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Messages - mobius

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2491
Fan Corner / Re: Plush lemmings
« on: November 09, 2012, 09:09:41 PM »
 :D cuddly wuddly!

They look great, nice work  :thumbsup:

You ought to put those on Etsy or one of those sites. I'd buy one if my room wasn't already filled with too much junk. [please don't misread that, your plush lemming is not junk :XD:]

2492
Tech & Research / Re: Lemmix new database
« on: November 09, 2012, 08:59:41 PM »
here's some things that would be nice, I forgot to put above:

in the editor:
-order arrangement – ability to move terrain pieces and objects above and below others (does away with the “no overwrite” function. Currently objects always go over terrain unless selected no overwrite.
-have options for setting your own personal hotkeys (I’m not real adamant about this)

in the game:
slow motion: (frame by frame movement for easy pixel precision)

------

I have lots of suggestions and ideas for new features in the game but I think it may be better to make another topic specifically for this purpose. (new ideas for the game and/or any lemming clone) My list of stuff is pretty large.
Clam made a topic but it was specifically about gravity.

2493
Forum Games / Re: Replace a word in a Lemmings level name with "Balls".
« on: November 09, 2012, 03:17:28 AM »
I laughed at this thread  :D :D

my favorites:
Quote
the Steel Balls of Kessel
Pop your balls  :D
Balls Soup   :sick:
Smile if you love balls   :-\
Got anything...Ballsy???
Balls Discomforts
Feel the balls!
What a fantastic pair of balls


a few from Revolution:

Which Balls are which?
The Long and Winding Balls
Odd Balls
Designed with Balls
the Iron Balls
Nice balls, tex!
Can’t get balls from here
Booby balls
Ouch Me Balls  :D
The Legend of Smelly Balls  :sick:
Touch the balls, turn around
Let’s get those balls moving
Two balls final   
Anger, Love, Balls
My finest balls
no balls ... hee hee hee hee!
It’s Going to take balls <<<<  :D

2494
Forum Games / Re: puzzles puzzles and more puzzles
« on: November 08, 2012, 01:19:17 AM »
here is another puzzle I just made up. As I am new at this, I really don't know how this is going to be. But be warned; this may be extremely hard. I may have to modify it based on how well it goes.
Feedback is welcomed and I'll give hints if anybody wants them.

Another note: from now on If I ever post puzzles like this I'll put ~~~~~ as a line to indicate exactly where the puzzle starts and ends.


~~~~~~~~~~~~~~~~~~
Afterward he brought me unto the north side of the house; and, behold, the house was a square; eight cubits by eight cubits. And there were alters at each corner of the house. The forefront of the house stood toward the south and the north. And royal arms were bared in the back, behind each forefront of the house, being heavily guarded on the side, and on the front. And he brought me to an alter.

And I looked and behold; waters issued forth from the side of the house. And when the man that had the line in his hand went forth eastward, he measured seven cubits, and he brought me through the waters; the waters were up to the ankles.

And he led me away until he reached another alter. And the waters continued issuing forth.

Then he brought me out of the way of alter, and led me about the way that looketh south; and, behold, the waters issued forth from the alter and proceeded to issue southward.
Again he measured seven, and brought me through the waters; the waters were up to the knees.

And he led me away until he reached another alter. And the waters continued issuing forth.

Then, facing west, he measured two cubits and brought me through; the waters were up to the hips.

And he led me away until he reached a preist. And the waters continued issuing forth.

Then, facing north he measured three cubits and brought me through to the middle of the house; and it was a river that I could not pass over: for the waters were risen, waters to swim in, a river that could not be passed over.

It was then I drowned and felt the sight of God lose touch with me. And he said unto me, Son of man, hast thou seen this? Then he brought me, and caused me to return to the brink of the river…
-------------


based on this information, answer the question: where did I drown?

~~~~~~~~~~~~~~~~~~

2495
Tech & Research / Re: Glitches in Lemmini
« on: November 08, 2012, 12:43:18 AM »
crap  ><img src=" title="Angry" class="smiley" />
so all this time the experimentation I've been doing is invalid.  :sick:  :D

the trouble is I think I once tried saving INI files and couldn't for some reason... but I have to look into it.

2496
Tech & Research / Re: Lemmix new database
« on: November 07, 2012, 10:50:32 PM »
Are you shooting for a player with exact L2 mechanics? Several skills have agonizing physics details -- weird ballistic arcs for thrown objects, explosion knockback, fan usage, collision detections, diver glitches, ... This seems like a mammoth project. AFAIK, nobody has disassembled the game yet to provide help.

nooooooo! L2 is a terrible game! (game mechanic wise) :D like you said.
And the exit's trigger area is way too tiny. Unless of course you fix those things or make them much nicer.

