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196
Lemmings Main / Re: Hey guys, what's your tribe?
« on: July 04, 2014, 01:26:29 AM »
I got EGYPTIAN.

"You're an intellectual. You like to read, maybe draw, and maybe you like history. But Sciences like math and biology aren't your forte."
What? ???
I don't really like to read (unless it's the lemmings forums), I don't like history, and I'm good at math and some sciences, but, like many people are stating, math isn't a science. Definitely not me. But, I guess with a limited number of answers on every question, it's hard to get somebody's personality in only twenty completely random questions. And a lot of the questions I didn't really like any of the answers.

197
Tech & Research / Re: Glitches in Lemmings
« on: July 04, 2014, 01:13:51 AM »
I didn't tear apart the Main file like ccexplore, so I really don't know. Now that I know that, I'll go back to the conclusion that the game had a slight lag spike internally and skipped a function, then finally "remembering" (accessing that forgotten piece of memory) that that was a digger, making him into an ohnoer. So it was probably the computer that had a small lag spike and not the game (just so you know what I mean).

198
Tech & Research / Re: Glitches in Lemmings
« on: July 04, 2014, 01:01:10 AM »
I have not tried to reproduce it in those players (I don't even use those), but I won't, because there is no need to (you already confirmed that this is impossible in those versions). And I don't think  this will work in the lemmixplayers, because (as you said) the lemmixplayers update internally before they update graphically. But, you did say that this might be possible in the test editor, and, since the Main dat file is from custlemm, I think this is even more possible. I won't test it in the editor though, because that sort of timing is literally "pixel-perfect", and I do not want to try it.

199
Tech & Research / Re: Glitches in Lemmings
« on: July 03, 2014, 05:07:14 PM »
There is a possibility that the digger ran out of time on the exact frame that he became a faller (as namida stated), and the game rendered him graphically as a faller, while still thinking of him as digger, when the next update came in, he became an ohnoer, because as namida said, the digger somewhat "stands" on any of the nine pixels in the destruction mask, but when he becomes an ohnoer he falls, because he can't stand on the pixel that the digger was standing on. This would result in the fake faller becoming an ohnoer, making it seem that the digger actually became a faller, but was actually a digger. That makes this a graphical glitch.

Speaking about graphical glitches, in lemmixplayer, the explosion confetti sometimes stays frozen in the air. But, if another explosion occurs, the confetti disappears.

200
Tech & Research / Re: Glitches in Lemmings
« on: July 03, 2014, 04:19:33 AM »
I know how lemmings works and how to save/load replays on lemmix, because I'm not that new to lemmings, I'm just new to the lemmings forums. I know that diggers do fall only when they try to dig a row of air, which is why I said that the computer had a (very small, and barely noticeable) lag spike. I was running a few programs in the background, including the internet . . ..

I guess in that case it isn't really a glitch by certain definitions, but the game probably just lagged a bit.

201
Tech & Research / Re: Glitches in Lemmings
« on: July 03, 2014, 12:49:49 AM »
I don't think you read my post correctly, but let me clarify. The digger was digging while being bombed, then he ran out of terrain, and became an ohnoer. The "ran out of terrain part" means that he transitioned to a faller, which would make it strange that the lemming didn't instantly explode. It could be that the computer had a small lag spike or something that caused it to possibly skip an update/the lines of code that made that happen, making the faller to do this (I don't know how many graphical updates lemmings performs per second, but it's definitely under 24, which is the max your brain renders. So I definitely saw that digger transition to a faller, or possibly walker).

202
Tech & Research / Re: Glitches in Lemmings
« on: July 02, 2014, 04:34:27 PM »
Here's a glitch I just noticed in Lemmix (level editor, not sure about player or DOS). When a digger was digging, the whole level was being nuked, and the digger stopped digging (because he ran out of terrain), fell for a bit, and then became an ohnoer because the countdown stopped, instead of instantly blowing up. I've tried to recreate it, but nuke timing is a bit hard.

