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766
In Development / Lemmings Plus II Topic - <100% completed>
« on: November 12, 2013, 05:40:28 PM »
EDIT: LEMMINGS PLUS II HAS BEEN RELEASED - SEE THIS TOPIC!



Lemmings Plus II is a sequel pack to Lemmings Plus DOS Project. It has previously been referred to as "LP5". The use of roman numerals is to distinguish it from the Cheapo pack Lemmings Plus 2 - like LPDOS, LPII will be Lemmix-based.

(If you're looking for Lemmings Plus DOS Project, click here.)

Lemmings Plus II features 5 difficulty ratings of 20 levels each. Unlike LPDOS, which used Orig mechanics, LPII uses OhNo mechanics. While not completely fixed, some of the more common and insignificant (or even annoying) glitches are fixed - most notably the one-way right miner glitch.

Whereas previous Lemmings Plus entries have pretty much just been massive level packs, Lemmings Plus II brings several new features to the Lemmings Plus series, most notably custom graphic sets. Another significant departure from the previous Lemmings Plus formula is that LPII does not use repeat levels! (There are a few levels which have very close similarities with other levels, but even if you count these as repeats, it would still mean only 5 repeat levels in the entire pack.) Lemmings Plus II also is designed with 100 as the "maximum" number of lemmings (though it's not a true maximum, as there are two levels that exceed it), rather than 80 as in previous Lemmings Plus packs.

So yep. 100 repeat-free levels over 5 ratings, custom graphics sets, and did I mention there's a level where you can nuke 250 lemmings at once if you want?


Difficulty ratings: Nice, Cheeky, Sneaky, Cunning, Genius

Graphic sets:
#0 - Tree
#1 - Purple
#2 - Psychedelic
#3 - Metal
#4 - Desert

Demos
As the full game is now available, the demo links have been removed.

SPECIAL LEVELS

There are two types of special levels - Floater Frenzies and gimmick levels. There are four of each, with no more than one of each per rank.

-- Floater Frenzy --
In Floater Frenzy, you're given a small level with four windows, each one close to a fatal fall. Each Floater Frenzy has a different design and the stats may vary slightly, but the concept is the same. Sound like a repetitive task of pausing and clicking each lemming? That's what I thought too, so in Floater Frenzy, pausing is disabled for a pure test of speed and skill! And if it's too easy for you, you're welcome to increase the release rate. :P Long-time fans of my levels might also recognize the Floater Frenzy music.

-- Gimmick levels --
In gimmick levels, the game mechanics will be slightly altered, and it's up to you to work out what's out of the ordinary and how to handle an otherwise-ordinary level under these new rules. These are not designed to entirely give you a new game, just to add an extra twist - think along the lines of Superlemming mode. A unique music will play on gimmick levels (it is also different from the Floater Frenzy music).






** All times are in whatever timezone the forum default is. (GMT-6, it would appear?) **

Code: [Select]
PROGRESS :::::: 99.9% as at 2:00 AM November 30

Graphic Sets -    [Worth 25% (5% each)]
      VGAGR0 - 100%        5%  (Tree)
      VGAGR1 - 100%        5%  (Purple)
      VGAGR2 - 100%        5%  (Psychedelic)
      VGAGR3 - 100%        5%  (Metal)
      VGAGR4 - 100%        5%  (Desert)
      -----------------------
      Total               25%



Levels   -   
    Nice - 100%        10%  (20/20 levels)   [worth 10%]
  Cheeky - 100%        15%  (20/20 levels)   [worth 15%]
  Sneaky - 100%        15%  (20/20 levels)   [worth 15%]
 Cunning - 100%        15%  (20/20 levels)   [worth 15%]
  Genius - 100%        20%  (20/20 levels)   [worth 20%]
 -------------------------
 Total                 75%  (100/100 levels)


The completion % of a graphic set is based on a rough estimate.
The completion % of a ranking is based on how many levels are completed and considering all levels to be equal.

For those who are interested, the EXE running the game is based on EricLang's Lemmix player source code and the improvements to it by ccexplore, and further modifications specifically for LPII by myself. The graphics are created primarily using MS Paint (the classic version), with some use of Paint.NET (especially for recoloring from the original sets or each other), and compiled into DOS Lemmings-compatible graphic sets using LemSet (my own creation but it has been publicly released). The levels are created almost entirely with LemEdit (yes, I still haven't moved on to a newer editor; call me weird but I really really like LemEdit's interface); a very small amount of level building has been done in jLevelBuilder but the primary use of jLB is for making the level map images I've been posting here; at times I've also used a hex editor for minor changes (especially to stats). Since working with LVL files is easier than working with DAT files for testing, I don't use LemEdit to put them into DATs, rather I was initially using Mindless's tool (and still do for building the demos) but now wrote a custom app to quickly pack them all up. The sound effects are the ones supplied with the Lemmix source (I believe originally from WinLemm?), the musics are thanks to DragonsLover, converted to IT format using OpenMPT.

Credits
ericlang - For the Lemmix engine
ccexplore - For the modifications to the Lemmix engine source code, and the documentation on the data formats
VTM - LemEdit
LJLPM - jLevelBuilder
DragonsLover - ONML DOS midis
Myself - Obviously for creating the content and modifications to the Lemmix player; also LemSet.

Special Thanks
Akseli - Finding backroutes, and encouragement
Mobius - Encouragement
The Lemmings forums as a whole - Obviously  :P

767
Site Discussion / Who actually runs the forum these days?
« on: November 10, 2013, 08:48:53 AM »
Clam?

768
Level Design / >80 Lemmings in Lemmix.
« on: November 10, 2013, 07:22:48 AM »
It's probably no secret by now that you can have more than 80. But what's the actual limit? I decided to do a bit of investigating.

Firstly, Lemmix will recognize ANY value (as long as it fits in the two bytes the level format allows for). You can have a level with 65535 lemmings if you want.