2497
Tech & Research / Re: Glitches in Lemmini
« on: November 07, 2012, 09:56:24 PM »
-If a climber goes over a one pixel wide ledge, it will keep going and when it reaches the top it will fall back down to the ledge (a video)

I watched the video and that is really strange! But what is stranger is I can't replicate it, at all.  ??? I made terrain in just the way you did (using Lemmix) and played it in Lemmini. I tried a few different things but nothing worked. The Lemming just climbs up like normal. [It's hoists and walks for a tiny period at the ledge then begins climbing again]. What terrain set did you use? (I used dirt but I can't see why that would matter anyway.

Only thing I can think of is; is it possible you have an earlier version and later versions fixed this glitch? I only got Lemmini in the spring.

2498
Tech & Research / Re: Glitches in Lemmini
« on: November 07, 2012, 04:01:07 AM »
I’ll take a good look at all of these later. For now I’ll ask a few questions. I’m being very specific but I like to be regarding glitches. (generally they’re all very specific in nature). thanks for the input.
----

I haven’t experienced many crashes… actually I think none.  :o
I have had to extract again a few times though, I know why now.


inverted objects: you mean they appear but the “trigger area” isn’t there? or in other words, nothing will happen when the lemming passes over it?

floaters: do you mean vertical walls? or horizontal?

blockers: do you mean they totally stop? (not turn around) I don’t quite understand those two.


“-Terrain can be hidden after the edge of a level”    --I don’t understand what you mean by this at all.

I looked at the videos, they're nice. I didn't get to test anything yet however.

-------------
sometime you have to show me how to add custom graphics and sound into Lemmini. I need detailed instructions because I’m slow and impatient.  ;)

2499
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.



2500
Tech & Research / Re: Lemmix new database
« on: November 06, 2012, 08:26:47 PM »
oh boy! You’re going to work on Lemmix again?

happy happy joy joy.  :thumbsup:


I can’t help with the programming, but I can help with brainstorming. There are a number of people here who can however do some program wizardry

-------------
a few ideas for the program:

have music and or sounds toggable in the tester/player.
fast forward is a little too fast. Either slow it down or make 2 FF’s (two different speeds)
[To go into more detail; FF actually seems buggy to me. It will go at a certain speed then suddenly speed up faster. Then sometimes not.]
Have an option that you can use the player/tester in a windowed mode, or non-full screen.

------------
the following are things which are about the game itself which I don’t know if you can change or not; (in order of relative importance/assumed do-ability).

directional selection
highlight selected lemming under cursor. (This comes in handy when your selecting from a cluttered group. Even with the message in the corner it can still be annoying).
Fix the way trigger areas work.
   Make their positions accurate to the object.
   Be able to have more than the current amount. Whatever that is if you try to put more objects on then that they don’t work.
Change the way they have to be aligned to the grid. That’s really annoying.
Steel is the same way.
fix all the steel glitches.
Add steel to the Bubble terrain set. I wouldn’t care if we just copied the steel artwork from rock or brick. They look close enough. (Ones like Crystal or ice would be out of place but I don’t think rock looks too bad. Or maybe pillar)
Somewhere down the road, I have all kinds of ideas for totally new features to add to the game. As do some others here.
--------------
I enjoy using your program btw.  :thumbsup:  Even if none of those things are possible I'd like to write it down somewhere for reference.

2501
Help & Guides / Re: Lemmini keeps asking to extract files
« on: November 05, 2012, 08:49:28 PM »
one solution is to put all of your WinLems files onto your computer. This works with the Paintball version I have---don't know if it will with a strict Windows 95 alone version. You can play the game (winLems) without the CD actually. It'll be a lot easier to extract it quicker then. I don't know why it does that though-never does it for me. [Actually with my WinLems CD in, the game always crashed  :XD: but that's another story...]

It could be you have custom files in the levels folder. If you do and they don’t have a “level.ini” file it doesn’t  work and asks you to extract. Which comes to what I came here to ask:


Why don’t user made levelpacks have this file? The game apparently needs this to play custom levels with the menu and everything. How can I get this file? Do I have to make it myself or what?  ???

Until now, I’ve just been loading custom levels manually. [Going to Leve-LoadLevel etc…]

2502
Levels for other engines / Re: Lemmix Level Pack Topic
« on: November 05, 2012, 07:22:31 PM »
I like Lemmini a lot. Sounds, music, directional select, prettier graphics, opportunity to add levelpacks to the "Select Level" menu which shows the levels and also the ratings in the packs, how the player gets access to the next level .....

how do you do this? I tried once but got an error message then it made me reload the WINLEM files again.  ???
Correction:
It always says; “missing “levelpack.ini” Well, so far, I haven’t found that anybody who uploaded a ini levels folder included that file with them.
Can someone include this please? Do I have to make that file myself? If so how? help!  :D

Once I get this working I'll start using Lemmini more often then maybe I'll make a glitch thread dedicated to it.

Also, how do you make INI files?? Is it with Lemmix? I couldn't even find a place with info on this.

============I'm going to ask this in help, so forget about it here for now=======

------------------
thanx for all the comments.

