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Messages - mobius

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2716
Tech & Research / Lemmings Revolution game mechanics
« on: April 27, 2012, 12:36:13 AM »
this is a thread is separate from file formats. It won't be that technical (but if you have insight as to how things work and you want to, by all means post it) This is to discuss how certain things in the game work (in case an editor ever gets made and for just general knowledge)

-I'll keep updating it as I play the game and learn more.

====================
<<<Teleporters>>>

(first some info I took from the glitch thread)

-the time it takes for a lemming to re-appear at the exit T varies for each level.

-Teleporters are supposed to make a sound which can be heard on "Water way to go" but the sound doesn't play for some reason on any other level.

-The teleporter "beam" is turned on whenever one or more lemmings begin to enter/exit a teleporter on one side, and normally the beam turns off when all lemmings have gone through to the other side (for the entering teleport) or when all lemmings have finished exiting (for the exiting teleport). 

-("broken teleporters")
However, if a lemming explodes in the middle of entering or exiting the teleporter, so that there's a lemming that never technically went through to the other side or never finished exiting, this will result in [that] teleporter beam staying on forever. (note this only effects one [that] side of the teleporter)

-A lemming cannot re-trigger a teleporter until he has left and re-entered the teleporter's area of detection.  So for example, if you set a blocker at the immediate exit point of the exiting teleporter, you can trap the exiting lemmings within the exiting teleporter's area of detection, and they won't be re-teleported (simply walking past the teleporter with no effects) until they can leave and re-enter the detection area.

-Lemmings exiting a teleporter go immediately into whatever state they normally would; example; if there is a wall directly close enough to the T the lemming will exit and turn around and not be re-teleported. Furthermore, if that lemming is a climber, upon exiting the T he will begin climbing the wall without ever touching the floor.

-Lemmings can trigger a T and enter it even if there is terrain in the way. (see screen shot)[/li][/list]

-In most levels: the direction a lemming is facing dictates how it will come out of the exit telepoter.
If a lemming goes into a T facing RIGHT he will come out of the right side. If he goes in facing LEFT he will come out on the left side. This is regardless of the side the lemming goes in and only takes into account the direction their facing.

-However (In the level 'Lock In'), if the teleporter by the timed wall is "broken" and a lemming enters the other T from the right side, facing right, this time he exits T2 from the left side! (changing direction)  ??? ???

-----------
-right now I'm investigating the levels where the teleporter connection is not congruent. (like 'Just you wait')

[when I say "wrong side"; I'm referring to the side of a T which is not intended to be used. In most levels, this is fairly evident. And when I say "wrong way" I mean a lemming entering the T facing AWAY from it.]

teleporters are not always as simple as "T1 sends to T2".
 
-Some levels do demonstrate this behavior. (Levels with only two teleporters obviously, Lock in, Lemming Be Thy Name, for example) But at least one with more than 2 does this as well;

"Under and Up"
(Teleporter near entrance; T1. under entrance; T2. near balloon; T3. under balloon; T4)

T1 - T2
T2 - T1
T3 - T4
T4 - T3

-but some levels are completely different:

On "Green with Envy" there are 4 teleporters. Every T except the one by the balloon exits to the one by the balloon. If a lemming enters the one by the balloon it exits to the one directly to it's left.


"Just you wait" is similar. There are four here. (one at the very top; T1. One below that on the retractable wall (which from now on I'll be calling RW or doors for ease) above the water: T2. Two near the balloon; the left one: T3. & the one closest to the balloon T4.

ENTER  EXIT
T1 -    T4
T2 -    T4
T3 -    T1
T4 -    T2

as of yet I've found no way to exit from T3. (It's not possible to access the other side of T2 and T3 because the ceiling is too low to build over)

2717
Lix Levels / Re: Lix Community Level Set
« on: April 26, 2012, 09:56:00 PM »
sorry, I forgot to post and answer (Also sorry to hear your leaving but hope you get things under control.  ( I'm not good at comforting people  :())

anyway, both of Proxima's solutions to those two levels are good. They both have a lot of leeway in the solutions available.  Also, goblin city is really neat!

