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Topics - mobius

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181
Contests / Level design contest #3!
« on: December 01, 2013, 11:54:25 PM »
Welcome to the Lemmings Forum level design contest! It is almost a whole year since our first contest!

First off, you don't have to design a level in order to participate.

The contest consists of two phases, a level design phase and the level solving phase. Each phase will probably last about 3 weeks.

In the level design phase, players can design a single level and submit it. The only restriction is that your level must contain 5 or less Lemmings. Any % required (other than 0) is acceptable.

At the beginning of the solving phase, all levels will be posted. Players try to solve the levels, and submit their solutions at the end, the aim being to solve as many levels as possible. Furthermore players can vote in three categories for: best looking and most fun level and most original level. Also you may rate the level on it's difficulty but this will not be factored into scores.

If you don't design a level (i.e. skip phase 1), you can still submit solutions and/or vote on levels. You can also design a level but not submit solutions/vote.


Level design phase.

Deadline
The deadline for level submissions is Sunday Dec 22th. (May be extended upon popular demand or if it turns out I get eaten by a whale, which is a possibility.)

Submission
You may submit only one level.
1. Post your level right here in this thread.
2. End your filename with a number corresponding to it's version (e.g. level1.lvl)
3. Players can attempt your level before the deadline.
4. Everytime you update your level, please post a notification and make clear which version of your level is the newest one (using this numbering method)
5. Late submissions will be excepted but will automatically lose one point in all voting categories, and author will be given a slap on the wrist.

Theme
The topic of the contest is: Design a level with 5 or less Lemmings. Any % required (other than 0) is acceptable.
You may use any of the classic terrains and even one of namida's new terrains which can be found here: http://www.lemmingsforums.com/index.php?topic=879.0
[note: to install and use these graphics you will have to consult namida, ccexplore or someone else knowledgeable about them]

Platform
The game the levels have to be designed for is Lemmix, specifically 'Custom Lemmings' viewer style. Lemmix
You may use any program to make your level as long as it is in LVL format and 'Custom Lemmings' viewer style. If you have trouble setting up Lemmix or any of these programs, feel free to ask here.

Glitches
Levels must be solvable without glitches. To determine what is a glitch and what isn't, use these lists for reference: non-glitches and glitches. If some behaviour is not listed in the glitches list, you should be safe (unless it's something really obscure; try to use common sense here.) Note however that other players may use glitches to solve your levels, so you should try to protect your level against glitchy solutions.




Level solving phase.

Levels
All levels must be posted here by their authors before the level submission deadline.

Deadline

Monday, December 30. *is flexible*

Submission
-Solving may begin as soon as the first person uploads their level.
-PM your solutions (in LRB format) to their respective authors AND to me. I will keep a folder of all the replays until the end of the contest. you can use the "send to multiple recipients" features to send a message to two people at once.
======EDIT======
Once again, forgot that this forum doesn't have an attachment option on PMs

-One option is dropbox: a free, easy to use program that allows you to upload basically anything anywhere with a link. Really handy, the bearded professors recommend it.
-Another option is to email your solutions to me, (whatshuh@gmail.com) and I will send them to their respectful designers.

-I myself will not participate in the solving phase (at least I won't enter my self for scores though I may attempt and/or solve a few levels)
-

Don't forget to select 'Custom Lemmings' viewer style (right-click -> Change viewer style) when playing a level.
To save a replay after you solved the level in the Lemmix playtester, press 'u' and a replay file will appear in the Replay folder. To view a replay, select the level and go into the play tester, then press Shift+R.
-tips-
F keys are identical to DOS lemmings
press F to enable fast-forward mode
press space bar to skip ahead 10 seconds
press Control+F1 to save a state, press Shift+F1 to go back to that state


Scoring
-Player will get a point for every version of a level they solve for both backroutes and intended solutions.
-I will keep a record of all the solutions made.
-It is up to the designer of each level to decide what is and what is not a backroute. If a designer decides his level has multiple acceptable solutions; all these accepted by the designer will count as intended and NOT as backroutes.
-If player solves the same version of a level in totally different ways; and the designer acknowledges they are different, player will get points for both of these.


Voting

deadline
After the deadline of the solving phase everyone must upload their 'final' version of their level. This is the version that will be judged.
this phase will last one week. Votes must be cast by then.

voting:
submit your votes to me via PM.
I will make my own votes before everyone else and post them in one day before the deadline in an encrypted archive, and I will not change them. I will announce the password for the archive once the deadline has passed. (I have WinRAR but I do not know how to use encrypted archives so I may need help with that...)

Rate every level - give each level a rating between 1 and 10 in each category. 1 is the lowest score, 10 is the highest score. You must vote for every level in this Jam. The level with the highest combined score in each category wins!

categories are:
-best looking
-most fun
-most original
-difficulty (does not effect points)


Awards will go to:
-highest voted level in the three separate categories. So three separate awards here.
-most intended solutions found
-most backroutes found
-level with most backroutes
-level with fewest backroutes


That's it. Have fun!

I encourage everyone to post levels here, and discuss things (don't give away solutions though), to make this contest more lively.


APPENDIX 1:
Please correct mistakes that I may have made in this post. I am completely open to suggestion or changes in the rules.