203
Levels for other engines / Re: cLemmings - a new Lemmings game
« on: July 01, 2014, 05:00:01 PM »
Progress on Oh No More cLemmings!

The Havoc rating is currently finished. The demo included contains two Havoc levels, as Tame 9 and 10.
Once the game is finished, you might find the levels to be more difficult than the original cLemmings. This is because the Oh No More Lemmings tilesets are easier to work with (and make harder levels out of) than the Original Lemmings tilesets.

204
Levels for other engines / Re: cLemmings - a new Lemmings game
« on: June 28, 2014, 04:15:28 PM »
Thanks for the executable file. Now you don't need to do any more work.

I'm not taking the criticism to heart. I guess it's just that this is the first time I've actually been criticized on this. But thanks for the comments, I will definitely keep them in mind.

205
Levels for other engines / Re: cLemmings - a new Lemmings game
« on: June 27, 2014, 06:42:32 PM »
cLemmings 1.2

------------------------------
Mayhem 20 - removed backroute
Mayhem 21 - removed backroute
Mayhem 25 - raised save requirement to 100%
Mayhem 30 - removed backroute

New cLemmings lemmixPlayer, which includes the new logo and icon

206
Levels for other engines / Re: cLemmings - a new Lemmings game
« on: June 27, 2014, 04:15:56 PM »
The names are fully intentional.
My replies to your criticism/comments:

Fun 1-7 - I wanted it to be simple, and I didn't want to remake tutorial levels.
Fun 8 - You don't have to bash to the exit, they walk into it on the top of the block.
Fun 15 - This was meant as an introduction to bomber timing, but it became a two in one because the player had to think to make the timing easier on them.
Fun 16 - I haven't played your LPDOS.
Fun 25 - Like I've said, the game becomes harder quicker, so some of the Fun levels should go into early Tricky.

Tricky 2 - If I would've made the gap larger, I feel like one level would be too easy or too hard for it's place
Tricky 5 - The first few Tricky levels are meant to be easier! I'm not going to make levels that would fit in early Taxing and put them in Tricky. The level is Cascade-LIKE, not a Cascade level in fire. The first few Tricky levels are meant to have multiple solutions. If I'd wanted it to be a Cascade level, I wouldn't have included the bombers.
Tricky 6 - Are you playing the old version of cLemmings? If so, the newer version has the level called "The Good, The Bad, and The Ugly" as Tricky 6, which in my opinion is perfectly fine in its place.
Tricky 10 - One moment you're saying the levels are too easy and the next you say that they're are too hard. Not to sound rude, but, seriously? How many times do I have to state this to you; the levels will become harder more quickly, but not too hard.
Tricky 12 - Mayhem? I think that's a bit too harsh. "I Have a Cunning Plan" from the original Lemmings is also a "Mayhem" level by those criteria.
Tricky 15 - I don't think the placement is wrong; the solutions are very different. And Tricky 15 focuses on the part where you build into the fire blower, NOT the building.
Tricky 24 - This is the "harder-than-the-rest" level for Tricky.
Tricky 30 - You're probably playing the older version, because I removed the backroute by placing steel in the space.

Taxing 2 - The gap is to get players to think into going down there (not all players will do this, obviously), and the steel is just so that people can't directly bash through the pillar.
Taxing 9 - Yes, I completely remade the level in the new version because of your saying *cough*complaining*cough* of it being too easy.
Taxing 10 - Intentional.
Taxing 15 - Same as Tricky 24
Taxing 24 - Just a question, did you go into the cave ever? There is another solution that includes going over the cave.
Taxing 30 - Changed in the update.