But how well does this work in practice? Well. At around 150 lemmings, Lemmix starts to lag when in fast forward mode. Around 400, it starts to lag even at normal speed - though it's not jerky at all, it just runs at a reduced framerate (the timer does indeed slow down proportionally, so it won't cause you to run out of time prematurely). I suspect this lag actually gradually increases with more lemmings rather than having a defined starting point, but for me, exactly 400 lemmings is when it first becomes noticable.

So if we're willing to put up with it running slow (or we have a supercomputer in our bedroom), what can Lemmix actually handle? Well, first thing to consider is the interaction with the time limit - a 9 minute level with release rate 99, the time would run out exactly as the 2283rd lemming comes out. But of course - unlike the DOS game, Lemmix can handle time limits of up to 99 minutes with no problem, and up to 255 minutes with only a minor graphical glitch (specifically, it'll only show the last two digits of the remaining minutes). It should be noted that by this point, Lemmix is running at about 4 FPS, and the only practical way to advance time is using the time skip by pushing spacebar.

After around half an hour (by the game clock), we're at about 8200 lemmings, and if we unpause the game, it runs at what appears to be less than a single frame per second. But we've already said that the practical limit lies at around 400 lemmings, beyond that it's just a matter of "screw practical, this is now just about what's physically possible".

After an hour by the game clock, we're just a few lemmings shy of 15300. At this point, even with the game paused and only using the spacebar's 10 second skip, lag is noticable - actually, this was true from about 10,000 lemmings or so. I guess that's to be expected when processing and drawing that many lemmings.

At about 65 minutes 20 seconds, we pass the 16384 lemmings mark. (Some of you may know why that number is significant.) Nothing notable happens - but there again, if anything's going to happen, the most likely point is 32768 (or even more so 65536, but that's one lemming more than the LVL format allows you to set).

After two hours by the game's clock, we're at about 30300 lemmings. About eight and a half minutes after that, we hit and pass 32768 without problems. Surprisingly, even at this point, the Lemmix player is only using about 13MB of memory according to Task Manager.

I think, short of running into memory issues (which is unlikely, given the low amount being used), this should go all the way to 65535 without problems (other than lag). I see no reason why any value inbetween is likely to cause problems.



So, are there any issues with having >80 lemmings, other than lag? The short answer is, there can be.

The long answer is, up to 100, there is no issues. Beyond this, think about the way the game gives you results - as a percentage. Now obviously, once you go past 100, each lemming is worth less than 1%, but the game only displays whole numbers. It WILL calculate correctly your percent and round it down as normal, but here's something important to consider - Lemmix does not compare the number of lemmings you've saved to the level's requirement, it compares the percentages. Say for example, if you create a level with 200 lemmings and set the requirement to 199, this will display as 99%. However, if you only save 198 lemmings, this will also display as 99% - and will indeed register as passing the level. Obviously, we can't say whether DOS works the same way (other than by reverse engineering it and looking at the actual mechanics, as opposed to experimentally) due to the 80 lemming limitation - possibly if some other platform that uses percentage can handle more than 100 lemmings (perhaps Amiga? None of the levels natively have >100, but what happens if you edit a level to have more?), you could try it...

The other consideration is of course, what a level editor will allow you to set. I haven't tried seeing what Lemmix or jLevelBuilder will allow, but LemEdit won't let you set more than 80 lemmings. Of course, this can be averted by using a hex editor, and perhaps if needed, Mindless's tools to compress them into a DAT file instead of using the editor's built in feature.

(Don't freak out guys, I'm not going to slip a 65535-lemming level into LP5. =P I will be using 100 rather than 80 as the general upper limit, and may exceed it for a couple of levels - but even those would be WELL under the 400 mark, probably around 200 or so at the most.)

769
Lemmings Main / Any MODs of the ONML *DOS* musics?
« on: November 08, 2013, 09:06:46 AM »
I'm aware they exist of the Amiga version musics, but is there any of DOS? I could always convert midis, though I don't even know if there's a full set of those...

770
As you're probably aware, I'm writing an app which would include the ability to make custom graphic files. (Actually, I've already acheived almost all the nessecary steps - I've successfully compressed *and* decompressed DAT files, as well as extracted images, so I already know how to do this, it's just a matter of writing the code.)
I'm wondering if anyone has any preference about the input format for these.

I'm thinking of going with, for simplicity's sake, BMP formats with magenta(#FF00FF) representing transparent. Since Lemmings only uses 6-bit color values, if you actually wanted this color in your image, you could just use #FC00FC; both would come out as 3F 00 3F when converted to 6-bit anyway. A possible alternative is going with 256-color BMP images, and regarding anything that doesn't use the first 16 colors to be transparent. I would rather avoid formats like PNG and GIF that use compression (though I'll probably include GIF as an export option, for Lemmini/jLevelBuilder), simply because I don't particularly like writing decompression routines.

For objects, would you rather have a seperate image for each frame, or have them all in one (like Lemmini)?

What about defining object information? Would you prefer to have a menu in the app for this, or set the values in an external text file (or for the trigger area, maybe a seperate image file like Lemmini has)?

Of course, I could include more than one option, if there's enough demand for several of them. In the meantime, I'll work on the underlying code for inserting/extracting graphics into a simple internal format.


EDIT: Okay, don't worry about file formats. I've just found out QB64 has a very good built-in command for opening various formats - BMP, JPG, PNG, GIF, PNM, XPM, XCF, PCX, TIF, LBM, and TGA. Output on the other hand seems limited to BMP, but I can write my own subroutine to make GIF files for Lemmini.

EDIT: ...or maybe not. For some reason, trying to use QB64's built-in image handling code causes crashes, so I'll have to rely on custom routines. Which means we're back to the question of what formats. Probably going to be BMP, realistically.

