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Messages - WillLem

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The new version is ready for playtesting in NeoLemmix! Any volunteers?

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The new version is ready for playtesting in SuperLemmini(Too)! Any volunteers?

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Contests / Re: Level Design Contest #WasteMyTime
« on: Today at 03:26:40 AM »
Here's an updated version of "Clickbait". This one's better ;P

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I don't see how you want to distinguish between savable and unsavable lemmings. I accept that when all lemmings left alive are blockers. Is that worth the hassle of defining extra rules?

Tbh no, it isn't. I'm probably not in favour of the engine attempting to handle this sort of thing, I just added it into the suggestions for the sake of completeness. I've now retracted this and updated the suggestions below.

Is your autonuke always compatible with nuke routes?

Hmm. Not sure what you mean...

Do you view the autonuke as automatically generated player input (and thus write the nuke command into the replay)

Yes, since I suggest that it be a user-configurable setting. It's essentially just performing the nuke so the player doesn't have to. It's probably only necessary in cases where time has run out and lems remain onscreen (as a way of ending the level iff the save requirement has been met before time ran out). If the idea doesn't gain any support or traction, I'm not too fussed about pushing for it. I'm more interested in helping to get the "times up" and "no lems remain" behaviours sorted.

Let's rule out any distinguishing between "saveable" and "unsaveable" lemmings, except for the special case of zombies

Agreed, consider it retracted. Below is an updated version of what's being suggested, just to aid further discussion from this point.

Poll results show no interest at all in the exit behavior; not much for pause either but not outright nothing.

Yeah, I'd probably say -1 for pause. Level should continue, but with a clock graphic over the exit/red 0 if lems have run out. If it's an easy enough thing to make the game pause though, maybe it can be user-configurable?



A) Save requirement is met | There is time remaining | There are lems remaining onscreen = Continue playing as normal
B) Save requirement is met | There is time remaining/Time has run out | No lems are remaining onscreen = Exit the level
C) Save requirement is met | Time has run out | There are lems are remaining onscreen = Continue playing as normal/Autonuke then Exit the level (depending on user preference)

D) Save requirement is not met | There is time remaining | There are lems remaining onscreen = Continue playing as normal
E) Save requirement is not met | There is time remaining | No lems are remaining onscreen = Pause/continue playing (depending on user preference) the level and indicate that there are no lems remaining (suggestion: red 0 beside lem count)
F) Save requirement is not met | Time has run out | There are lems remaining onscreen = Pause/continue playing (depending on user preference) the level and indicate that time has run out (suggestion: clock face over exit)
G) Save requirement is not met | Time has run out | There are no lems remaining onscreen = Pause/continue playing (depending on user preference) the level with both indications applied

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Contests / Re: Level Design Contest #WasteMyTime
« on: November 29, 2022, 04:29:42 AM »
I couldn't resist joining in with this one. The level is aptly titled "Clickbait" ;P It's impossible to solve this in under 8m 19s 41ms due to the lem count and locked release rate, and it will definitely waste your time, if that's the goal :crylaugh:

Attached is the level, replay, styles, sound and original music (by me :lemcat:) needed to play it (copy all the files across to the relevant folders in the NeoLemmix subdirectory). Please let me know if you have any trouble getting anything to work, because it would be particularly great to have the music showcased publicly if this is going out on your twitch.

Enjoy! :lemcat:

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Even though a lot of the levels are repeats and we don't encounter the first unique level of the rank until level 12, I must say this time the repeats are way more interesting and really great challenges! :thumbsup:

Yeah, the pack does have a lot of repeat levels. In fairness though, I think in most cases talismans wouldn't be suitable, since there are significant variations in things like skillset and lem counts between most of the repeats, from what I've seen. Some of them could be given talismans though, for sure.

