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Topics - Proxima

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136
Level Design / Cheapo music questions
« on: May 03, 2005, 04:17:04 PM »
Following on from a discussion in the "Cheapo level packs" topic:

I've heard that it's very difficult to create Cheapo styles, but supposing that I just wanted to adapt an existing one with new musics (like Steaver did with the Lemmus styles) is this easy? How would I do it?

And (a separate question, though obviously linked) does anyone know whether it's possible to get MIDIs for the Lemmings musics that aren't in the Lemmus styles? (That's "How much is that doggie", the six ONML musics, and the four special graphics level musics other than Fun 22 which is in there. Maybe also the Tribes musics if they're any good, which I wouldn't know about.)

137
Lemmings Main / Quick question about musics
« on: April 28, 2005, 02:50:13 PM »
Something I need to know for the backroutes remake set.......

There are 17 musics, so level 18 Fun has the music of level 1, 19 ~ 2, 20 ~ 3 and so on. But then the sequence is interrupted by level 22 which is a special. Does level 23 then have the music of level 6 as it would without the special being there, or does it go back to the skipped music 5?

138
Tech & Research / Can't get Cheapo to work
« on: March 10, 2005, 09:16:03 PM »
Adam's computer has just come back from the grave, and he wants to re-install Cheapo. I've sent him the wledit2 and wlem2 program files, the two cfgs, and a handful of levels and styles. It refuses to open, saying it wants the file "zlib.dll" -- which is odd, because i don't seem to have such a file, and my copy works perfectly. Any suggestions?

139
Tech & Research / Window order problem on Cheapo
« on: December 04, 2004, 12:37:49 PM »
I've just done a Cheapo level with four windows, so naturally I edited them and set the "window order" parameter in the order I wanted them, 1, 2, 3, 4. But when I play the level, the lemmings come out of the windows in the order 1, 3, 2, 4! This isn't the already known replay bug -- this was the first time I played the level, not using the replay.

I tried setting the windows to the order 1, 3, 2, 4 to see if this would make them come out in the desired order -- but they still came out in that order. I then tried resetting it to my desired order -- still no difference.

In desperation, I deleted all four windows and replaced them. The window order paramaters showed the desired values, but the order the lemmings came out was now 1, 4, 3, 2!!!

What might be causing this? And what can I do?

140
Level Design / Level records
« on: December 03, 2004, 09:59:42 AM »
I was just wondering about which of people's designed levels hold the current records for level statistics. Here are the ones I know about; does anyone know of levels that beat these?

(And they have to be interesting levels -- it wouldn't count if someone made a level where you have to save 1 of 300 just to break the records, unless that was needed for the idea of the level to work.)

Most lemmings -- 255 on Insane Steve's "Stress Relief"

Smallest % to save -- 1 of 120 on my level "A Shock to the System"

Longest time limit -- 39:00 on Adam's "The long trek to freedom"

Longest minimum time actually required to complete level -- over 25:00 on Steaver's "Absolute Ultimate Challenge"

Shortest time limit -- 0:20 on my level "Twenty Second Teaser" and its sequel "Surely You're Joking, Mr. Lemming"

Highest release rate -- 255 on Insane Steve's "Stress Relief"

Largest area -- 1500 x 1500 on Adam's "The long trek to freedom"

Fewest total skills -- 0 on guest's "This level requires no skill"

Most entrances -- 50 on one of Adam's levels

141
Lemmings Main / It took 12 years, but I did it!!!
« on: November 22, 2004, 05:58:49 PM »
I completed Lemmings this morning.

You might find it surprising that I, clearly no novice either at creating Lemmings puzzles or at
solving them, should take so long. The reason is simple: someone out there doesn't know his percentages.


This is 26 Mayhem, The Steel Mines of Kessel, PC version. You have ten bombers, ten blockers,
ten builders, and have to save 90% of 100 lemmings, which is of course 90.