771
No one from Microsoft will ever ask for your password because they already know it.

772
(EDIT: This topic was originally for an extraction tool to convert to Lemmini/jLevelBuilder formats; hence the first few posts are about that. For the download of LemSet, click here.)


Here's a little tool I wrote that'll extract the graphics from DOS Lemmings into Lemmini-friendly format. This might be useful for those who want to create precisely-adjusted levels for DosLemm in jLevelEditor, or those who simply prefer the low-res graphics.

It should be noted that the trigger area images it creates ([style]om_#.gif), while they are accurate to how DOS Lemmings performs and to the images extracted (try copying/pasting them over the image), Lemmini does not seem to like them. You'll probably want to use these ones for displaying trigger areas in jLevelEditor if you're creating levels for DOS, but if your goal is to use the graphics in Lemmini itself or create levels to be played in Lemmini, use Lemmini's existing versions of these files. I included a copy of them (in the "default" folder) just in case you don't have them.

This program will create the INI files. However, as I didn't work out the conversion table for trap sounds, the trap sounds it uses are all hardcoded; so if there are any gaps in the graphic set files you provide (or any diversion from the standard ordering), some traps may end up having the wrong sound. If someone would like to make a list for me of what sound effect ID in DOS = what sound effect ID in Lemmini, I'll be more than happy to work that into the code of the program, but I can't be bothered working it out myself.

And yes - this program can convert graphic set 9 (Xmas Lemmings) to Lemmini format! As far as the trigger area problem bug mentioned above goes, I created a custom trigger area graphic for the set 9 exit that SHOULD work; it's in the Default folder along with all the actual default ones. (The exit is the ONLY object in Set 9 that has a trigger area that does anything; and as we know, Lemmini completely ignores trigger areas with no effect.) You're on your own for converting the Xmas Lemmings levels, though... =P

Also - while the GROUNDxO.DAT files can (and should) be used as-is, the VGAGRx.DAT files must first be extracted using ccexplore's ldecomp or Mindless's Lemmings Tools. VGAGRx.DAT will extract into two sections; the first should be saved as VGAGRx.DAT.0 and the second as VGAGRx.DAT.1. Mindless's tools will automatically suggest these filenames.

Source code can be found here.

773
Challenges / Fewest repeats of the same skill to beat levels.
« on: October 24, 2013, 03:05:56 AM »
Okay well, here's an (I think) new idea for a challenge. The idea is - it doesn't matter how many different skills, or total skills you use - the aim is to have the lowest uses of any single skill. For example, solving a level with 2 builders and 2 miners is better than solving it with 3 bashers, because you've only used any one skill a maximum of twice. Or as Simon explained it: "For each level, find the smallest N such that a solution exists with the original skillset, with no skill used more than N times."

I already did up to Fun 20 - only Fun 14 and Fun 20 were really interesting so far.


Last updated 10 May 2020 at 12:05 PM forum time. Bolded levels are not yet solved.

Fun 1: 1
Fun 2: 1
Fun 3: 3
Fun 4: 10
Fun 5: 3
Fun 6: 1 (glitch)
Fun 7: 2
Fun 8: 1
Fun 9: 1
Fun 10: 1
Fun 11: 1
Fun 12: 1
Fun 13: 3
Fun 14: 2
Fun 15: 4 (glitch)
Fun 16: 5 (glitch)
Fun 17: 1
Fun 18: 5
Fun 19: 3
Fun 20: 2
Fun 21: 1
Fun 22: 2
Fun 23: 2
Fun 24: 1
Fun 25: 1
Fun 26: 2
Fun 27: 1
Fun 28: 5
Fun 29: 3
Fun 30: 1
Tricky 1: 1
Tricky 2: 5
Tricky 3: 2
Tricky 4: 5
Tricky 5: 3
Tricky 6: 2
Tricky 7: 7
Tricky 8: 8 (glitch)
Tricky 9: 3
Tricky 10: 4
Tricky 11: 2
Tricky 12: 2
Tricky 13: 3 (glitch)
Tricky 14: 6 (glitch)
Tricky 15: 3
Tricky 16: 4
Tricky 17: 2
Tricky 18: 1
Tricky 19: 1
Tricky 20: 1
Tricky 21: 3
Tricky 22: 1
Tricky 23: 1
Tricky 24: 2
Tricky 25: 7
Tricky 26: 1
Tricky 27: 2
Tricky 28: 1 (glitch)
Tricky 29: 2
Tricky 30: 3
Taxing 1: 6
Taxing 2: 2
Taxing 3: 6
<strong>Taxing 4: </strong>
Taxing 5: 5
Taxing 6: 1
Taxing 7: 5 (glitch)
Taxing 8: 5
Taxing 9: 1
Taxing 10: 4
Taxing 11: 7
Taxing 12: 6
Taxing 13: 2
Taxing 14: 17
Taxing 15: 3
Taxing 16: 7
Taxing 17: 2
Taxing 18: 1 (glitch)
Taxing 19: 5
Taxing 20: 2
Taxing 21: 2 (glitch)
Taxing 22: 1
Taxing 23: 12
Taxing 24: 5
Taxing 25: 3
Taxing 26: 6
Taxing 27: 6
Taxing 28: 3
Taxing 29: 2
Taxing 30: 7
Mayhem 1: 15 (glitch)
Mayhem 2: 6 (glitch)
Mayhem 3: 1
Mayhem 4: 2
Mayhem 5: 5
Mayhem 6: 6
Mayhem 7: 4
Mayhem 8: 3
Mayhem 9: 5
Mayhem 10: 5
Mayhem 11: 9
Mayhem 12: 3 (glitch)
Mayhem 13: 2
<strong>Mayhem 14: </strong>
Mayhem 15: 4
Mayhem 16: 1
Mayhem 17: 2 (glitch)
Mayhem 18: 6 (glitch)
Mayhem 19: 7
Mayhem 20: 2
Mayhem 21: 21
Mayhem 22: 6
Mayhem 23: 4 (glitch)
Mayhem 24: 3
Mayhem 25: 4 (glitch)
Mayhem 26: 6
Mayhem 27: 2
Mayhem 28: 5 (glitch)
Mayhem 29: 10 (glitch)
Mayhem 30: 9
 