APPENDIX 2:
during the contest I ask that everybody refrain (within reason) from PM'ing me about matters other than the contest so my box doesn't get too cluttered.

182
Site Discussion / Slow private message sending
« on: December 01, 2013, 10:43:49 PM »
when sending messages the [your message has been sent] page takes a long time to load. In every other situation this site is very fast; this is the only time I've observed this problem and it only started recently.

Edit geoo: split into a separate topic.

183
Levels for other engines / [Lemmini/Lemmix] Revenge of the Lemmings!
« on: November 12, 2013, 01:56:28 AM »
---I greatly apologize for the huge delay. But it is now finally here!---

Hello Lemmings fans and Lemmini players. Below is a huge levelpack, playable in Lemmini; The Lemmings Community Compilation Levelpack, otherwise known as "Revenge of the Lemmings"

This pack consists of 210 levels in 7 ratings! It is recommended you the read the READ ME file that comes with it; this contains a lot of info and a list of all the authors who contributed to the pack.

downloads

see this post: https://www.lemmingsforums.net/index.php?topic=1676.msg68483#msg68483



<strong>How to Install Lemmini version</strong>

note: the pack is separated in two parts (first four ratings in one, last three in the second) this is to allow passwords for every level, they don't work otherwise with more than 130 levels. There are two folders.

 - close Lemmini before doing this
 - Put the "Revenge of the Lemmings" folders into the "levels" folder of Lemmini. You must put EACH folder (part 1 and part 2) into your Lemmini/levels/ folder.  [Don't put one inside the other]
 - start Lemmini and look under "Level > select level > Revenge of the Lemmings" to select your level and begin the game!

-to add the custom music: unzip the contents of the music zipfolder into your music folder in Lemmini.

-enter 0xdeadbeef as a code to disable all passwords and gain access to any level.


<strong>How to Install Lemmix version</strong>

-unzip contents and double-click on LemmixPlayerRevenge.exe. That's it!

Enter "CHEATCODES", or in the INI file, set CheatCodes to 1. Then you can instantly win a level by pressing 5.


<strong>IMPORTANT STUFF:</strong>

who is in charge of compiling the levels: mobius and Akseli.
compiled and created the Lemmix DOS version: namida.
We want to thank each and everyone of all the authors who created all the levels and everyone who helped prepare the pack by nominating levels, testing and etc.

While we went through each level and made sure it is playable and solvable with as few backroutes as possible we're not perfect. If you've found a problem, a backroute or have any questions or comments please let us know here or you can PM me. Also; Feel free to discuss the pack here and offer your thoughts and opinions.

-----------------------

<strong>Ratings:</strong>

-PICNIC-

<img src="https://dl.dropboxusercontent.com/u/72760678/Preview1Countree.jpg" alt="" class="bbc_img" />

"Remember how to play?"
This is the first rating and a warm up to the ordeal you're about to face. It's a good place to brush up on your skills and remember all of the many facets and tricks to the Lemmings world. Some levels give you plenty of skills, others have few but make it obvious what to do. It starts out easy but by the end of Picnic, the game already becomes a challenge.

-HOOTENANNY-

<img src="https://dl.dropboxusercontent.com/u/72760678/Preview2Think.jpg" alt="" class="bbc_img" />

"More fun than a pair of pants filled with Lemmings"
Like Picnic, but harder. It's time to start thinking. You're faced with an assortment of challenges: skill allotment, time issues, multitasking,
and some tricks that may be new to you, if you're new to Lemmings

-FRENZY-

<img src="https://dl.dropboxusercontent.com/u/72760678/Preview1Betcha.jpg" alt="" class="bbc_img" />

"Use the Grey Matter here"
Things are heating up, but the real test is just beginning. You're in the third rating, so there's no more fooling around. Learn from the trials you already passed. Learn from the levels you play here.

-PAIN-

<img src="https://dl.dropboxusercontent.com/u/72760678/behind bars.png" alt="" class="bbc_img" />

"In the fun way; not like the Chips Challenge level of the same name"
Now we kick it up a notch. Be prepared for out-of-the-box thinking and stretching your Lemmings knowledge beyond new limits. Don't expect to play the same old game of Taxing and Mayhem, but do not lose hope. As a wise man once said; “It is easier for a camel to go through the eye of a needle, than for an arrogant man to enter the kingdom of Lemmings"

-CARNAGE-

<img src="https://dl.dropboxusercontent.com/u/72760678/Preview5Crevasse.jpg" alt="" class="bbc_img" />

"Honey, I shrunk the Lemmings..."
If you've learned anything so far, it's to never make quick assumptions. Of course I guess that's advice useful in any part of life. Just know that there are some truly unique creations here. You need to utilize every single aspect of this game.

-ARMAGEDDON-

<img src="https://dl.dropboxusercontent.com/u/72760678/Preview6Duality.jpg" alt="" class="bbc_img" />

"This ain't your Parent's Lemmings"
Still think you're a Lemmings' Master? Think Again.
ENTER ONLY IF YE BE MEN OF VALOR... FOR THE LEVELS THAT LIE WITHIN ARE SO FOUL, SO CRUEL... THAT NO MAN HAS YET ATTEMPTED THEM AND LIVED! BONES OF MEN LAY STREWN ABOUT IN FRONT OF IDLING COMPUTERS.
SO BRAVE GAMERS, IF YOU DO DOUBT YER COURAGE, OR YER STRENGTH, COME NO FURTHER FOR DEATH AWAITS YOU ALL! ...with a nasty, big, red tongue of the chameleon, coming to swallow up your lemmings.