On the Mac, possibly because the old machines the game was first designed on got too slow keeping
track of 100 lemmings, all levels that have 100 on other versions have only 80. And the designers forgot
that 90% of 80 is not all but ten, but all but EIGHT.

It would still be doable, but there are also three places down the right-hand slope (between the last wall
and the trap) where the lemmings can't walk past the thorns. Do you build past them? But nine builders
are needed elsewhere, and the three impassable thorns are too far apart to get past two with one
bridge, let alone all three. Or do you block and blow? But you need to use two fewer blockers and
bombers than the PC solution, not two more.

I looked through my diaries last night. It was in 1994 that I reached this level. In late 1996 (I was nearly
14) that I gave up on this and used codes to satisfy my curiosity about what the later levels contained. I
must have started designing my own levels soon after, because they were complete by late 1997. After that
I lost interest in the original levels, and when my designed levels were complete and I'd shown them
to everyone and there was nothing more to do, and God knows I never expected to come back to
Lemmings after that, at some point I lost the green book with the codes that let you get into the program.

But that level continued to haunt me, and eventually I thought I might have solved it. Finally, I discovered
this forum, and finlay gave me a code that would bypass the copy protection scheme. Eagerly, I loaded
up The Steel Mines, only to discover that the passage of ten years had not made it any easier. My solution
was sufficient... to save all but nine.

That was a bit of a shaggy dog story, so I'll cut the rest short. Anyone who wants to try to find the solution
to the Mac version of this level for himself should skip the next bit.

You need to time the first two bombers: the first just above the "elbow" of the large thorn just before
the apex of the hill, the second just as he falls down the first one's hole. You can use blockers to steady them
at the right places -- this is vital with the second, which must be pixel perfect to blast that wall with just
one bomb -- but both MUST blow before the next lemming reaches them. (This is to save having
to block against the water to the left.)

Make the fourth lemming a blocker just before the edge of the hole. The third goes down and builds across
the water. When four lemmings have collected on the far side of the hill before the blocker, make
another blocker to split them off from the crowd.

The builder must block and blow through the next wall -- again pixel perfect so you don't need a builder to
climb out of his hole. Release the four lemmings, and make the back one a blocker just after they fall
off the bridge.

Where there are two little stubs of thorns just below the right overhanging ledge, build up to the right
from the first one. You must use only three builders, but you will reach a little nook just beyond the green
hangy-down things. Block and blow through the wall -- precision is needed again! Because the ground on
the other side is higher than where the lemmings are, you'll definitely need a builder as well to reach it.

Build past the three impassable thorns and use your LAST builder to get over the trap. Blow up the
last blocker, and you're free!!!

- - -

After that, the last four levels didn't take too long. Although I was a bit shocked on Save Me, after
hoarding my builders like a miser, to find myself reaching the end short of one blocker, of all
things. Still, I did it in the end... and Rendezvous at the Mountain, and that was that.........

"So the great affair is over, but whoever would have guessed
That it would leave us all so vacant and so deeply unimpressed?
It's like our visit to the moon, or to that other star:
I guess you go for nothing if you really want to go so far."

-- Leonard (or Lemmard &#A0;B)) Cohen

142
Level Design / please help a newcomer!
« on: November 04, 2004, 05:38:52 PM »
First let me introduce myself. Name: Michael. Age: 21.

We've been a Mac-only house most of my life, so I didn't have any of your advantages like the Cheapo game, but I made some good levels with ResEdit. (Any of you know what this is, or do I need to explain?) Trouble is, I was limited to clones of the original levels (i.e. layout same, stats and skills different). In spite of this I made a few very nice levels.

Just found Cheapo for the first time today. I'm going to have great fun with it, both making levels and playing the ones other people have created (just started "Lemmings Plus", completed Level 1 on my first try). I have a couple of questions.

(1) How exactly do metal and one-way wall work, in terms of adding them to my level?
(2) Are clones of the original levels available, so that I could recreate the levels I've already designed with Cheapo and share them with you?

Many thanks

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