as they are

I think there is a confusion here. WillLem is talking about the "background" object type, not backgrounds!

Challenges / Re: Maximum Lemmings Saved Records
« on: March 19, 2024, 01:50:18 PM »
Sadly, our overall number of lemmings saved has just gone down.

In July 2022, I asked Gronkling and ApG77 whether they could confirm tseug's claim of 100% on Genesis Tricky 12. Both looked into it and believed it to be impossible. Today I also asked Paiy, with the same result.

Since I have never seen proof of tseug's result and the leading Genesis experts believe it to be impossible, I have now removed it from the official results.

When talking about contemporary level design, don't forget to mention one of the biggest differences between modern and old engines: the glitches are fixed! Indeed, this was the big difference between the LPII engine (which became NeoLemmix) and old Lemmix; all the convenience features (except untimed bombers) came later.

In the Cheapo/CustLemm days, it was just taken for granted that glitches were part of the game, and glitch solutions were considered legitimate backroutes and had to be proofed against. (Cheapo, incidentally, had perfect steel long before NL, and I don't think it had sliding, but it had many glitches of its own.) It was especially frustrating because those who investigated glitches (mostly ccexplore but also Clam, geoo, tseug and others) kept them semi-secret, usually announcing challenge results using the glitches instead of explaining them.

It's weird now to look back and think how different the culture was in those days, and to remember that back then, we had no idea about how much things would change :P

In Development / Re: Lemmings Heritage Demo WIP
« on: March 13, 2024, 10:17:29 PM »
If you are interested in browsing previously used rank names, this topic (sticky in Level Design) has a list. As the list will show (and as kaywhyn mentioned) there have already been several cases of accidental repeats, and no-one minds! It is true, though, that if you want to stick with the traditional "adjectives increasing in intensity", most of that space has been ploughed already.

New Objects / Re: [DISC][PLAYER] Visual designs of new objects
« on: March 13, 2024, 12:07:02 AM »
I suggested the arrow version on the basis that it might be better than the lemmings walking in and out of frame (because with the latter, you just see blue and grey alternating, so it's not really clear which is "before" and which "after").

But I still favour a single-lemming static image over either. A neutral lemming for the neutraliser, a normal lemming for the deneutraliser.

The only thing that's been said against that suggestion is that the deneutraliser could be mistaken for a "walker assigner". I don't think we have to take that objection very seriously, because that doesn't make sense as a gadget in any case.

Lix Levels / Re: Eye of the Needle
« on: March 09, 2024, 01:29:48 AM »
Okay. Since you've viewed the replays and are happy, I'm happy to call this closed.

Lix Levels / Re: Eye of the Needle
« on: March 08, 2024, 05:52:01 AM »
Sorry to have taken so long to follow this up. Here's a replay showing how 8/10 can be saved with a variation of the intended solution.

The variation in question:
Spoiler (click to show/hide)

If the terrain fix works, then we can leave it, but this solution is here if we need to refer to it later 8-)

EDIT: Had a look at Forestidia's solution (first post of this topic). This might be preventable by making the first wall thicker; I'll have to look into this another time.

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