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Messages - Turrican

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226
Lemmini / Re: Turrican's Superlemmini projects
« on: December 21, 2020, 11:05:21 PM »
This is another "Lemmix to Superlemmini" level conversion . The level is "Everything you don't need" by Geoo ( from the geoopk0 pack ) .


I have also attached the replay of the solution!

Link for the music track , that I use with the level : https://modarchive.org/index.php?request=view_by_moduleid&query=111419

EDIT : For the music track , create a folder , called "Turrican projects" in your music folder , and put the music track  inside that folder.

227
NeoLemmix Levels / Re: [NewFormatNL] Clammings
« on: December 19, 2020, 12:10:14 PM »
First of all , great job on beating the pack , and on your LP! :thumbsup:

To add to what Proxima said , several of the glitches and non-glitch tricks , the participants of the challenge boards had discovered , would also make it on custom levels they have made (assuming that they were active in the custom levels scene too , not all of the participants were).

So in that case you could find glitch levels , amongst other levels in their levelpacks , but in any case the number of glitch levels was moderate , because when you create a small 10 levels pack , you don't have the luxury of dedicating a large part of a pack to a single type of level.

Clam if I remember correctly , had two glitch levels in his main packs ( "Get out from the pool!" , and "Rise through the ranks" )

But most of his glitch levels could be found in his CSTame packs ( CSTame 1 + 2 ) .

The CSTame packs were two packs , Clam made in 2009 , and their purpose were , to make the Tame levels from onml much more challenging. These packs were practically "challenges:The levelpack" , because they contained 20 challenges ( 1 for each Tame level ) , tranformed into custom levels.

The players here had two options: They could load the two packs and try to complete the levels , or they could load the dos version of onml , and try to complete the challenges there.

Because the challenges needed to work the same way in onml , things like what Willlem did in his pack ( like adding additional opening hatches ) , were not allowed in these packs. You are not allowed to make a single change on the terrain , when you design these levels/challenges , because every solution needs to also work on dos onml , exactly the same way. And for that reason , the concept of backroutes doesn't exist for these levels/packs.

As a result some of these Tame-based levels ended to be some of Clam's hardest levels (probably harder comparted to the levels that exist here in Clammings).

And also some of these levels , ended as some of the most high quality glitch levels that have ever appeared in dos/Lemmix ( levels like "Now you're stuck" , "The squares fight back" and "LemmisXVIII" ) .

Also several of the levels had a very strict time limit because they were practically speedrun challenges ( with most notable example the final level , called "Speed run challenge!" , which required you to save 100% in Tame 20 in 30 seconds. you had 1 minute time limit , but you needed to beat it with 30 seconds remaining on the clock ) .

228
Lemmini / Re: Turrican's Superlemmini projects
« on: December 08, 2020, 09:49:17 PM »
I have got permission from Geoo , to port several of his levels to Superlemmini!

So here is a "Lemmix to Superlemmini" level conversion of "Prepairing their ways" by Geoo (from the geoopk1 pack) !

I have attached also replays of two solutions for the level (the first is the intended solution , and the second is a close alternative) !

Link for the music track , that I use with the level : https://modarchive.org/index.php?request=view_by_moduleid&query=105691

EDIT : For the music track , create a folder , called "Turrican projects" in your music folder , and put the music track  inside that folder.

229
I think , Clammings could be a good suggestion too!

230
Levels for other engines / Re: Lemmix Level Pack Topic
« on: December 06, 2020, 12:36:44 PM »
Here is another modification of a level from the Lemmix beta version of Revenge of the Lemmings v1.

The level is "Perfect Harmony" by Dodochacalo.

The biggest modification , that I did to this level is , I changed the formation of the owws , because unfortunately , there is a limit to how many trigger areas can exist in a level in a Dos/Lemmix level, so in that case , I had to use a new formation for owws.

I have tested the level on "custom lemmings" viewing style.

I have also attached the replay of the solution. It is viewable on custom lemmings viewing style.

Link for the music track , that I use for the level : https://modarchive.org/index.php?request=view_by_moduleid&query=132259


231
Lemmini / Re: Turrican's Superlemmini projects
« on: November 28, 2020, 04:29:41 PM »
This is another "Lemmix to Superlemmini" level conversion . The level is "From the Brink" by Clam ( from the ClamSpam04 pack ) .


I have also attached the replay of the solution!

Link for the music track , that I use with the level : https://modarchive.org/index.php?request=view_by_moduleid&query=52701

EDIT : For the music track , create a folder , called "Turrican projects" in your music folder , and put the music track  inside that folder.

232
Lemmini / Re: Turrican's Superlemmini projects
« on: November 10, 2020, 10:36:01 PM »
This is another "Lemmix to Superlemmini" level conversion . The level is "Crystal caves" by Wihu61 ( from the hubbart2 pack ) .