Here are two rejected levels I have to empty my folder. (they are incomplete) so take them if your looking for ideas or just want to look. I'll have to take a break from building levels for a while. If the community set finishes by then it's okay. I've made quite a number of levels here, more than I expected to make.

EDIT: I forgot one

2718
Tech & Research / Re: glitches in other Lemmings games
« on: April 25, 2012, 09:05:27 PM »
anyway, now that I probe my memory, I seem to remember an instance on another level (not Tanksalot) that the glitch (fall height glitch) happened 

Since I've been playing this game again lately, I recently discovered I was right about that! ^^

In 12-8 "Just you wait!" If lemmings walk off the platform directly left of the entrance the fall height from there is the infamous 50/50 chance of death or life.  ??? ??? (btw, just as a reminder, I DO have the patched version  :XD:)

As a side note that's not really that important; we don't really know if it's 50/50 chance I could play this level a lot and take notes and calculations but I dont think I have time for that  ;P

----------

<back to other glitches I've been researching recently>

there may be some kind of glitch that happens with one way walls. But it needs more investigating.

-In 'Now You're Stalking' when I dug near the exit in the middle of two oow climbed up the one way wall terrain he stopped in the middle and walked into and through the terrain then climbed again inside it and got out on top and went on as normal.

-In When Two tribes go to war(I posted this above) a lemming strangley fell through solid steel (near a one-way wall)

-there were two other instances where something similar happened which I can't remember now but I think they all happened near one-way-walls.

========
I haven't been having much luck with that^ so I decided to look into diggers (since I noticed you don't have anything for them yet.

-If you dig at the very edge of a wall where the wall is made of steel or a one way wall in the wrong direction* or the lemming is halfway on steel and half way on regular terrain, even if the lemming is standing on terrain he will swing once and stop and no terrain will be seen being removed, BUT it actually has. One layer of terrain gets removed like normal (see picture; the lemmings appear to be 'walking in the terrain'
You can also test this on "Feeling Gravity's Pull. The middle entrance above the balloon; if a lemming digs close enough to the wall it will look like nothing got removed but the lemmings will fall through (because it is also a very thin terrain).
I'll continuing investigating it, to get a better accuracy

*need to test

========
the downward one way wall in "Wondering Free" does absolutely nothing. You can dig mine and bash through it in any direction. However the downward one way walls in "Mission Impossible" DO prevent you from bashing or mining through them

2719
Tech & Research / Re: DirectL
« on: April 23, 2012, 05:21:53 PM »
The implication here is that we can intercept texture data as it comes from Lemmings Revolution, swapping them out with different data of our own design that function properly on the display. If we construct true-color textures and inject those in place of the paletted ones, it won't matter worth beans what the states of the internal palette objects look like. I'm familiar with the game having been playing it recently, and the following need to be addressed:
  • The Lemming, Balloon and Clock icons on the right-hand side of the main game screen should be replaced with true-color bitmaps.
  • The on-screen text and selected-skill hilight border need to show up as white.
  • The text in the menus needs to change color. Sometimes it's red, sometimes it's black. It's the same character map texture either way.
Those first two should be doable with a straight-up texture replacement. The last one will take some clever manipulation of the game engine, but it won't be difficult. I've already got IDirect3DDevice3 ready to bend over backwards for me, so we'll see what needs to be done.

don't forget; the bomber timer over a lemming doesn't show correctly. This is particularly strange since it doesn't show up as black but instead doesn't show up at all.  (however you can still see the "blank image: sometimes.
Also some objects in the background image are funny; for example the lolly pops and sheep in the "river background" are black
also, *sigh* I forgot another few items; the tips of switches should be red, they are discolored in the same way.
-The fish, in water tanks, they were orange or goldfish; same thing.