Ultimately, though, I'm guessing Master88 likes the idea of making an L1-style pack with repeats, and it certainly delivers as far as that's concerned! :lemcat:

@WillLem - Nice, seems coincidental that we started playing the pack around the same time. Maybe my LP got you to play the pack? :laugh:

I didn't realise you'd done an LP for this, tbh! I'll give it a look after I've had a go myself, since this pack seems within my difficulty level so far.

Good luck with the rest of the pack. You're more than welcome to reference my replays/LP for hints if you need any on levels you might get stuck on, but I doubt that won't be necessary, as I have the utmost confidence that you can handle these levels just fine, given that you managed the first two ranks without problems! :)

Thanks for this, I'll keep going with it and try not to use hints as much as possible ;P

I'm usually not one to be too proud to seek help where needed, but I'm actually still stuck on Lemmings Plus III because I really want to be able to do the whole of that without hints. There are a few levels which have just stopped my progress. I'll come back to them at some point.

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Contests / Re: Lemmings Forums Level Contest #26 - Results
« on: November 29, 2022, 03:26:35 AM »
Congrats NieSch! I also voted for Blocker From Hell, managed to solve it as well. Here's my replay, managed to save 26 lems :lemcat:

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Welcome! :lemcat:

The name is just a simple coincidence. ;)

It's definitely worth coming up with a unique name for your pack if it's already taken. There are plenty of alternatives to "Reloaded", I've listed some here (in spoilers, in case you'd rather not take any specific suggestions at this point):

Name suggestions (click to show/hide)

The tutorial is a recreation of the first 8 levels of Lemmings Revolution ...
The campaign will have the 100 levels the game is going to offer, the levels will increase in difficulty as you progress

Great concept! I had a go at recreating one or two of the Lemmings Revolution levels as part of a proposed remix pack but didn't get very far with it. It'll be really interesting to see how you've approached the task.

The last level is a massive trap course level referencing the Deluxe Paint animation. :)

Feel free to use this if you like! ;P

The Sandbox rank will include 4 levels with unlimited uses of skills.:laugh:

Yes! We need more levels like this. This is my favourite kind of level, where you can get creative with the skills :thumbsup:

I'm looking forward to your pack :lemcat: Let me know if you want any help with playtesting, etc.

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While perfect detection of this situation wouldn't really be feasible, it should be possible to detect many situations where it's definitely not possible without risk of false positives and automatically clean things up

Hmm. I like the idea, and it could also be applied to levels with remaining neutrals which can't possibly be saved. However, allowing the engine to determine what's possible might open up a huge can of bugs, as well as being potentially quite jarring for those who prefer to be more in control of the gameplay. Such behaviour, even if implemented, definitely ought to be optional. How about this:

There may be specific times where it might be desirable to try to improve the save rate further, but I'd argue most of the time you just want to beat the level. I mean talismans exist, but I think it's better to have the most convenient outcome for the most common situation (and you can always add options if it's controversial)
...
On a related note, situations where you've beaten the level but there's some random blockers left on the map that clearly can't be saved ... It would be convenient to end the level automatically (probably using the nuke just because theoretically it could result in more saves under very specific circumstances, whereas just ending the level will never result in more saves)

These can both be addressed with an "Autonuke when level is complete" option in the F2 settings. So, if the save requirement has been met and either time has run out or there are unsaveable lems onscreen, the nuke is applied.



To be clear, here's what's being suggested:

A) Save requirement is met | There is time remaining | There are saveable lems remaining onscreen = Continue playing as normal
B) Save requirement is met | There is time remaining | There are unsaveable lems remaining onscreen = Continue playing as normal/Autonuke then Exit the level (depending on user preference)
C) Save requirement is met | There is time remaining/Time has run out | No lems are remaining onscreen = Exit the level
D) Save requirement is met | Time has run out | There are lems are remaining onscreen = Continue playing as normal/Autonuke then Exit the level (depending on user preference)