-BONUS-

<img src="https://dl.dropboxusercontent.com/u/72760678/Preview7Glitch.jpg" alt="" class="bbc_img" />

Up until now, all the levels you have played have been fair. Some of these are not. Here are levels of the strange and bizarre, levels that use glitches or behavior that is specific to Lemmini (and no other console or clone of Lemmings). If you are not familiar with all the mechanics and glitches of Lemmini, it might be best to visit the forum and find a topic called "glitches in Lemmini". Be prepared to exercise many unusual methods to defeat these levels.

------

BIG thanks to:

Akseli, Gronkling, Clam Spammer, geoo, Crane, Proxima;
(for playtesting, suggestions, thoughts, and other help)

Pieuw (for technical help)
namida (for compiling the Lemmix version)
Crane (for custom Lemmini music)
ccexplore (for coding and technical help)
Mindless (for upkeeping the database where many levels are stored)
Eric Lang (who created Lemmix, a Lemmings level editor)
Volker Oth (who created Lemmini)
DMA design for creating Lemmings way back in 1991
AND every single person who made a level in this pack of course <img src="http://www.lemmingsforums.com/Smileys/lemmings/smiley.gif" alt=":)" title="Smiley" class="smiley" />

Without these people the pack would not have been possible. If I forgot to mention anybody please let me know.

184
Contests / new Level design jam ideas!
« on: November 04, 2013, 10:59:56 PM »
a new poll is up again-- this time for a new contest idea--

see http://www.lemmingsforums.com/index.php?topic=863.msg19253#msg19253


I've been wanting to start a new level jam/contest for a while and decided to poll once again to see what everybody would be interested in. Please note: The jam is not starting now and will be in a different topic if/when it happens.

Would you be interested in a level-solving phase as well, with backroute testing, or a backroute contest.
Should it be like the first contest? I think everybody was pretty happy with how that went (and some amazing levels came about because of it) :)

-challenge theme:
the challenge theme is this: design a level based around a challenge; for example: only 1 skill can be assigned per Lemming. The problem with this, which I think some dislike, is that these rules must be enforced on our own. The program itself doesn't allow for these restrictions. Personally I don't see why this is a problem.
If we agree on this, I think we should agree to everybody designing their level to the same challenge, not separate challenges.
Please offer opinions, questions, tirades etc...

-----------
I realize that the second contest never actually ended, and I know nothing about it/cannot answer questions about it. But I don't think that we should necessarily post-pone another contest just because of that.

185
Tech & Research / new Lemmini terrain/fixes
« on: October 16, 2013, 11:58:29 PM »
The folder attached contains 32 terrain pieces from the graphics used by Lemmini. I decided to begin making some new ones and fix pieces which have mistakes. For example the wooden piece from pillar set has this weird arbitrary pixel floating out in no-man's land for no apparent reason. I erased it and also fixed the boundary box. I plan to fix all boundary boxes which will make aligning them in editors profoundly easier.
I need confirmation first however, if this will conflict with levels already made with "old" terrain.

bubble_33, bubble_54, pillar 16, marble_26, rock_9 you can insert into your folder and replace the ones already there. These are fixes. Mostly "holes" in terrain where there shouldn't be or a odd things as mentioned above.

to do this: find Lemmix/gamedata/styles/*then find the appropriate terrain folder and replace the existing piece.

for Lemmini find: Lemmini/styles/appropriate terrain folder

---------
I also plan to add new terrain, you can see an example of that. But I don't know exactly how this works. That is, IDK what to edit in the ini files or whatever to get it to work in Lemmix and Lemmini. Can anyone help me on that?

I have no idea how to access the DOS terrain used by Lemmix.

186
Non-Lemmings Gaming / Antichamber
« on: October 10, 2013, 10:06:28 PM »
Does anybody else have this game? It looked really awesome so I got it... and it won't run. I got it through Steam and when I press play nothing happens. I tried numerous things they recommended on the steam website, (but not all of them yet) few other people seemed to have this exact problem.

any ideas?

187
Help & Guides / extracting Cheapo music/sound?
« on: July 09, 2013, 03:30:49 AM »
Can someone help me; I’d like to get the music and/or sound from Cheapo. Is there a way to extract them? Simply looking through the files didn’t yield anything unless I missed something. I only found two mod music files. The version of Cheapo I have has way more than that.
I have the version uploaded by geoo some time ago with a ton of levels by everybody.

188
In Development / Lemmings Community Compilation Levelpack
« on: April 27, 2013, 03:57:49 AM »
This pack is now released, please direct further discussion to the release topic:

Revenge of the Lemmings!

-- Clam




We, (the level selection committee) are putting together a community level pack(s) of 130 or more levels. This will be a compilation of the communities’ best levels.

To any interested:
you can nominate any number of levels from any level pack you've played. Be sure that you've solved the level or know for a fact that it is solvable.