I apologize if what I say you already talked about but I don't understand the programming jargon.
It seems that most of the faulty objects are all objects that move or are dynamic. the letters, numbers, switches. Does the programming group the objects in this way (or some way)?  That might help locate the problem

2720
Lemmings Main / Re: Top 5, Bottom 5
« on: April 23, 2012, 01:21:42 AM »
I'd like to re-post my favorites because I kind of made mine sloppy and combined the original and oh no more lemmings. And I forgot some. (and because I was bored today)

for the Original:

best
1- The Great Lemming caper
-great challenge and good repeat (unlike some others). There are multiple solutions but they're all difficult to find!

2- No Added colors or Lemmings
-best puzzle in the original game, took me a long, long time to solve it. nice "intro" to digging out a blocker

3- Poor we creatures!
-it's a crystal level, and it's different and interesting.

4- Compression Method 1
-no builders, yay! and a good puzzle especially for me because I never solved the first one this way at all. (I always built up on the right side, by passing the crushers altogether.

5- Last One Out's a rotten egg!
-a good challenge and just fun


worst:
1- King of the Castle
-too much like the first one and just generally not interesting to me

2- Hunt the Nessy


3- All the 6's.
-Idk why but I don't care for levels like this, bashing/etc through letters.

4- Curse of the Pharohs
-too much like the first one

5- The Steel Mines of Kessel
-Too much work. and by this point I guess I was just tired of all the repeats.



Oh No More Lemmings:

best:
1- AAAAAARRRRRRGGGGGH!
-clever idea with delaying/stalling all the lemmings while one does work instead of just trapping all the lemmings in the standard hero level

2- Flow Control
-great "intro" to RR control, and still difficult for an novice player even with the clue in the title

3- There's Madness in the Method
-neat puzzle, for it's time it really was 'madness'

4- Five Alive
-I like having 6 lemmings and it's a difficult puzzle at first.

5- Dolly Dimple
-tough level for it's position but simple yet fun.


worst:
1- Almost Nearly Virtual Reality
-boring building level & unlike other's have said, I don't really care for the mono-chrome

2- Pop till you drop
-boring bomb timer with totally stupid no bomb backroute

3- up down or around and around
boring

4- No Problemming!
-stupid, a waste of design work and time imo

5- Ice Ice Lemming
-I don't like all the blocks and basically becomes a standard worker level


Lemmings Revolution:

best:
1- No Clues Hee Hee
 -this one really stumped me for a long time

2- When Two Tribes Go to War
 -I like the theme and solution(s) (there are a few) There's also some odd and funny glitches in this level

3- Touch the ground turn around
 -so simple yet so difficult (for me when I first played it anyway)

4- Last one to the top
 -the solution is somewhat easy but the execution can be difficult and saving 100% is fun. I also like the design and the unusal method used to kill the weasels. :evil:

5- Tune In, Turn on, Switch On
 -the solution behind this one is really neat, it's the only level in the game where something like this is done. Good use of the new features.

worst:
1- all of the two skill tutorials
 -did they really need to do this? One tutorial for each skill was enough for original lemmings, this just seems unnessiasary especially considering most people who played this game most-likley were lemmings veterans.

2- Let's Play Catch
 -I like time-bomber levels but this one really annoys me, mostly because the terrain (those wood logs) are so uneven and have gaps in them.

3- How do we get up there?
 -really annoying time limit, and it doesn't change your solution at all. (without it however the level isn't that bad)

4- Buidld em Up then bring em down
 -Just kind of boring. and it doesn't make use of any interesting features of the game, it's better suited for the original game.

5- Ouch me head
 -the only interesting way to play this level is to pretend you don't have any diggers

2721
Lix Levels / Re: Lix Community Level Set
« on: April 23, 2012, 12:00:26 AM »
I made two new "lose a lot of lix" levels. they were both inspired by other people's.

Also, if you didn't notice, in my last post I updated 'the lix lies down on Broadway' to remove a major back-route.