I think I backrouted most of the levels, perhaps notably "The Exit is Right There!!" "Eye of the Needle" and "Conundrum". When I play a level for my first time, I always try to approach it starting with the most simplest solution, and then proceeding to more and more complicated solutions. Especially "Conundrum" was a level in which the simplest solution worked and I passed it immediately. The difficultiest level for me was The Picard Maneuver Part 2, which I had to try well over half an hour. My solution contains pixel precise skill assignments here.

I think you did! Some of them don’t really matter however. I was able to fix two backroutes to mobius2. But two others are difficult. I’ll have to work on them for a while. And they do need to be fixed, the intended solution to Conundrum and Picard Maneuver part 2 are unique and quite difficult. Proxima invented the one for the latter. Although, I'm not sure about Picard2, your solution might actually be harder. As you said it's pixel precise. The intended is not. But Conundrum definitely has to be fixed.

your solution to Eye of the needle was very tricky! I fixed it by adding a steel block to prevent bombing the edge of the platform.

Jacob’s Ladder had a backroute however, that was solved by simply getting rid of 1 builder. I’ll update all of these to the portal eventually.

I hope they don't watch the solutions first either, but that’s they’re choice. I haven’t done that at all since watching Tseug’s replays, which was a long time ago. Actually I’m very strict on myself now, if I see “spoiler” alert for anything; puzzle, TV show, whatever, I run away and hide.

I’m currently working on Mobius 3 which will be mostly totally new levels. Another reason I’d like to use Lemmini is because I’m a little tired Lemmix crashing and glitching often.

2503
Reviews / Re: Custom Level Review Game
« on: November 05, 2012, 02:05:32 AM »
I started playing Gronklem 5, because I first saw it a long time ago. I hope it doesn't matter that I'm going out of order, but nobody posts here anyway. (it be nice if someone else posted)
If you want me to review a different pack that's fine.

I saw the solution on your youtube a while ago but it was so long, I forget  :XD:

Gronklems #5 – level 1- Inside the Pyramid

Lemmings: 50
Save: 49
RR: 99
time: 2 minutes

good: This is a solid level with a neat solution. Time is tight but not in an annoying way. Very tricky at first. (I first played it along while ago before I was used to the harder difficulty of user-made packs).

bad: The only thing I could say is that the terrain is a little too much yellow… maybe it could be better with some of the other colored terrain pieces thrown in. But this is a nit-pick, it’s really a good level.  :thumbsup:

2504
Levels for other engines / Re: Lemmix Level Pack Topic
« on: November 04, 2012, 01:05:28 AM »
Also, it came upon my mind, that is it totally wrong if Lemmini level packs are discussed in this "Lemmix Level Pack Topic" as well? For instance, Gronkling's great levels from Lemmings Level Database are for Lemmini. And I'm very fond of some other stunning Lemmini packs, too, which I certainly want to review sometime!

oh no, Too far to walk is based off of a level by Pieuw (which is actually based off of another level by Zurlinden  :D). It’s basically a large block that you need to get through and looks very simple but there’s not enough time. One of the solutions (the trickier one) is to make a “basher staircase”.
Most of my levels from Lix are remakes or ‘remodels’ of levels I liked or that were deserving to get more attention. At the time a lot more people seemed interested in the levels there.

I’ve always wanted to look at Cheapo but never had the time. Generally if I can’t get it working/or find it in two minutes I give up because I’m a busy guy.  ;P

I like Lemmini too. Most of Pieuws levels are for Lemmini. It’s really nice that steel glitches are fixed. Unfortunately the difference in game-play however is annoying because you can’t get used to any one program; they are all different. If you’re playing fun levels it doesn’t matter; but as soon as you start getting to advanced stuff every little aspect of the game becomes important.
For example; there’s a glitch in Lemmini where if a basher is stopped by steel, either he moved backward slightly or something else and if there’s a drop he’ll fall. Look up a video by Pieuw called; “There’s rashness in the method”
But I do enjoy using Lemmini, if for nothing else, sounds and music and title screens.
If I could code I would make a Lemmings program of my own that would be customizable with options like highlight selected lemming under the cursor.
There are an abundance of certified computer smart people here but most of them seem to come and go and don't stay  :(


If you’d like to review a specific pack, try going to this topic:
http://www.lemmingsforums.com/index.php?topic=125.0

I posted here a while ago but nobody seemed interested to join. You can disregard my post, I reviewed Tseug’s level but it’s probably not a good pack to start with plus It’s not really fair that I looked at the solution instead of solving it. And I actually would kind of like to review Gronkling levels. He posted last there so if you want to we can talk about that one. I actually already wrote a review of the first level but since deleted it.

2505
Non-Lemmings Gaming / Re: Mario Lemmings
« on: November 04, 2012, 12:58:43 AM »
It used to. I don’t know what happened. It could be that you and I both have a problem with the program or an incompatibility with our computers that causes this. I know it was made before Windows 7 was here and maybe earlier. They may have not updated it with newer sound cards are something.

But this is all speculation I really have no idea why it doesn’t record sound anymore. I stopped using it because Debut is really nice. (and free) I like it a lot.

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