Mayhem 1 - I don't care about the excess amount of builders, because it gives this level more solutions (e.g. going under the rock formation).
Mayhem 2 - (I haven't watched the replays, so sorry) Over the barbecue, right? The inside is meant for people who don't know about that trick. I was aware of the backroute.
Mayhem 4 - I forgot to add Lemmings, in front of the by, but that's what I mean by it. I'm not going to fix it, because "If it ain't broke, then don't fix it", and "It ain't broke".
Mayhem 5 - It's meant to be hated, and the trap is really evil. Did you notice the excessive amount of decoration? It started when I added so much of the hanging grass that the index was up to 150, and I decided I wanted to fill it up to the maximum 256 terrain and 16 objects.
Mayhem 10 - (This may sound a bit snippy, but still) Then don't go there! Like you said, THIS. IS. MAYHEM!
Mayhem 11 - It was meant to be a spinoff of "Last One Out is a Rotten Egg!", but I decided to make it more interesting.
Mayhem 13 - This is strategic building, the stuff everyone hates.
Mayhem 14 - Why feel sorry? I'm sorry, but I really don't get what you mean.
Mayhem 17 - The gap is so that people have to build to get into the exit, instead of just walking in. It's meant to puzzle people that just play lemmings, and don't study it.
Mayhem 20 - You aren't meant to be able to do that! I guess I'll have to fix it by, oh, I don't know, adding a piece of steel, . . . ;P
Mayhem 21 - You are supposed to bomb up the wall, which is why you get the excessive amounts, I'll have to fix that too.
Mayhem 25 - I never even thought of that, so I'll make the requirement 100%.
Mayhem 27 - Thank you, I think so too.
Mayhem 28 - This is supposed to be the hardest level in the game, do you think so?
Mayhem 30 - Have to fix the backroute.

Finally! I actually needed somebody to fully test the game. Thanks.

207
Levels for other engines / Re: cLemmings - a new Lemmings game
« on: June 27, 2014, 03:42:19 AM »
WEBSITE IS UP!

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

The cLemmings website is now up!
http://www.clemmings.altervista.org/index.html
It also has a lemmings level creation tutorial (for the lemmixPlayer), for those who need a better understanding of level creation.
I will include a thanks to namida when I obtain the newer cLemmings lemmixPlayer.

208
Levels for other engines / Re: cLemmings - a new Lemmings game
« on: June 24, 2014, 11:35:25 PM »
cLemmings 1.1 is now OUT!

There are lots of level changes:
Fun 29 - raise save limit
Tricky 10 - drastically raise save limit
Tricky 27 - remake completely new level
Taxing 9 - remove backroute
Taxing 10 - change time limit to three minutes, change builder amount to 15
Taxing 11 - remake completely new level
Taxing 15 - change time limit to 4 minutes
Taxing 26 - change time limit to 2 minutes
Taxing 27 - change time limit to 2 minutes, change builder count to 10, change name to "M.C. Escher's "Relativity"" (an actual drawing by M.C. Escher)
Taxing 30 - remake solution
Mayhem 19/Tricky 30 - remove backroute
Levels have been aesthetically changed

Some levels have been moved, too:
Fun 9 - replace with Fun 14
Fun 20 - move to Fun 18
Tricky 11 - move to Tricky 6
Taxing 9 - move to Taxing 12
Taxing 10 - move to Taxing 11

Note: Tricky 11 is an impossible level. This has been fixed in 1.3.

209
Levels for other engines / Re: cLemmings - a new Lemmings game
« on: June 24, 2014, 09:23:15 PM »
All right, I'm back.

Thanks for the comments. I will definitely keep them in mind.

I have to tell you something about your downloads. When I click on the link, it takes me to mediafire to download it. I download it (the green button), and when it downloads, it says that the file is malicious and the browser blocks it. So if you could just attach the file, I would be able to download it.

-For Taxing 11, yes, it is a repeat of one of the later Tricky levels. The reason the solution is easier is because it is meant to be a repeat level with just a lower time limit to make it harder. I just went through it and saw that I could move the time limit down to two minutes (in the next update), because the building is very minimal. You might notice that some of my levels have extreme amounts, such as a level having way too much time, a level having an excessive amount of a certain skill, etc. This is either to trick the player into thinking of a solution that won't work, or is a product of my testing (you will notice that some levels have nine minutes of time, when you need only a couple of minutes. This is because the level is either not meant to be challenging in the means of time, or because I forgot to lower the time limit after I was testing).