Tame 1: 1
Tame 2: 1
Tame 3: 1
Tame 4: 1
Tame 5: 1
Tame 6: 1
Tame 7: 1
Tame 8: 1
Tame 9: 1
Tame 10: 1
Tame 11: 1
Tame 12: 1
Tame 13: 2 (glitch)
Tame 14: 1
Tame 15: 1
Tame 16: 1
Tame 17: 1
Tame 18: 1
Tame 19: 1
Tame 20: 1
Crazy 1: 1
Crazy 2: 3
Crazy 3: 2
Crazy 4: 4
Crazy 5: 7
Crazy 6: 5
Crazy 7: 3
Crazy 8: 3 (glitch)
Crazy 9: 2
Crazy 10: 7
Crazy 11: 1
Crazy 12: 2
Crazy 13: 2
Crazy 14: 4
Crazy 15: 2 (glitch)
Crazy 16: 2
Crazy 17: 3
Crazy 18: 2
Crazy 19: 1
Crazy 20: 6
Wild 1: 2
Wild 2: 5
Wild 3: 6
Wild 4: 7
Wild 5: 4
Wild 6: 2
Wild 7: 3
Wild 8: 10
Wild 9: 0 (glitch)
Wild 10: 3
Wild 11: 2 (glitch)
<strong>Wild 12:</strong>
Wild 13: 2
Wild 14: 2
Wild 15: 2
Wild 16: 4
Wild 17: 2
Wild 18: 4
Wild 19: 7 (glitch)
Wild 20: 2
Wicked 1: 1 (glitch)
Wicked 2: 5
Wicked 3: 3 (glitch)
Wicked 4: 4
Wicked 5: 1
Wicked 6: 2
Wicked 7: 4
Wicked 8: 4
Wicked 9: 9
Wicked 10: 7 (glitch)
Wicked 11: 3
Wicked 12: 6
Wicked 13: 7 (glitch)
Wicked 14: 1 (glitch)
Wicked 15: 6 (glitch)
Wicked 16: 1
Wicked 17: 4
Wicked 18: 3
Wicked 19: 5
Wicked 20: 1 (glitch)
Havoc 1: 5
Havoc 2: 9
Havoc 3: 2
Havoc 4: 1
Havoc 5: 2
Havoc 6: 2 (glitch)
Havoc 7: 6
Havoc 8: 4
Havoc 9: 13
Havoc 10: 1
Havoc 11: 8 (glitch)
Havoc 12: 9
Havoc 13: 2 (glitch)
Havoc 14: 4
Havoc 15: 5 (glitch)
Havoc 16: 3
Havoc 17: 2 (glitch)
Havoc 18: 8
Havoc 19: 3
Havoc 20: 7

774
Challenges / Lemmings Plus series Challenges
« on: October 06, 2013, 11:30:28 AM »
EDIT: I have closed this topic as it'll be easier to keep track of these things via the Replay Database, once the Lemmings Plus games are added.

Here's some challenges for my packs Lemmings Plus DOS Project and Lemmings Plus II (and the bonus pack), and Lemmings Plus III.

(Quick download link: Lemmings Plus Twinpack)

Feel free to ask for a replay for any of mine if you want. And of course I'll update the list with any improved results.
Anything listed in parenthesis means (for the can't live without) means that the skills that aren't listed haven't been properly checked yet, and the values given are minimums for those that have.

Just to be clear: These challenges are based on the final standard release of each game (NOT the NeoLemmix versions; or in LPIII's case, not the versions included in the general NeoLemmix update collections). In other words, the correct versions to use for this topic are:
LPDOS V9
LPII V4/2/4*
LPII Bonus Pack V2/2/3*
LPIII V3 / V1.15n**
LPIII Bonus Pack V2 / V1.23n-C
HLP V1 / V1.24n-C
LPO V2 / V1.27n-B

* These versions of the LPII and LPII Bonus Pack players don't show any version number at all. One way to test if you have these versions is to try accessing a secret level with cheat codes; this is not possible in any traditional Lemmix versions except these ones.
** Note that the LPIII player reports itself as "Levels V2 Player V1.15n". However, if the Player version is V1.15n, then the levels are V3; this is just an incorrect text in the player.


Just for in case any solutions might rely on finer details of the mechanics, here are the mechanics details for LPDOS and LPII:

Lemmings Plus DOS Project
- Uses Orig mechanics as a base
- Bombers skip the countdown and go straight to "OhNo" (or the explosion, if they're also fallers)

Lemmings Plus II
- Uses OhNo mechanics as a base
- The pause-for-time glitch does not work
- The nuke glitch does not work
- The one-way-right miner glitch does not occur (right-facing miners can dig through one-way-right walls)
- All other glitches (eg. sliding) still work

Skills you can't live without

Lemmings Plus DOS Project
Mild 10: 10 Climbers
Mild 19: 1 Builder
Mild 21: 5 Builders
Mild 22: 6 Bombers
Mild 27: 2 Builders
Mild 28: 1 Builder
 Others: None

TOTAL for Mild: 10 Climbers, 6 Bombers, 9 Builders

Wimpy 2: 1 Builder
Wimpy 3: 1 Builder
Wimpy 4: 7 Builders
Wimpy 9: 5 Builders
Wimpy 10: 1 Builder
Wimpy 12: 1 Climber, 1 Blocker, 3 Builders, 1 Basher, 1 Miner
Wimpy 15: 1 Builder
Wimpy 16: 9 Builders
Wimpy 17: 1 Builder
Wimpy 23: 1 Builder
Wimpy 24: 6 Builders
Wimpy 26: 1 Builder
Wimpy 27: 3 Diggers
Wimpy 29: 1 Basher, 1 Digger
Wimpy 30: 5 Builders
  Others: None