-Look for levels that have the following qualities (but they don't have to have ALL of these):
fun, interesting, unique, well designed artistically, makes the player learn a new technique, use an old technique in a new way, design is easy on the eyes.

-We don't want levels that have any of the following qualities:
very tedious and don’t feel rewarding for it, extremely difficult to execute, confusing, poorly designed artistically, take a very, very long time to solve, really builder heavy

Glitch levels will now be accepted. There will be a rating specifically for them.

As far as difficulty goes, they can be easy or hard. There will be a “Fun” rating complete with tutorial levels in the beginning. Basically, “intuitiveness” is the key. I want a newcomer to be able to start from the beginning and play through the game with a decent difficulty curve.

I don’t want any new levels made for this; just old ones.
Later, there will be a voting and eliminate process to get levels down to a round number so we can have an even distribution of levels in the ratings.

These levels must be compatible with Lemmini or Lemmix. If your level needs some alterations to work in one or the other, please do so if you can. If not we will make the changes necessary.

If anyone has any objection to their levels being including in this pack, please let me know.

Remember: All I’m asking is for you to make a list of level names and their authors. You don’t have to send me anything. If you’ve made levels very recently you can mention it, but I’d like to get the older levels that have been around for a while for this first one. I’ll be doing all the work of putting them together in the pack.

Thanks to anyone who posts with a list (however small).

189
Reviews / Level Review – DoveLems
« on: February 07, 2013, 10:00:27 PM »
----this is a review for the user created DoveLems-----

DoveLems is a comprehensive, 125-level Lemmini pack made by Dodochacalo.

You can get the current version of DoveLems (December 31st 2012) here, with an ini-file for playing levels smoothly.

I recommend that our reviews are based on that version so there wouldn't be any contradictions.

Here is Dodochacalo's YouTube channel, where you can get all of Dodochacalo's levels. (note, however the levelpacks obtained here lack the ini-files)

Rules and review format are same than in other review games, but I guess we aren't too strict with them. :) Now let's have fun and review this large, excellent custom levelpack!
(edited by Akseli)
-----------

pictures (from Gronkling):
.ZIP with all the images in

[Gronkling's pictures are now in the resources folder. Thank you to geoo for hosting them previously. [Adam]]

-----------

Plain 1 – Again our Famous Lemmings!



Lemmings: 20
Save: 20%
RR: 70
Time: 5 minutes

skills: 10 miners

good: it’s nice easy level to begin with. The art and design is really well done and original which continues throughout this whole set.

bad: I tad precision based seems bad to start off the game.

190
Level Design / Challenge based level creation
« on: December 22, 2012, 04:15:38 AM »
I have an old levelpack half way done, but I’m probably going to release it as is (about 5 levels)

…Because I’ve recently had an epiphany. I fell away from designing levels for a number of reasons but I think mostly because it got boring. I lost inspiration and felt like the ideas had run out. I also feel the game in general has reached its limitations for me. (maybe not so for other people, and that’s great, but for me it pretty much has)

Since a more complicated game engine doesn’t exist (or at least won’t for the very near future) I can instead make use of another great idea that is on this forum; challenges.

I’m going to design levels specifically designed for a particular challenge. For example; a ‘the 1-skill-per-lemming’. In some way (probably in the title or level pack title) I’ll make it clear that this is the goal of the level. So if my levels appear ‘easy’ at first glance; it’s probably one of these.
I think there’s a lot of potential to be seen here. [and I don't care that it can't be enforced]

So whaddaya think? Anybody care to join me?  :)

191
Non-Lemmings Gaming / Legend of Zelda
« on: December 09, 2012, 12:58:25 AM »
I've been playing Legend of Zela Oracle of Season/Ages. I played Seasons first and now I'm playing Ages secret game. I really enojyed both, even more than Link's Awakening which is one of my favorites. (Link's Awakening actually inspired me to write a story (it has nothing to do with Zelda)). I like the whole secrets concept.

http://www.youtube.com/watch?v=cUieJznyfSw&list=PL36BCA5C1A8021BDD&index=1

192
General Discussion / The way things go (video) question
« on: December 08, 2012, 10:18:55 PM »
http://www.youtube.com/watch?v=LQOVR2TU7Oc

This is part 2 of a 3 part video series about a Rube-Goldberg Machine. My personal favorite and truly amazing.
Anyway I posted part 2 because I'd like if someone could possibly explain what you think is happening around 8:00-9:00. I asked a lot of people now and nobody yet has a good answer.

193
Tech & Research / Ideas for Lemmings gameplay features
« on: November 10, 2012, 01:41:03 AM »
Here is a place to discuss game play features for any Lemmings Clone. Just features of the game in general. A place to talk about them, discuss and debate them in detail. You can also talk about features already in existence. What do you love? What do you hate?
I’m not trying to put pressure on anybody to do this or that. I’d just really like to see some discussion on this sort of thing. Up till now I haven’t seen much.
--------------

entrance hatch
This is how lemmings enter the level. T0068ey fall vertically from this hatch. Hatches don’t always appear the same but they all resemble a box with an opening on the bottom.
Hovering the cursor over the hatch will display the release rate. This number indicates how quickly lemmings come out of the hatch. It’s minimum is 1, with maximum of 99. right clicking on the hatch will raise the RR will left clicking will lower it. A hatch may restrict the change of its RR, to only lower it, only raise it, or not at all.
A different number of lemmings may come out of any entrance.