-I can only count 4 (End With a BANG! doesn't really count as a bomber-timing level) levels that actually require you to use bombers in the solution in the Taxing levels up to 20 (5 overall on the taxing rating). So, I don't get what you mean by that. Maybe you solved the levels differently than intended. (I guess though, that four levels is a fifth of 20, and 5 is a sixth of 30, but in my opinion, they aren't that big of a piece).

-I see what you mean, but, like I said in the above section, this is a result of the level focusing on one part. For example, Simultaneous Action has a blocker trap for the lemmings (after you stop the splatting), but the level is focused on the fact that you have to control both lemmings at the same time (hence the name). That doesn't exactly meet the criteria of "lemmings are hemmed in by the blocker and one lemming goes ahead", so I'll give another example. Fire Fun; the lemmings are closed in by the blocker, and one lemming goes ahead to do all of the work. That's because the level focuses on the getting through those thin poles. Also, notice how in the original games, they used that technique in a different way, so I can see what you're coming at because those levels were really easy.

As for "everyone doing that at first", I'm not a level creating beginner, I've just not been part of the community until now. I've created many levels, just not a big project like this yet (I used to end up deleting my levels because I didn't like them, instead of editing them. I don't know why I did that). So, like I said, these are intentional, because I don't want to make the level too hard. You might notice that the repeat of Fire Fun makes the player hold the lemmings differently. Basically, I has the option to make the player not use blockers, but decided against it. I can see why you're complaining though, because you're used to levels being really tricky in every way possible, but still not making it so that it is too hard to both execute and figure out. The Mayhem levels are that way. In fact, 18 of the Mayhem levels don't use the standard blocker trap or at least use a creative way to free the lemmings/blocker, 11 of which don't use a blocker trap at all. So you'll probably find the Mayhem levels more satisfying.

I'm also noticing that you are saying that my levels are too easy. I tried to make it so that the difficulty gradually went up, with slight jumps in between difficulty ratings.

210
Levels for other engines / Re: cLemmings - a new Lemmings game
« on: June 14, 2014, 06:43:25 PM »
If there isn't a tool for compiling you're welcome to compile it. But I was just asking so that you wouldn't have to compile it every time I updated it. But since you're compiling the actual code itself, like I said, you're welcome to compile it, and if you do, thanks in advance.

About Lemming Athletics and Huff and Puff, there are Tricky repeats of those levels which are maybe five levels or so apart, gives or take a few. But for the fact that they're close to each other, that's a bit hard to explain, but let me try.
I made the levels in order from last to first (in order of playing). Why? Because I thought that if I made a bunch of Fun levels first, then went onto the Tricky and Taxing, I would be burn't out by the time I got to Mayhem. Also, I find it easier to make easier versions of a level than making a level harder, which is the way the guys at DMA did it. I think it's fine that they look alike because the solutions are very different (if you did lemming athletics by making them all athletes).

"A Towering Problem" Is the name of Wicked 8 (I think), but it also repeats in Taxing. I made it the name on purpose.[I actually should have said "named it that way on purpose]

That reminds me about something else. In every level rating there's one level that's harder then the rest, in Fun I consider it to be the Lemming Tower, which belongs in Tricky, but it's a building exercise, so it wouldn't be of Tricky level "nature". Why did this come up at A Towering Problem? Because the repeat is the Taxing "harder-than-the-rest" level.

I think in Pink Lemming (know what it's referencing?) you can use the two miners to make a straight fall into the exit. You could also use one miner because there's a hole in the left side. But still, it's a Fun level, so I won't give you two miners because beginners would say:"How on Earth" (cheesy reference to ONML).

You may have also noticed that the Fun levels are getting a bit tricky towards the end (not for you, but they are harder than the fun levels). I did this because I think that the Fun levels and even the first few Tricky levels are a bit too easy.

You may have noticed this in levels like Not so Fast!, as I put two traps in there (there's also a little surprise in case you try to bash through the giant pile of terrain).

I forgot to mention that the small save amount in Frantic Lemmings is due to my forgetting to change it when I copied the level (it has a Tricky repeat which is similar to Cascade).

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