TOTAL for Wimpy: 1 Climber, 1 Blocker, 45 Builders, 2 Bashers, 1 Miner, 4 Diggers

Medi 2: 1 Builder
Medi 4: 1 Climber, 1 Bomber, 1 Builder
Medi 5: 3 Bombers
Medi 6: 2 Climbers, 1 Blocker, 1 Basher, 2 Miners
Medi 8: 2 Builders
Medi 10: 2 Floaters, 1 Blocker, 1 Builder, 1 Basher, 1 Miner
Medi 11: 1 Builder
Medi 12: 2 Builers, 2 Bashers
Medi 15: 2 Bombers, 1 Builder
Medi 16: 1 Climber, 1 Bomber, 1 Blocker, 3 Builders, 1 Miners
Medi 17: 3 Bombers
Medi 18: 1 Blocker, 2 Builders, 1 Basher
Medi 19: 1 Builder
Medi 20: 2 Builders
Medi 21: 2 Climbers, 3 Bombers, 2 Miners
Medi 22: 1 Builder
Medi 23: 3 Builders, 1 Basher
Medi 24: 2 Builders, 1 Basher, 2 Miners
Medi 25: 4 Builders
Medi 27: 1 Builder
Medi 28: 2 Climbers, 1 Builder
Medi 29: 1 Builder, 1 Basher
Medi 30: 3 Builders, 1 Bashers
 Others: None

TOTAL for Medi: 12 Climbers, 2 Floaters, 16 Bombers, 7 Blockers, 37 Builders, 12 Bashers, 10 Miners, 1 Digger

Danger 2: 1 Floater, 14 Builders
Danger 3: 1 Climber, 2 Bombers
Danger 4: 7 Builders, 1 Basher
Danger 5: 1 Builder, 1 Miner
Danger 6: 1 Climber, 1 Floater, 1 Builder
Danger 7: 1 Miner
Danger 8: 3 Climbers, 1 Blocker, 1 Miner, 1 Digger
Danger 9: 13 Climbers, 1 Builder, 14 Diggers
Danger 10: 13 Builders
Danger 11: 1 Climber, 4 Builders, 3 Miners
Danger 12: 9 Climbers, 1 Builder, 1 Digger
Danger 13: 1 Bomber, 1 Blocker, 5 Builders
Danger 14: 5 Builders
Danger 15: 2 Climbers, 2 Blockers, 1 Builder, 1 Miner
Danger 16: 1 Floater, 2 Bombers, 1 Builder
Danger 17: 1 Builder, 1 Basher, 1 Digger
Danger 18: 24 Builders
Danger 20: 1 Builder
Danger 21: 4 Builders, 2 Bashers, 1 Miner
Danger 22: 6 Builders, 1 Basher
Danger 23: 3 Builders, 1 Basher
Danger 24: 1 Builder
Danger 25: 1 Builder, 1 Basher
Danger 26: 3 Builders
Danger 27: 5 Climbers, 5 Floaters
Danger 28: 3 Bashers
Danger 29: 1 Builder
Danger 30: 1 Builder, 1 Basher, 1 Digger
   Others: None

TOTAL for Danger: 40 Climbers, 9 Floaters, 7 Bombers, 6 Blockers, 98 Builders, 16 Bashers, 9 Miners, 23 Diggers

PSYCHO 1: 1 Builder, 1 Basher, 1 Miner
PSYCHO 2: 1 Floater, 1 Blocker, 2 Builders
PSYCHO 3: 3 Climbers, 1 Bomber, 3 Builders, 2 Bashers, 2 Miners
PSYCHO 4: 15 Climbers, 3 Bombers, 1 Blocker, 3 Builders, 1 Basher, 1 Miner
PSYCHO 5: 10 Climbers, 1 Blocker, 1 Builder, 20 Bashers
PSYCHO 6: 13 Builders, 5 Bashers
PSYCHO 7: 2 Bombers, 3 Builders, 1 Basher
PSYCHO 8: 4 Builders, 1 Basher, 1 Miner
PSYCHO 9: 2 Bombers, 1 Blocker, 7 Builders, 2 Bashers
PSYCHO 10: 3 Bombers
PSYCHO 11: 1 Bomber
PSYCHO 12: 1 Climber, 16 Floaters, 16 Builders
PSYCHO 13: 3 Builders, 2 Bashers
PSYCHO 14: 9 Builders, 2 Diggers
PSYCHO 15: 1 Climber, 2 Builders, 1 Basher, 1 Miner
PSYCHO 16: 7 Builders, 1 Basher
PSYCHO 17: 1 Blocker, 4 Bashers
PSYCHO 18: 2 Climbers, 1 Floater, 2 Builders, 3 Bashers, 1 Miner, 1 Digger
PSYCHO 19: 1 Floater, 1 Blocker, 11 Builders, 3 Bashers, 1 Digger
PSYCHO 20: 1 Climber, 5 Builders
PSYCHO 21: 1 Floater, 2 Bombers, 1 Blocker, 2 Builders
PSYCHO 22: 2 Builders
PSYCHO 23: 1 Builder, 2 Diggers
PSYCHO 24: 15 Climbers, 1 Blocker, 3 Builders, 1 Basher
PSYCHO 25: 1 Climber, 1 Bomber, 11 Builders, 1 Basher, 1 Miner, 1 Digger
PSYCHO 26: 2 Blockers, 2 Builders, 1 Basher, 1 Digger
PSYCHO 27: 2 Builders, 1 Basher
PSYCHO 29: 1 Builder
PSYCHO 30: 1 Bomber, 1 Blocker, 1 Basher
   Others: None