exit balloon
This is how lemmings exit the level. Exits don’t always look the same but they all resemble a balloon which the lemming jump into. Each type of Lemming has a different color of balloon, and these accept only those types of Lemmings for which they are colored. With the exception of the red balloon (which has pictures of all four lemmings) this balloon will accept all Lemmings.
Some exits may have a limit on how many Lemmings can enter them, this number appears on the balloon. When this limit is reached the balloon will set sail and further Lemmings will not exit the level.


terrain
Terrain is just about everything in the level which Lemmings can dig through. Terrain usually makes up most of a level. Terrain comes in all shapes and sizes. There are some special kinds of terrain; they are covered below.

steel:
Steel cannot be dug or bombed through in any way or direction. The shredder also cannot penetrate steel.

blocks:
If a lemming falls onto a block, it will treat it like normal ground, however a lemming walking into a block will push it along at normal speed until it hits a wall or falls off an edge. If a block falls into water it will float and create a bridge for lemmings to cross. If a block falls into acid or lava it will be destroyed. blocks can cover up switches and gates. Weasels can also push blocks.
If a lemming is in between a block and a wall and the block is being pushed toward the wall; that lemming will die.
Blocks are like steel; they cannot be destroyed (except if they fall into acid and lava)

one-way-terrain:
this terrain which appears as arrows covering normal terrain can only be dub through in that direction.

one-way-door:
this type of wall can be passed through in one direction but lemmings encountering it from the opposite direction will treat it exactly like a steel wall. A builder can build right up through a fall-through platform ceiling (that’s facing upwards). But once above it with will walk on and not get back down.

disappearing terrain:
this terrain vanishes after 1 lemming walks over it. 1 pixel of terrain will be erased for every step a lemming takes across it. All Lemmings behind him will fall.

Catapult/ Trampoline:
when a lemming encounters a catapult it will be flung a great distance. It will survive the fall ONLY if it lands on a cushion. The trampoline works similarly but only flings the lemming directly upwards.

conveyer belt
a platform that makes any lemmings fall on it walk in only one direction. Lemmings encountering it from another direction will turn around. It also prevents the use of most skills while walking on it. [partly to prevent easy work around of this object and because e.g. a builder’s staircase would logically move with the conveyer belt and that is too much coding for the theoretical programmer of this theoretical game that does not exist :P]

door:
a door is made of steel and acts as a regular wall when it is closed. When open the door is completely passable. Lemmings walking on a closed door will fall if the door opens. Lemmings walking through an open door will die if it closes.
A builder can build through open doors, but if the door closes the bridge will be destroyed.

Pools
pools are made of steel and contain water or acid or and can be filled and emptied. Making them safe or dangerous for certain lemmings.

shredder
the shredder is a kill-all trap which resembles a small saw. It can move in just about any direction and at any speed. It can be turned on and off by a switch.

weasels:
weasels are a trap that moves about the level tantamount to lemmings. They have umbrellas so they can survive high falls, but die to about everything else. When a compressed group of lemmings encounters a weasel the weasel will only kill 1 of the lemmings.

teleporters (regular):
appear as circular discs with a spiral hypnotically winding in the center.
When a lemming enters a teleport will be deposited at another, anywhere else in the level.
At most two teleporters are connected at once. Each teleport has a light above it with a different color, which ever telporter has the same color is the one it will be linked to. No matter which side a Lemming enters the teleporter, it will exit the side/direction it was facing from the second. Lemmings will retain bomber status and gravity direction through teleportation. Fallers and any other type of lemming can teleport.
If a lemming explodes while teleporting, it will die but no crater will be left.


teleporters (diamond):
similar to regular teleporters however they are diagonally square shaped instead of circular. These teleporters work one-way. Lemmings can only enter from the plain ones and only exit from the one which has the design on top. There can be any number of enter-teleporters but only one exit. All lead to the one exit teleporter. If a Lemming walks up to the exit it will pass through it without doing anything. Gravity and direction is NOT retained on these teleporters. Lemming always exit from the exit teleporter in the same direction.

gravity pads:
turns a lemming upside down. Everything works the same for upside-down lemmings as rightside-up.
An upside-down lemming can mine through an upward one way wall.
An upside-down lemming can fall off the top of the map and die.

transmogrifier:
things passing through the transmogrifier are changed into other things. This change is not permanent; they may continue to change when they go back into the transmogrifier. If it is not specified (there is no picture on it) they change happens in a specific order depending on how many times the thing goes through it.

normal lemming > water lemming > acid lemming > dummy lemming > weasel > etc.

If there is a picture of (example; a weasel) on the transmogrifier then everything going into it will turn into a weasel, and weasels will be unaffected by it.

speed up pad:
lemmings entering this run at x2 speed for about 5 seconds. If a sped-up lemming enters another speed up pad it will continue to speed for another 5 seconds.

blow torch:
the blow torch works very similar to the fire blower from the fire set of original lemmings. When on, it constantly blows a stream of fire out in any of eight directions. It is lethal to all lemmings and weasels. Pressing a switch may turn it on or off and/or change its direction.

lasers/mirrors:
a laser is activated by a switch. When on; it is deadly to lemmings and weasels. They also destroy blocks. They can be deflected by mirrors. Mirrors can be moved and turned also with switches.

glue:
when a lemming walks onto glue it will get stuck and not move until another lemming walks into it. The next said lemming will then be stuck. Only a skill like batter could remove a lemming from glue.