2722
Challenges / Re: Maximum Lemmings Saved Records
« on: April 22, 2012, 07:32:03 PM »
Using GuyPerfect's idea, I have a similar method that saves 2 builders but uses more miners. I also used 2 worker lemmings to save time.
(in either case you can now update the list in that this level can be solved 100% without a glitch! (the previous method being freeing a falling/landing bomber glitch  :XD:))
-this method could be possibly be improved to save time and skills-

Skills used:

    2 Climber
    18 Builder (?)
    2 Basher
    8 Miner
    2 Digger(?)

1- first use 2 builders to build up from the entrance area.
2- Here's where there are two ways to separate 1 or 2 (I used 2 to save time) worker lemmings.

-start bashing left and have another lemming mine the steps at the very top so a lemming could climb up later.

-OR let all the lemming come through the bashing tunnel and make a lemming a block at the end letting 2 through. (You can free the blocker later by digging and mining or bashing or building)

3-when 1 of your worker lemmings comes to the end of the steel hallway mine him at the end (just missing the steel)

4- he comes to the area where the weasels are, turns, and walks all the way around, down to the lower area. (see picture) Dig at the spot near the vertical column underneath so he and/or your other worker can climb back up.

5-if you have another worker, make him mine in the spot shown in the picture. (This is to delay the weasels later.) (If you're only using 1 worker you'll have to do this later). build at some point to stop him so he doesn't break through. Now we'll let him walk back and forth safely in the area for a while while the other works.

6- (Lem1 below) mine through the other thin column (you will probably need the 1 basher later)

7-build over the water (this takes 2)

8-build up to the shorter tall platform (this takes 2)

9-build up to the taller tall platform (this takes 2), then build twice again up to the ceiling where the balloon is to turn around.

10-let this lemming walk back the way he came and make him a climber so he climbs up the hole you made and back up to the top. When he gets to the right most wall (underneath where all the other lemmings are, mine into the ground so he can't climb up to a dangerous height

11-While he is walking back, at any time when the first is walking back to the right and away from the weasel's area; have your other worker mine for exactly 1 and only 1 stroke into the wall holding the weasels in. Then immediately build to stop mining and pass by the weasels safely. You'll probably need two builders to pass the weasels.

12- the weasels will walk away and down into the tunnel you mined earlier. While they are doing that, have your worker mine down left into the steps your other worker build underneath. when he gets down build one near the ceiling to turn him around and he will follow the path the other just took. while walking to the right make him a climber to escape.

13-The weasels will come back to the area near the balloon and fall down the mine hole then into the area with the laser gate and trip it.

14-have your two worker lems build over the holes you've made (there should be two, then free the rest of the lemmings by either building over the gap you made at the beginning or freeing a blocker.


notes:

-usually for some reason, (this should be solved easily by timing in the beginning) the worker lemming at the top is always at the exact position relative to the weasels so that if you go through the wall he will come in contact with one of them immediately. So I had to delay him before beginning.

-having one worker saves skills but uses more time.
whew!

2723
Lix Levels / Re: Lix Community Level Set
« on: April 21, 2012, 05:19:46 PM »
here's another new level, hopefully not too easy. It's uses an old trick in supposedly somewhat hidden way.
I got the idea from that replay of that Christmas lemmings level.


would it be possible for anyone to upload an older version of lix for me? (the last one) I deleted mine and I'd like one for back-up purposes and also there's a few replays I want to see that don't work anymore. thanx in advance.

EDIT: I fixed a backroute and as a consequence also made it a little harder.