I have also attached the replay of the solution!

Link for the music track , that I use with the level : https://modarchive.org/index.php?request=view_by_moduleid&query=116256

EDIT : For the music track , create a folder , called "Turrican projects" in your music folder , and put the music track  inside that folder.

233
Lemmini / Re: [BUGS] Several bugs in Lemmings behaviour within SuperLemmini
« on: November 09, 2020, 09:24:26 PM »
yes, I see you like to explore physics in different engines. I just thought of an idea(not sure if Tsyu would ever do it since he wants to model Amiga). I wonder if Tsyu could have an option(under the options menu), if he could have one choose what behaviors a climber could have (ie 3 builder or 4 builder wall to stop climbers (ie: choice to model Amiga, Dos or NL as an option)). Although
not sure is this would be easy to implement.

This way one could choose what behavior a climber should have, to allow for normal behavior or irregular behavior. This way it would satisfy both regular play and irregular play(such as levels that Turrican likes). Make the climber behavior a choice in the Options menu.

That is a nice idea , but it also may be risky too , because many players from what I'm seeing , like to have one physics engine for their lemmings clone , that covers all the custom content , without small execeptions , or options like these!

As I said , it's up to the players to decide , if things like these climber behaviours need to change, and personally I don't have any problem , with whatever will be decided! That's not a big deal for me!

EDIT:
As I mentioned before, I'm indifferent to glitches, but I lean more towards don't like them vs do. My reasoning is that skills should act reasonably and predictably, not the other way around! That being said, I still enjoyed the custom pack Pimolems on Lemmini very much. Other than one or two that definitely shouldn't be possible but is because of the way the miner works in Lemmini, the others aren't as strange and they generally don't take too long to hit upon in the pack. One of them is a climber glitch that I'm quite familiar with because it's also present in Dos, while the other one is strange but can simply just be thought of that the level sides has invisible solid terrain so that lemmings can climb or simply turn around in Lemmini

I'm not talking only about glitches here! It is possible due to differences in physics to have also non-glitch tricks that's possible to one engine , but not in another! The "Lemmix/Superlemmini physics exclusive" level I mention , requires a really awesome non-glitch trick in order to be solved , that unfortunately that's not possible to Neolemmix due to differences in physics!

234
Lemmini / Re: [BUGS] Several bugs in Lemmings behaviour within SuperLemmini
« on: November 09, 2020, 08:27:15 PM »
AFAIK, these climber issues are not present in the Dos version (climber doesn't climb through several pixels of ceiling in the way like you see in the screenshot, 3 builder wall stops climbers properly).

There are dos/Lemmix custom levels that you need to build a 3 builder wall to contain the crowd , and then strategically , to assign some climbers , that they will climb through the 3 builder wall , and will prepare the path for the other lemmings!

I have the videos of the solutions for two of these levels in my channel! Now , I know that you don't like to have solutions , or parts of solutions of custom levels , spoiled , but I will post the link for one of these , so anyone else that will watch it , will be able to confirm here that this is possible!

Link for the video:
https://www.youtube.com/watch?v=-kDTPPi-qPs

The level is :
Spoiler (click to show/hide)

Also I'm not sure if it's 100% similar to the situation that is showcased in the screenshot , but here is an example of a dos/Lemmix that I think it showcases something similar:
 
The level is "Rise Through the Ranks" by Clam , from the ClamSpam04 pack ( link for the pack: http://lemmings-db.camanis.net/levelpack/ag1zfmxlbW1pbmdzLWRichALEglMZXZlbFBhY2sY4gIM/ )

As you can see in the preview picture of the level in the link , there is ceiling above the opening hatch! If you assign a lemming as a climber in dos/Lemmix , it will climb through that ceiling! In Lemmini/Neolemmix that's not possible!

Also @ericderkovits : I know that it's up to Superlemmini players to decide if these climber behaviours need to be changed! What I'm doing here is my favourite subject : exploring and discussing physics! That's why I'm playing Lemmings at three different engines right now! I like comparing physic engines , and what is possible on each of them! In the thread about my Superlemmini project , I have posted some "Lemmix to Neolemmix" level conversions of some very old levels! One of these is practically Lemmix/Superlemmini physics exclusive (It's main trick is completely impossible in Neolemmix)! Another of these also uses a trick that is not possible in Neolemmix , and in my solution of another of these , I also use another "not possible in Neoleemix" trick , that it can be avoided ( so that level is still possible in Neolemmix)!

At the future expect more levels or levels conversions by me that's not possible in Neolemmix because of differences in physics! (And that is as I said , because I like to explore the differences in physics between the engines)!