Switches, laser gates, pressure pads:
a switch is activated once a lemming walks passed it in its “off” position. Passing it in the wrong direction does nothing. Each time a switch is activated it turns then must be activated from the other direction. Switches can be activated an infinite amount of times.  A laser gate can be activated from either direction but can only be activated once.
A pressure pad can be activated and infinite amount of times and can be triggered from any direction. Lemming entering its proximity will trigger it.

Switches, laser gates, and pressure pads can do  all kinds of things (singularly or more than one at the same time):
open/close a door
fill/drain a pool
reset a timer or counter
turn on/off most objects. (gravity pads, teleporters, speed up pads, blow torch...)
activate a moving shredder or change the direction of a shredder.

--------More info on switches and laser gates--------

A switch or laser gate may be have other gadgets on their connections to the object(s) they are affecting. These things can be combined. Wires may be attached from a switch to the objects they are connected to make it easier to see what’s happening.

Timer
A timer displays a number. When activated (or from the start of the level) it will count down in seconds, when it reaches zero something will be triggered. Some timers reset by themselves, others do not.

counter:
A counter displays a number. Each time a lemming passes by or activates the object connected with the counter, it counts down once. When the count reaches zero the object is triggered.
timers could be attached to: switches, entrances, exits, etc.. Some counters reset by themselves, others do not.

fuse
when a trigger goes through a fuse it will blow it and no more triggers will be able to go through that line, in effect, making it no longer work.
This is most helpful when [for example] you want a switch to be triggered from only 1 direction but don’t want it to be triggered ever again.

AND gate
This gate has multiple inputs. All switches within the circuit must be turned to one position in order for the connection to go through and be activated. This works over and over if the object wants to be activated again.

OR gate
This gate has multiple inputs. But only one of the switches within the circuit must be turned to one position in order for the connection to go through and be activated.

========================

LEMMING TYPES:

dummy lemmings
these lemmings appear a little darker than ordinary lemmings. They can still exit and be counted, but not assigned skills to; they will not be highlighted under the cursor.

rogue lemmings:
[essentially opposite of dummy lemmings]
Lemmings that can be assigned skills but not counted in the exit. They will walk by all exits unaffected.

numbered lemmings:
these lemmings have a number written on their shirt [what is easier to see is;] their entrance also has this number on it. These lemmings can only be assigned that number of skills. After they have been assigned these skills (no matter what they are) they can no longer be assigned skills.

========================

ITEMS:
some things in a level can be picked up by a lemming. If a Lemming picks up an item a small indicator will flash over that lemming as long as it has the item.

pick-up skills/skill removals:. If a lemming passes by a pick-up skill it will gain the ability to use that skill or it may add skills to the skill menu. Some however, only work on the said lemming. For example a lemming may encounter an umbrella which instantly makes it a floater.

thief:
the thief takes any items a lemming has including climber/floater status.
-------
Another type of item can actually take skills away from the menu bar OR for example may make a climber no longer a climber.

Time Bonus, Time Penalty, and Time Toggle
The time bonus adds 20 seconds to the game clock when it is stepped on. The time penalty subtracts 20 seconds. The time toggle starts and stops the clock.

locked doors/keys:
A locked door acts like a steel wall to a regular lemming. If a lemming passes a key it will automatically pick it up and if that lemming encounters a locked door it will open it and walk through. The door will then be permanently destroyed.

hammer:
the hammer allows a lemming to destroy a block; when he walks into it will smash.

coin/coin slot
a coin slot works like a switch or laser gate however, only a lemming with a coin can activate it. Once that lemming passes the coin slot it will insert the coin and then lose that coin. The slot can only be activated again with another coin.

snorkel:
allows a normal and acid lemmings to survive under water

hover boots:
when a lemming with hover boots comes to an edge it will keep walking for a brief period 5-10 seconds in thin air then fall.

magic builder bag:
this allows a lemming, once begun building, to build indefinitely until he hits something regardless of the number of builders.

bomb:
when a lemming picks up a bomb it carries it around and nothing happens until you select the lemming then he will drop it. At which point, 5 seconds later, once the lemming is at a safe distance it will go off and leave a similar crater to a bomber lemming.