E) Save requirement is not met | There is time remaining | There are lems remaining onscreen = Continue playing as normal
F) Save requirement is not met | There is time remaining | No lems are remaining onscreen = Pause/continue playing (depending on user preference) the level and indicate that there are no lems remaining (suggestion: red 0 beside lem count)
G) Save requirement is not met | Time has run out | There are lems remaining onscreen = Pause/continue playing (depending on user preference) the level and indicate that time has run out (suggestion: clock face over exit)
H) Save requirement is not met | Time has run out | There are no lems remaining onscreen = Pause/continue playing (depending on user preference) the level with both indications applied

So, the above would add 2 options to the F2 menu:

- Pause when level is unsolved and time/lems have run out (with the alternative being current behaviour, i.e. continue playing)
- Autonuke when level is complete (with the alternative being current behaviour, i.e. continue playing)

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I was so close to save 80 for Long To Reign Over Us but it wasn't enough :XD:
I've beaten few more records and I'll upload the replays after I play through every level ;)

Fanstatic work! I've updated the records :thumbsup:

We'll keep looking and see if there's a Save-80. It looks like it might be possible, looking at your solution.

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Completed LOL and YOLO so far, here are my replays. Some feedback points:

:lemming: These are great fun, easy levels perfect for casual playing. They suit my attack-the-level playing style perfectly, so I enjoyed these :thumbsup:

:lemming: A good amount of variation in the different types of levels (any way you like, limited skillset, only one skill type, different RRs, varied lem counts, etc.)

:lemming: Level design is generally in keeping with L1-style levels, especially in the skillsets and the types of solutions required to solve the levels, providing a decent amount of nostalgia factor for those who value it.

:lemming: Minimalistic level layouts which are easy on the eyes and clearly laid out.

This is a great first offering and I look forward to getting into the rest of the pack at some point. I was compelled enough to play through the whole of the first 60 levels in one sitting, they're very enjoyable and I had fun finding the most optimal solutions for the levels. Good work! :thumbsup:

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it turns out I mislabeled the replays for level 2. The gold one is actually the silver one while the silver one is the gold one. Oops :XD:

Ah, I see! No worries :lemcat:

It's the one where sliders should go out in the other direction after every drop, no matter how small. In the replay, you can see the slider doing it's dehoister animation indicating that it will go out to the left but it doesn't in this case

I've watched the replay again carefully and can't see what you mean tbh...



Meanwhile, set a new record of 8:44.71 for Level 4 - God Save The Queen. I'm sure it can be improved even further, but I'll come back and have another go some other time. Meanwhile, I'm struggling to see how to improve your sub-3 minute record for Level 7 - Too Good To Be True, so you hold the record for now ;P

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I've finally reached a place of acceptance with the passing of the Queen. I had no idea it would ever affect me as deeply as it has, but there have been a number of other changes going on recently, and what with the general instablity of the world post-COVID, losing her at this point was so much the more devastating. I mean, she was never going to live forever, but still... what a time for it to happen, at least personally, if not nationally, and even globally.

I'm sure Charles will do his best to continue her legacy whilst bringing his own flavour to the British monarchy, as he has waited so long to do so. Long live the King.


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I'm not sure if the save 50 is supposed to be a silver one, considering that 50 years is a silver jubilee

25 years is the silver jubilee, so that had to be silver, and the save-50 had to be gold. Since there's no platinum talisman, I just did another gold one :lemcat:

In particular, I consider the save 70 on level 3 the hardest challenge of all to obtain ... I normally am a person who doesn't even go for talismans, but as this is a short 8-level pack I figured why not.

I'm glad you gave it a go, and managed to achieve them all! :thumbsup:



Feedback comments (click to show/hide)



Overall, I enjoyed this pack despite the short length. Thanks for this, WillLem! :thumbsup:

You're very welcome! Thanks for playing, I've added your results to the records table :thumbsup:

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I don't entirely understand what the problem is here, can you explain what effect you are trying to achieve @GigaLem?

willlem_lemminas_slushworld uses semitransparent pieces, and although the editor doesn't show the semitransparency, it always appears correctly when rendered in the player.

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