TOTAL for PSYCHO: 52 Climbers, 20 Floaters, 20 Bombers, 12 Blockers, 121 Builders, 60 Bashers, 9 Miners, 8 Diggers


Lemmings Plus II
Nice 01: 1 Climber, 3 Bashers
Nice 02: 1 Builder, 1 Miner
Nice 03: 3 Bombers
Nice 04: 1 Builder
Nice 05: 1 Builder
Nice 06: 1 Builder
Nice 08: 2 Builders
Nice 11: 11 Builders
Nice 12: 2 Builders, 1 Basher
Nice 13: 1 Builder
Nice 15: 48 Floaters
Nice 16 (Secret): 2 Builders
Nice 19: 1 Floater, 1 Builder
Nice 20: 1 Builder
 Others: none
(Nice 21: none)

Cheeky 01: none
Cheeky 02: 1 Builder, 1 Basher
Cheeky 03: 2 Builders
Cheeky 04: 7 Builders
Cheeky 05: none
Cheeky 06: 1 Floater, 2 Builders
Cheeky 07: 3 Builders
Cheeky 08: 6 Climbers
Cheeky 08 (secret): 4 Builders
Cheeky 09: 2 Climbers, 2 Floaters, 1 Blocker, 1 Builder, 1 Basher, 1 Miner
Cheeky 10: 56 Floaters
Cheeky 11: 5 Builders, 1 Basher
Cheeky 12: 1 Bomber, 1 Miner
Cheeky 13: 3 Climbers, 6 Bombers
Cheeky 14: 4 Builders
Cheeky 15: 2 Climbers, 2 Bombers, 6 Builders, 1 Bashers, 3 Miners
Cheeky 16: 3 Bombers, 1 Builder
Cheeky 17: 3 Builders
Cheeky 18: 5 Builders, 1 Basher, 1 Digger
Cheeky 19: 2 Bashers
Cheeky 20: 2 Climbers, 1 Bomber, 6 Builders, 1 Basher, 3 Miners
(Cheeky 21: )

Sneaky 01: 2 Builders
Sneaky 02: 2 Climbers, 1 Blocker, 3 Builders, 4 Bashers, 4 Diggers
Sneaky 03: 4 Builders
Sneaky 04: 2 Builders
Sneaky 05: 1 Climber, 10 Floaters, 4 Builders, 1 Basher, 1 Miner
Sneaky 06:
Sneaky 07:
Sneaky 08:
Sneaky 09:
Sneaky 10:
Sneaky 11:
Sneaky 12:
Sneaky 13:
Sneaky 13 (secret): 2 Climbers, 2 Floaters, 2 Builders, 2 Bashers
Sneaky 14: 56 Floaters
Sneaky 15:
Sneaky 16:
Sneaky 17:
Sneaky 18:
Sneaky 19:
Sneaky 20:
(Sneaky 21: )

Cunning 01: 1 Digger
Cunning 02:
Cunning 03:
Cunning 04: 11 Bombers
Cunning 05:
Cunning 06:
Cunning 07: 1 Builder, 1 Basher
Cunning 08:
Cunning 09:
Cunning 09 (secret): 4 Builders, 1 Miner
Cunning 10:
Cunning 11:
Cunning 12:
Cunning 13: 1 Floater, 1 Bomber, 1 Blocker, 1 Basher, 1 Miner, 1 Digger
Cunning 14:
Cunning 15:
Cunning 16:
Cunning 17:
Cunning 18:
Cunning 19:
Cunning 20:
(Cunning 21: 68 Floaters)

Genius 01:
Genius 02:
Genius 03:
Genius 04:
Genius 05:
Genius 06:
Genius 06 (secret): 2 Builders, 2 Bashers
Genius 07:
Genius 08:
Genius 09: 40 Floaters
Genius 10:
Genius 11:
Genius 12:
Genius 13:
Genius 14:
Genius 15:
Genius 16:
Genius 17:
Genius 18:
Genius 19:
Genius 20:
(Genius 21: )


Lemmings Plus II Bonus Pack

Trial 1: 2 Builders, 2 Bashers
Trial 2:
Trial 3:
Trial 4:
Trial 5:
Trial 6:

Challenge 1:
Challenge 2:
Challenge 3:
Challenge 4:
Challenge 5:
Challenge 6:
Challenge 7: 4 Blockers

Reverse 1: none
Reverse 2: none
Reverse 3:
Reverse 4:
Reverse 5:
Reverse 6:

Flight 1: none
Flight 2:
Flight 3:
Flight 4:
Flight 5:
Flight 6:
Flight 7:

Rush 1: 8 Diggers
Rush 2: 60 Builders
Rush 3: 80 Floaters
Rush 4:
Rush 5: 64 Climbers, 64 Floaters
Rush 6: 66 Bombers

Lemmings Plus III

Timid 1: 1 Builder
Timid 2: 1 Builder
Timid 4: 2 Climbers
Timid 5: 2 Builders
Timid 6: 2 Builders
Timid 10: 1 Builder
Timid 11: 2 Builders
Timid 14: 2 Floaters, 3 Builders
Timid 15: 2 Builders
Others: none
Total for Timid: 2 Climbers, 2 Floaters, 14 Builders

Dodgy 1: 5 Builders
Dodgy 2: 1 Climber, 4 Builders, 1 Basher
Dodgy 3: 1 Climber, 1 Bomber, 3 Builders, 1 Basher
Dodgy 4:
Dodgy 5:
Dodgy 6: 200 Floaters
Dodgy 7:
Dodgy 8:
Dodgy 9:
Dodgy 10:
Dodgy 11: 1 Climber, 1 Builder, 1 Miner, 1 Digger
Dodgy 12:
Dodgy 13:
Dodgy 14:
Dodgy 15:
Dodgy 16:
Dodgy 17: 2 Bombers, 1 Blocker, 2 Builders, 1 Basher, the Nuke
Dodgy 18: 2 Climbers, 1 Bomber, 5 Builders, 1 Miner, 1 Digger