194
Tech & Research / Glitches in Lemmini
« on: November 06, 2012, 11:54:17 PM »
I'm making a separate thread because the main glitch page is already pretty large and Lemmini is so different. I've started with a few that I know of. Then I'll look at the main glitch page and test each one to see if it works in Lemmini. Or something like that. <img src="http://www.lemmingsforums.com/Smileys/lemmings/smiley.gif" alt=":)" title="Smiley" class="smiley" />

<strong><em>This isn’t just a glitch thread but also a comparison of game-play mechanics. (compared mostly to Lemmix)</em></strong>
-------------
*need to research

<strong>CLIMBERS</strong>
-climbers cannot climb through terrain and 'tricky looking' ledges as easily as DOS.
-"Lazy Climber" -If a climber reaches a one pixel wide ledge, it will totally ignore it and keep climbing. Then when it reaches the top it will fall back down (facing the same direction) and land on that ledge, then climb back up and return to normal.*
 (see video in Gronklings post. I'll attach later)
-climbers can get 'stuck' with bashers and miners like in Lemmix.
[a climber reaches a miner or basher in progress and climbs up but falls because the basher removed terrain, the climber walks then climbs again so on and so forth. This is not always a permanent scenario. *I've recently had a climber stuck with a miner for 15-20 stokes then the climber finally turned around]
-If there is a blocker at the top of a climber's ledge it will turn around and fall. If there is a wall directly behind it, it will start climbing the wall instead.*
-When climbers "ascend" onto flat ground they can be assigned a skill for a brief period when they are basically floating in mid air, slightly higher and farther away from the terrain. This can be exploited to do various things*  (example) If a basher is assigned when the climber is in it's brief floating walker stage, and it hits steel, it will fall facing the same direction, all the way down the length it just climbed up.
(Gronkling)
-lemmings can climb up the edge of a level (even if there is no terrain there).

<strong>FLOATERS</strong>
-A floater can pass through one pixel wide floors if it is done at the right time.
(Gronkling)

<strong>BOMBERS</strong>
- If a climber is assigned the bomber skill and he's climbing a wall when the timer hits zero, he instantly explodes rather than going through the "Oh no" animation.
-If a falling bomber's countdown ends while splatting, he will still explode even while the splatting animation is taking place.
-*they way oh-no'ers fall may be different. more research is needed*

<strong>BLOCKERS</strong>
-Blockers can be assigned climbers and floaters, unlike in DOS/Lemmix. <img src="http://www.lemmingsforums.com/Smileys/lemmings/laugh.gif" alt=":D" title="Laugh" class="smiley" />
-CAN turn builders, miners, but NOT: bashers, diggers and fallers
-If a lemming is made a blocker when standing on nothing [or mostly nothing, e.g. a digger on the very edge of a ledge] it instantly falls.
-A blocker will stop a basher even during basher's even amount (=2nd, 4th, 6th...) of strokes cycle, unlike in DOS/Lemmix (without interruption basher stops only after its 1st, 3rd, 5th stroke etc.)
- When lemming falls above exactly to the position of blocker, it WON'T pass through the blocker, if it falls facing to the right. If lemming falls facing to the left, it WILL pass through the blocker. Oddly enough, lemmings walking from the right turns around nearer the center of the blocker than lemmings walking from the left.
- Lemmings WON'T pass through a blocker in either direction on top of a climb or in a very steep slope.
(Akseli)

<strong>BUILDERS</strong>
-the dig and build horizontal trick cannot be done because lemmings standing on nothing cannot be assigned builder.
-can build into ceiling to get lemming stuck
-can build through a thin platform
-can build through a thin wall (facing right) *facing left unknown*
- <del>A Builder building to the left positions his bricks slightly 'behind' the Builder when compared to building in the other direction.  This makes "stretching" ladders very difficult in this direction, and not as efficient as when building in the opposite direction.</del>
-builders are not "asymmetrical" as they are in DOS.
-builders bricks are placed closer to the lemming than in DOS, meaning bridges don't stretch as far.
-if a climber is made builder as soon as he reaches the top he will create an overhang.
-when a builder hits a wall, if positioned correctly, and turns around, if the top of the wall is low enough so that a walker would normally walk up it, the builder actually walks up but still turns around. The result is that for a brief moment the builder reaches a spot (higher) he does not in DOS and can be assigned skills there.
- When building to the ceiling of the map, lemming will TURN AROUND instead of walking in the same direction, like in DOS/Lemmix.
- Builders are ALWAYS able to start to bash/mine (successfully, without making a gap or so) when building to a vertical wall, instead of often turning around, like in DOS/Lemmix.*
- 'Stepover' turnaround trick DOESN'T work in Lemmini, unlike in DOS/Lemmix. (trick topic, builders)
(Akseli)
<Quote from: Clam Spammer in main glitch topic>
        [Turning a builder with a blocker between placing a brick and stepping onto it causes a fake brick to appear for a moment, and leaves a tiny hole in the bridge that lemmings cannot  get across.]
In Lemmini, there appears that fake brick which disappears, but there won't appear a hole. However, if executed right, the blocker will turn other lemmings around so that they will descend the bridge instead of ascending it.
(Akseli)

<strong>BASHERS</strong>
-CANNOT bash into  the slant of a miner's tunnel.
-bashers can cross pixel wide gaps*
-Sometimes a RIGHT FACING basher can stop bashing before he’s actually done. That is; the basher will stop near the edge of the terrain but leave a thin sliver of terrain still there. Just enough to block the lemmings. This does not happen on left bashers.*
-bashers can be farther away from the wall to begin bashing then in DOS. This is because the detection area could be farther away from the lemming's body and higher than DOS.
-takes at least 7 digs on flat ground before being able to bash successfully. [this is different from Lemmix: 6]
- Bashers and Miners don't turn around if they strike metal or a one-way wall facing the wrong way.
- If a Basher or Miner hits metal or a one-way wall facing the wrong way, he will stop mid-swing instead of completing his stroke.  This in effect leaves a ledge in a tunnel that can then be used to climb onto a higher platform, including the Basher/Miner himself due to not turning around. (Crane)


<strong>MINERS</strong>
-The amount of terrain miners take away above and behind them is smaller than in Lemmix.*
-when a miner hits steel or arrows it may leave an inclined slope and will always walk on.
[unlike it Lemmix; the lemming will turn around even if it could walk on]

-The miner hovers above ground a tiny bit for a small part of its animation.
This makes the following happen:
-the miner cannot be assigned a builder or digger during this time.
-if blocker is assigned the lemming will become a walker.
-if basher is assigned the lemming will bash but always lower itself slightly to where it ought to be (at ground level)
-If a miner is assigned at the very edge of a platform it will fall farther away from the wall than a normal lemming.