235
Lemmini / Re: [BUGS] Several bugs in Lemmings behaviour within SuperLemmini
« on: November 09, 2020, 04:00:20 PM »
Hey Tsyu, another bug that has been observed. See attached replay. The climbers are able to climb through the ceiling and act as if there is no terrain above them when climbing. This also happens in custom level packs as well, but the one I have requires an L2 style, and so it's not going to load correctly. Is this climber behavior intentional? I highly doubt it. Credit goes to ericderkovits for discovering this, since he caught this while converting a Lemmini pack to Superlemmini.

Also another one that eric discovered, and that is a climber is still able to get over a builder wall (one where you use 3 builders stacked behind one another to create an impassable wall). However, if 4 builders are used, then it will stop a climber from getting over the builder wall. Is this intended behavior in Superlemmini as well?

What is showcased in the screenshot , is actually not a bug! This is part of the intended climber behaviour in the original  games ( like the dos version or the Amiga version of the game )! In that case , the behaviour of the climbers is correct in Superlemmini , and it's Lemmini and Neolemmix that have it wrong!

 And that is because ,  Lemmini and Neolemmix , doesn't try to come close to the physics of the original games ,  and in comparison Superlemmini tries to emulate the Amiga physics (excluding things like glitches)!

The general rule in that case on the climber behaviour in the original game is that the climber when it starts climbing , can surpass larger obstacles , compared to what it can surpass in Lemmini/Neolemmix!

And to be honest here , I have years , to play the Amiga version ,  so what I describe in terms of physics , is based on the dos version of the game! But basic skill behaviours like this are the same between the dos and Amiga versions of the game , so in that case that climber behaviour seems to be intentional , a a result of Superlemmini emulating the physics of the Amiga version of the game!

EDIT: Also what I describe here , is based on the screenshot you have attached! I haven't seen the replay you have attached!

236
Lemmini / Re: Turrican's Superlemmini projects
« on: October 31, 2020, 10:43:28 PM »
This is one more "Lemmix to Superlemmini" level conversion . The level is "Not Quite..." by Tseug ( from the 1tseug pack ) .

I have also attached the replay of the solution!

Link for the music track , that I use with the level : https://modarchive.org/index.php?request=view_by_moduleid&query=190642

EDIT : For the music track , create a folder , called "Turrican projects" in your music folder , and put the music track  inside that folder.

237
Lemmini / Re: Turrican's Superlemmini projects
« on: October 28, 2020, 06:48:55 PM »
This is another "Lemmix to Superlemmini" level conversion . The level is "The Isle of Skye" by Gronkling ( from the contest1 pack ) .

I have also attached the replay of the solution!

Link for the music track , that I use with the level : https://modarchive.org/index.php?request=view_by_moduleid&query=61616

EDIT : For the music track , create a folder , called "Turrican projects" in your music folder , and put the music track  inside that folder.

238
Lemmini / Re: Turrican's Superlemmini projects
« on: October 24, 2020, 11:06:56 AM »
This is another "Lemmix to Superlemmini" level conversion . The level is "Rush Hour" by Tseug ( from the 1tseug pack ) .

I have also attached the replay of the solution!

Link for the music track , that I use with the level : https://modarchive.org/index.php?request=view_by_moduleid&query=143070

EDIT : For the music track , create a folder , called "Turrican projects" in your music folder , and put the music track  inside that folder.

239
Lemmini / Re: Turrican's Superlemmini projects
« on: October 18, 2020, 12:36:45 PM »
Here is a conversion of a level from Lemmix to Superlemmini! The level is "Oh No, Not Again!" by Tseug . The level has appeared on the "Revenge of the Lemmings" pack too , but this is the original version , from the 1tseug pack .

Compared to the version for "Revenge of the Lemmings" , the original version has some differences on the terrain , that make the timing required for the solution , stricter!

The only modification , I have made here , is that I moved  the opening hatch 3 pixels lower , compared to the original version , because the original position , was above splat height when lemmings entered the level!

Link for the music track , that I use for the level : https://modarchive.org/index.php?request=view_by_moduleid&query=40478

EDIT : For the music track , create a folder , called "Turrican projects" in your music folder , and put the music track  inside that folder.

240
That's a bit overcomplicating things. :P You can load replays on the preview screen - just hit your Load Replay hotkey (note that this won't work if it's the same as a key with a hardcoded function on the preview screen - so not an arrow key, enter, escape, space, F2 or F3). By default, the Load Replay hotkey is L on the traditional layout, or F7 on the functional layout.

Note that the above is only true for fairly recent versions - I think it may have been 12.7 when this feature was added? However, even prior to this, you don't have to wait for the replay to finish playing after loading it in-game; you can load it, hit Esc - NOT the nuke - to exit out, and immediately replay the level and the replay will still be there.

Ok! I didn't know it , so thank you for notifying me about this method! :thumbsup: That makes things much simpler!

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