Rough 1: 1 Climber, 1 Floater, 3 Blockers, 3 Builders, 2 Bashers, 1 Miner
Rough 2: 19 Builders
Rough 3:
Rough 4: 3 Climbers, 1 Basher, 1 Miner
Rough 5:
Rough 6: 1 Floater, 1 Digger
Rough 7:
Rough 8:
Rough 9:
Rough 10:
Rough 11:
Rough 12:
Rough 13:
Rough 14: 5 Builders, 1 Basher, 1 Digger
Rough 15:
Rough 16:
Rough 17:

Fierce 1: 1 Climber, 1 Floater, 1 Bomber, 2 Builders, 1 Basher, 1 Digger
Fierce 2:
Fierce 3:
Fierce 4:
Fierce 5:
Fierce 6: 2 Climbers, 2 Bombers, 4 Blockers, 4 Builders, 2 Bashers, 2 Diggers
Fierce 7:
Fierce 8: 3 Climbers, 1 Floater, 2 Bombers, 2 Blockers, 4 Builders, 2 Bashers, 1 Miner
Fierce 9:
Fierce 10: 1 Climber, 1 Blocker, 4 Builders, 2 Bashers, 2 Miners, 1 Digger
Fierce 11:
Fierce 12:
Fierce 13: 1 Climber, 1 Builder, 1 Basher, 1 Miner, 1 Digger
Fierce 14:
Fierce 15:
Fierce 16:
Fierce 17:

Lemmings Plus III Bonus Pack
TBA when there are at least some results

Holiday Lemmings Plus
Glimmer 1: none
Glimmer 2: none
Glimmer 3: none
Glimmer 4: 1 Basher
Glimmer 5: none
Glimmer 6: none

Arctic 1:
Arctic 2:
Arctic 3:
Arctic 4:
Arctic 5:
Arctic 6:

Minimum Skills

Lemmings Plus DOS Project
Mild:
1: 0
2: 1
3: 1
4: 1
5: 2
6: 2
7: 4
8: 1
9: 1
10: 10
11: 5
12: 3
13: 4
14: 5
15: 2
16: 6
17: 2
18: 2
19: 7
20: 7
21: 7
22: 6
23: 3
24: 2
25: 4
26: 4
27: 4
28: 4
29: 7
30: 4

Wimpy:
1: 2
2: 3
3: 4
4: 7
5: 3
6: 2
7: 4
8: 5
9: 10
10: 14
11: 2
12: 7
13: 3
14: 6
15: 4
16: 12
17: 10
18: 3
19: 6
20: 5
21: 14
22: 0
23: 11
24: 18
25: 7
26: 4
27: 3
28: 10
29: 3
30: 14

Medi:
1: 8
2: 8
3: 4
4: 6
5: 3
6: 9
7: 2
8: 4
9: 3
10: 6
11: 16
12: 7
13: 4
14: 3
15: 3
16: 18
17: 4
18: 4
19: 9
20: 4
21: 10
22: 5
23: 9
24: 5
25: 9
26: 9
27: 4
28: 24
29: 3
30: 15

Danger:
1: 4
2: 15
3: 3
4: 13
5: 5
6: 3
7: 3
8: 6
9: 28
10: 13
11: 10
12: 16
13: 11
14: 10
15: 12
16: 6
17: 4
18: 24
19: 13
20: 5
21: 7
22: 7
23: 7
24: 6
25: 3
26: 11
27: 10
28: 15
29: 14
30: 7

PSYCHO:
1: 4
2: 6
3: 11
4: 24
5: 38
6: 18
7: 7
8: 6
9: 16
10: 3
11: 9
12: 37
13: 12
14:
15:
16: 8
17: 6
18: 10
19:
20: 17
21:
22:
23: 3
24:
25:
26: 22
27:
28:
29:
30: 7


Lemmings Plus II
Nice 01:  5
Nice 02:  2
Nice 03:  5
Nice 04: 14
Nice 05:  4
Nice 06:  1
Nice 07:  5
Nice 08:  7
Nice 09:  1
Nice 10:  3
Nice 11: 11
Nice 12: 10
Nice 13:  2
Nice 14:  9
Nice 15: 48
Nice 16:  1
Nice 16 (secret):
Nice 17:  4
Nice 18:  4
Nice 19:  9
Nice 20: 12
(Nice 21: 11)

Cheeky 01:  8
Cheeky 02:  2
Cheeky 03:  6
Cheeky 04:  9
Cheeky 05:
Cheeky 06:
Cheeky 07:
Cheeky 08:
Cheeky 08 (secret):
Cheeky 09: 56
Cheeky 10:
Cheeky 11:
Cheeky 12:
Cheeky 13:
Cheeky 14:
Cheeky 15:
Cheeky 16:
Cheeky 17:
Cheeky 18: 3
Cheeky 19:
Cheeky 20:
(Cheeky 21: )

Sneaky 01:
Sneaky 02:
Sneaky 03:
Sneaky 04:
Sneaky 05:
Sneaky 06:
Sneaky 07:
Sneaky 08:
Sneaky 09:
Sneaky 10:
Sneaky 11:
Sneaky 12:
Sneaky 13:
Sneaky 13 (secret):
Sneaky 14: 56
Sneaky 15:
Sneaky 16:
Sneaky 17:
Sneaky 18:
Sneaky 19:
Sneaky 20:
(Sneaky 21: )

Cunning 01:
Cunning 02:
Cunning 03:
Cunning 04: 11
Cunning 05:
Cunning 06:
Cunning 07:
Cunning 08:
Cunning 09:
Cunning 09 (secret):
Cunning 10:
Cunning 11:
Cunning 12:
Cunning 13:
Cunning 14:
Cunning 15:
Cunning 16:
Cunning 17:
Cunning 18:
Cunning 19:
Cunning 20:
(Cunning 21: 68)

