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31
Forum Games / Re: Corrupt-a-Wish
« on: August 21, 2015, 01:03:42 AM »
Your flowers that you planted are the giant piranha plants from SMB3 giant land. And they are life size

I wish that I became the owner of the Internet.

32
Forum Games / Re: Corrupt-a-Wish
« on: August 17, 2015, 01:00:36 AM »
Your hair now permanently green and made out of small coils of concertina wire(ouch! :evil: ). You have to cut it with industrial metal cutters or else it gets too long.

I wish my lemmings were better than yours.

33
Lemmini / Re: SuperLemmini Level Pack(s) and Levels
« on: August 17, 2015, 12:44:05 AM »
I've made a backroute fix for The Hunt for Lemming Autarky. It makes the second starting steel block fully steel(instead of only having the visual parts be steel). This removes a major backroute that saves three bashers and doesn't use the glitch. :evil: I don't know why I like this level so much.

34
Forum Games / Re: Ask a stupid question, get a stupid answer!
« on: August 16, 2015, 08:32:32 PM »
A: Because lemmings are fake.

Q: Why is one of my clams a frog?

35
Lemmini / Re: My SuperLemmini Level Pack(s) and Levels
« on: August 15, 2015, 08:59:36 PM »
Here's five more levels. None of them use glitches this time. ;P

Once again, replays for the solutions are included with the levels.

36
Lemmini / Re: SuperLemmini 0.101
« on: August 07, 2015, 02:52:17 PM »
I suggest that you do something that makes the program reload the player file on startup or something of the sort.
It already does...? I mean, if the game didn't load the file on startup, it wouldn't know what levels should be unlocked. (In other words, it would be as though the file didn't even exist.)

I really don't know why I said that. If player files aren't meant to be manually edited I guess you can always just edit the level itself! :evil:

37
Lemmini / Re: SuperLemmini Level Pack(s) and Levels
« on: August 07, 2015, 02:41:44 PM »
The glitch is the only solution. My finding it came from testing the level and the intended solution, but the basher hit the cracks at the bottom and wrapped up. The purpose of the level is to show off the glitch.

38
Lemmini / SuperLemmini Level Pack(s) and Levels
« on: August 06, 2015, 04:35:04 PM »
Here's a new topic for posting any levelpacks made for superlemmini or lemmini!

Here's my first try at making a superlemmini levelpack. This levelpack has five levels, the last of which(alphabetically) uses a glitch. Make sure to send me a replay of any backroutes you find. Any feedback is appreciated! Have fun!

Note that the Windows midis are required to play. If you don't have them I will upload them when I get access to a computer.

EDIT: I have done that now.

39
Help & Guides / Re: Upsidedown World
« on: July 31, 2015, 05:07:43 PM »
Think creatively. You have two builders and a multitude of miners.

40
Help & Guides / Re: Upsidedown World
« on: July 31, 2015, 02:16:14 PM »
I'm not sure the solution is any different from the other ports. It looks like you have one basher for three of the four obstacles, and more than plenty miners.

Spoiler (click to show/hide)

41
Help & Guides / Re: Land of the Wicker People
« on: July 31, 2015, 01:41:09 PM »
Hmm . . . I would say most of us on the forum have beaten this level.
If you would like a hint here's one:
Spoiler (click to show/hide)

Hope that helps.

42
Closed / Re: Editor Bugs / Suggestions
« on: July 30, 2015, 04:56:39 PM »
That's interesting.  :-\ But namida did say that he hasn't used/tested it in a while(and I don't think he's changed any of the code behind it), so if NeoLemmix has a different graphic set format, which I think it has, the tool probably doesn't know how to handle the new graphic sets.

43
Closed / Re: Editor Bugs / Suggestions
« on: July 30, 2015, 04:04:54 PM »
DynaLem: Are you building Lemmini levels? I had this problem, too. I think it has something to do with how Lemmini graphic sets work in that it uses multiple images for the different tiles, and uses masks for which parts of the tile are actually solid.

Suggestion: I'm not sure how easy this would be, but maybe allow the inspector window and such things to be changed in size(e.g. you can stretch it and the input boxes would move with the stretching). I seem to have a hard time having to move all of the windows around instead of being able to just dock them(if I dock them I can't see half of the options, and if I pull up the place where you do dock them it covers almost half of the level). If that would be too hard/time consuming to do, could you possibly simply rearrange the input boxes/labels so that it wouldn't be so vertical?

Could you maybe also make the trigger areas show up for Lemmini objects? It's really hard not to be able to see if a trap will work or an exit trigger.

These are just things that would be nice to have; they aren't necessary.

44
Lemmini / Re: SuperLemmini 0.101
« on: July 30, 2015, 12:18:55 AM »
Is manually editing player files meant to be done? I tried to edit the file and entered everything in(completed=true, time elapsed, skills used, lemmings saved, score), but it didn't work. I copy-pasted it and changed the group and level numbers to the correct ones.

Edit: Looks like I didn't think to see if the level numbers started on 0 instead of 1.;P It seems, though, that the next level is marked as completed, but it doesn't load the next level(the level just says completed and has all of the things I entered in it, it's just that the next level isn't accessible). I suggest that you do something that makes the program reload the player file on startup or something of the sort.

45
Lemmings Main / Re: Lemmings Collection
« on: July 24, 2015, 08:53:45 PM »
From watching videos on youtube, it looks to be quite unappealing. It's in a four color grayscale and seems to be quite laggy. Not sure why you'd want to play it.:8():

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