2724
Tech & Research / Re: DirectL
« on: April 20, 2012, 09:01:31 PM »
great work on this so far. I hope you can solve the graphics issues :thumbsup:

here's something else I forgot to mention earlier;
(taken from GameFAQs to prove I'm not the only one experiencing this problem):

** Level 058 ("The high dive") is unplayable due to a glitch in the program
      that causes Lemmings Revolution to shut down immediately when you try to
      load it. A patch on the Internet is supposed to fix this, but it doesn't
      work either. Fortunately, thanks to the way you open up two levels for
      every one level you beat, you can easily play around this one and beat
      all the others.

http://www.gamefaqs.com/pc/914154-lemmings-revolution/faqs/30084

the exact message that comes up is:
fatal error:
textures\Cylinder\el4_kf_l\OUT_el4_kf_l_7_0Hi.bmp


(note: there's no 'missing this file' or anything just the above) I hope that helps

I can't verify if that patch actually works or not, I can't find it. But I think this is only Windows 7 because I could always play that level before

---
also, thought I'd mention that curiously, the bomber count down numbers are not black like the rest of the text, but rather it doesn't show up at all. you can see a "graphic" above the lemming in certain situations (example: when it's in front of other text like the save number (I think))

2725
Fan Corner / Re: Lemmings Comic Strip
« on: April 20, 2012, 06:50:26 PM »
 :D good one^ Lemmings have to use the bathroom too.


I made these a little too wide, so I had to cut them down that's why they look a little jagged



2726
Lix Main / Re: the Lix user feedback thread
« on: April 20, 2012, 02:18:38 AM »
I thought I remember reading something about the fast forward behavior in replays. Currently during a replay if you ff it will stop on it's own after a few seconds. I can kinda understand the reason for this (if there is one that I'm thinking it is) but I don't like it. it's really pissing me off right now when I'm testing out my levels. What usually happens is I end up stopping the ff after it automatically does and then if goes back on and I have to start over  ><img src=" title="Angry" class="smiley" />.

so this isn't just a negative post, all the new updates are really swell  :thumbsup: .
(I felt like using the word "swell")

2727
General Discussion / Re: Best quotes from IRC and Mumble
« on: April 20, 2012, 12:25:36 AM »
the first is "Citizen Lemming"

Proxima's was actually "Gone with the Lemmings" a bubble level. :P

then Higgeldy Piggledy

you got the rest right. "Almost Nearly Virtual Reality" (I love the name, dislike the level)
and Curse of the Pharaohs is a repeat of Worra Lorra Lemmings.

and how could you not see the last one represents We all fall down? :P

looks like we need to get ccexlpore into this game  ;)

2728
General Discussion / Re: Best quotes from IRC and Mumble
« on: April 19, 2012, 03:37:24 AM »
Me, Proxima, ClamSpammer, and Insane Steve played two games today and made a crazy drawing.
I didn't get all of them. See if you can guess the levels!












2729
Tech & Research / Re: Version Differences
« on: April 18, 2012, 10:17:55 PM »
Also, I don't know if this happened in Windows too, but there were a few odd behaviours thrown up concerning certain skills, builders especially; particularly, it was always incredibly difficult to get them to build up to a wall and bash through without turning around, and usually you had to somehow get him to finish the bridge - he wouldn't turn around immediately if he was finishing. And if you built too near the ceiling (but further away than other versions), your step would be deleted and the lemming would transition to walker; this becomes a problem on Taxing 5, where you need to stretch your bridge - but because you're viewing it on a blurry TV, it's more difficult to stretch the bridge. As for blockers and bombers, there was some issue in which exploding bombers acted like blockers, or something; unexpected behaviour. Phrases like CLANK or YIPPEE never appeared above their heads, incidentally.

the glitch y-ness with builders and bashing did in fact happen on Windows. This could have something to do with the glitch that is; all lemmings in this version are to be not where they appear to be at times. (I haven't totally tested this out yet so I will have to do that) check the glitches thread.
However I've never experienced the thing with ceiling.
the bombers thing was something present on Windows as well. "Oh noer's" act like blockers. Idk if the blocker 'field' and all it's tricks can be applied to that. (that's something I just thought about...)


2730
Challenges / Re: Oh No! More Challenges!
« on: April 18, 2012, 04:24:33 AM »
here's a challenge based on a youtube video done on the Super Nintendo from 2008 (but me and Clam checked it's possible on DOS/Lemmix) if you know it don't spoil it for someone who doesn't!


Solve Mayhem: Pea Soup without building over the soup.

(there's more than one way)

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