Genius 01:
Genius 02:
Genius 03:
Genius 04:
Genius 05:
Genius 06:
Genius 06 (secret):
Genius 07:
Genius 08:
Genius 09: 40
Genius 10:
Genius 11:
Genius 12:
Genius 13:
Genius 14:
Genius 15:
Genius 16:
Genius 17:
Genius 18:
Genius 19:
Genius 20:
(Genius 21: )


Lemmings Plus II Bonus Pack

Trial 1: 4
Trial 2:
Trial 3:
Trial 4:
Trial 5:
Trial 6:

Challenge 1:
Challenge 2:
Challenge 3:
Challenge 4:
Challenge 5:
Challenge 6:
Challenge 7: 4

Reverse 1: 2
Reverse 2: 3
Reverse 3:
Reverse 4:
Reverse 5:
Reverse 6:

Flight 1: 7
Flight 2:
Flight 3:
Flight 4:
Flight 5:
Flight 6:
Flight 7:

Rush 1: 8
Rush 2: 60
Rush 3: 80
Rush 4:
Rush 5: 128
Rush 6: 66

Lemmings Plus III

Timid 1:
Timid 2:
Timid 3:
Timid 4:
Timid 5:
Timid 6:
Timid 7:
Timid 8:
Timid 9:
Timid 10:
Timid 11:
Timid 12:
Timid 13:
Timid 14:
Timid 15:
Timid 16:
Timid 17:

Dodgy 1:
Dodgy 2:
Dodgy 3:
Dodgy 4:
Dodgy 5:
Dodgy 6: 200
Dodgy 7:
Dodgy 8:
Dodgy 9:
Dodgy 10:
Dodgy 11:
Dodgy 12:
Dodgy 13:
Dodgy 14:
Dodgy 15:
Dodgy 16:
Dodgy 17:

Rough 1:
Rough 2:
Rough 3:
Rough 4:
Rough 5:
Rough 6: 2
Rough 7:
Rough 8:
Rough 9:
Rough 10:
Rough 11:
Rough 12:
Rough 13:
Rough 14:
Rough 15:
Rough 16:
Rough 17:

Fierce 1: 7
Fierce 2:
Fierce 3:
Fierce 4:
Fierce 5:
Fierce 6:
Fierce 7:
Fierce 8:
Fierce 9:
Fierce 10:
Fierce 11:
Fierce 12:
Fierce 13: 6
Fierce 14:
Fierce 15:
Fierce 16:
Fierce 17:

Lemmings Plus III Bonus Pack
TBA when we have at least some results

Holiday Lemmings Plus
Glimmer 1: 6
Glimmer 2: 3
Glimmer 3: 4
Glimmer 4: 6
Glimmer 5:
Glimmer 6: 9

Arctic 1:
Arctic 2:
Arctic 3:
Arctic 4:
Arctic 5:
Arctic 6:

775
Tech & Research / Remaining bits of level format
« on: September 24, 2013, 03:14:26 AM »
Looking at this old document here (heh, RT credits one of my old names, I remember digging up a lot of this stuff in the first place);

http://www.camanis.net/lemmings/files/docs/lemmings_lvl_file_format.txt

It seems to be missing some details. For example, how a level is marked as being/not being Superlemming style. I'm guessing it's to do with 1E and 1F? Does anyone have more info on those two bytes, or anything else this document doesn't cover?



EDIT: I've looked more at this. Superlemming is easy it seems - FF FF triggers it (nothing else seems to in Lemmix; haven't tried the original). I notice all the default levels have 00 00 here (apart from Introducing Superlemming, of course); but those created in LemEdit have random stuff there. Any idea what (if anything) it means?

776
Help & Guides / Lemmini locks up when playing sound.
« on: September 19, 2013, 02:16:22 PM »
Sometimes when a sound is meant to play - especially exit or release rate adjustments - the game freezes for a second or two, then fast forwards up a couple of seconds. This makes it rather difficult to use, of course. xD

Any suggestions on what to do about this?

777
Non-Lemmings Projects / [PC][RPG] Legends of an Otherworld
« on: September 14, 2013, 09:31:44 AM »
Using RPG Maker VX Ace, and since I'm no artist, I'm using default or freely-available graphics. The storyline is... well, not horrible (it's definitely no FFX-2), but it's nothing overly amazing either. The real shining point is the gameplay; the battles will give even good RPG players a run for their money.

The battle system is closely based off Final Fantasy 10, but the difficulty is... yeah, let's just say it puts FFX to shame and leave it at that. xD I'm sure you guys can at least partly guess from my Lemmings levels the sort of things I might come up with.

The first few bosses are more or less easy things to get you into it (though the 2nd and 3rd have been reported to give some people trouble), the 6th boss is where you really have to start thinking. =P

Map images. Spoiler-free. (click to show/hide)


This game is now complete and is only being updated to fix bugs.

Current version: V026b
Fresh download: https://1drv.ms/u/s!Am6NTdy4vnPXhjBxJ5DdppjLWtil
Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=1252703211

It requires the RPG Maker VX Ace RTP, which you can get here: http://www.rpgmakerweb.com/download/additional/run-time-packages
Make sure you get the VX Ace one, not the standard VX one.

778
I imagine everyone enjoys s*** that tests skills so obviously you'll like entering great threads. =)

779
Fan Corner / I guess you could almost call this a remix...
« on: November 14, 2011, 02:36:56 AM »
Was messing around in Fruity Loops and I created this beat which is *very* heavily inspired by a Lemmings track... thought I might share it with you guys. =)

http://kiwi6.com/file/vo9lln2dzg&autostart

780
Help & Guides / Reccomendations plz.
« on: June 04, 2011, 11:37:09 AM »
Can anyone reccomend some good level packs that don't require glitches?

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