-Two miners can cross if timed right
-Two miners can cancel each other out if timed right (see post by Gronkling below)*
-Miners can cross pixel wide gaps
-miners can pass through VERTICAL pixel thin walls
-Miners turn around when they hit the edge of a level
-A bit of terrain behind the miner is removed (Crane)

**test Tseug 2 miner stop. [If I ever do that, it's such a pain]

<strong>DIGGERS</strong>
-If you try to dig near enough to steel, it won't work but a one pixel indent will be made
-diggers stop digging if the terrain underneath them is narrower than in DOS. Example: in DOS a lemming can dig on the very edge of a 1 pixel terrain (and steel actually) This is not possible in Lemmini. [thus; digger/building combo to move horizontally doesn't work]
-------------------------

<strong>miscellaneous glitches </strong>

-in Windows, you can’t close the program by pressing Alt+F4. (I know this doesn’t have to do with the game but it’s annoying).
-direct drop does not work [Lemmings can't enter the exit from any height. They will splat if it is high enough]
-steel works (that's a surprise, right?)
-A small piece of terrain may be placed (hidden) behind the entrance to make lemmings come out facing left.
- The effect of changing release rate emerges immediately, NOT after the next lemming entering the level, like in DOS/Lemmix.
-trigger area detection is different; the size of trigger areas are generally larger in Lemmini. Most of them are larger and easier for the lemmings to access. This makes getting home easier but avoiding traps more difficult. Also trigger areas aren't locked into annoying grids like in DOS/Lemmix.
-In Lemmix the Lemmings feet must be in the detection or it doesn’t work. In Lemmini it’s much more lenient. Just the head can be in and it will work.
Visa versa; in Lemmix you can have the trigger area completely hidden by terrain as long as it is touching the edge where Lemmings will walk it will work. This doesn’t work in Lemmini.
This has the problem of making the traps' area of effect far larger and much harder to clear by, say, building over it or bashing under it. This actually makes Taxing 4, "Lend a helping hand", impossible to complete without being cheesy and going through the left wall. (Crane)
- If 100 Lemmings have exited the trapdoor, and as you score 100% upon completing the level, all the text that appears after the appropriate figure on the status bar is shifted one character to the right as a result.  This is only a superficial bug but looks a little messy. (Crane)
- Release rate and skills can be selected with the mouse while the game is paused, unlike in
- You can assign worker lemming a skill while holding the right mouse button, since "force walker" button is up arrow key.
DOS/Lemmix. (Akseli)
- Lemmings make sound when dropping out of the play area, unlike in DOS/Lemmix.
- You can assign a skill to a lemming while the game is paused (which unpauses the game), unlike in DOS/Lemmix.(Akseli)
- Nuke glitch, - Pausing for time,  Right-click bug DO NOT work. (Akseli)
-the time limit is tighter in Lemmini for various reasons*
-arrow glitch:*
can be seen and (partly) explained here:
<a href="http://www.youtube.com/watch?v=SZ5fc1PmJ5E" class="bbc_link" target="_blank">http://www.youtube.com/watch?v=SZ5fc1PmJ5E</a>
-if water is close enough to the bottom of the screen the drowning animation will not play and the lemming will squeal but the drowning sound will play also.



195
Forum Games / puzzles puzzles and more puzzles
« on: October 29, 2012, 07:09:41 PM »
here’s a thread for puzzles, puzzles of all kinds. Come one, come all! Post a puzzle of your own design or somebody else’s or try to solve one. The only rule is… I don’t have any rules yet, If somebody really wants to make into a game or something more serious you can but I don’t have any ideas yet. For now, just post some puzzles!
-------------
okay, here’s a puzzle I just created. This is shortly after I had a look at some of the ridiculous puzzles on the puzzle contest. (ridiculous is an understatement) Anyway, this one probably isn’t too hard for those that were in the contest. Below the line is the entire puzzle. You’re allowed (need to pretty much) look on Wikipedia and you might need some pop culture knowledge. There is one and only one answer. Let me know exactly how difficult/easy this is or if it’s just stupid. (it’s nothing like that gear puzzle I posted)

If you post an answer remember to use spoiler tags!

-----------------------------

1. magical, austere, cunning
9. gullible, young, veracious
8. eccentric
2. reserved


1 – 2, 15, 23
2 – 1, 4, 26
3 – 14, 32, 36
4 – 15, 27, 53
5 – 3, 12, 18
6 – 29, 37, 39
7 – 4, 35, 41

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