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Messages - namida

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10891
Contests / Re: Level design contest #3!
« on: December 18, 2013, 04:43:01 AM »
Not long to go and I still haven't come up with any good ideas... if I don't come up with something soon, I might try my usual trick of making an easy level as a starting point then looking for ways to make it harder...

10892
I've uploaded another update, this one does not have any changes to the levels but rather changes the player. Specifically, cheat codes have now been enabled. The code to activate them is "NGGYUNGLYD" (never gonna give you up, never gonna let you down...). LookForLVLFiles has *NOT* been enabled.

Just so you know:
- There is no confirmation message when entering NGGYUNGLYD to activate cheats. HOWEVER, you won't get an incorrect code message either - it simply won't give any response at all (however, it will silently activate the cheat mode).
- As usual, you can also just enable it in the INI file.
- The code enables both direct entering codes (eg: NICE15) and pressing 5 to skip levels.
- Deactivating the code appears to only be possible in the INI file.


Note that at the present time (and I may very well leave it this way), cheat codes can only be used to access the normal levels - if you try and access the secret levels (by entering Nice21, Cheeky21, etc), it will say invalid code. You can only access them either through the levels they're hidden in as normal, or by entering the *proper* code for the secret level in question.

10893
Genius 17: No Construction Zone – A nicely designed level, I had a lot of fun with this, although this felt easier than β€œTo The End!”, could be just also that I was less experienced back then.

I've been thinking about this, and while the experience probably helps a lot, the levels, while sharing the same concept (a would-be long workerish level that requires 100% and gives no builders), the design of them is very different. Psycho 28 generally involves avoiding obstacles along a fairly clear-cut path to the exit, and finding ways to substitute places where you'd otherwise need builders and/or unfreeable blockers. On the other hand, Genius 17 is more a matter of creating that path when there isn't such a clear approach, and less emphasis on avoiding specific obstacles along the way. For example, Psycho 28 has tricky places to turn around, one way walls, traps and several lethal falls. Genius 17 on the other hand just has no clear path as such because every feasible approach seems, at first glance, to be blocked off to a player with no builders in their inventory (indeed, the solution involves going under the exit, almost all the way to the other side of the level, then coming back up and across the top). These two very different outcomes from the same basic concept really just shows how versatile Lemmings is. o_O

I very much doubt Genius 17 has no skills you can't live without, though, unlike Psycho 28 which is the *only* such level in Psycho (and one of only two in Danger and Psycho combined) - or, for that matter, a solution that only uses two types of skills (if you didn't already know, Psycho 28 can be completed using only bashers and diggers). There again - Genius 17 had a fairly elegant solution in mind from the start, whereas Psycho 28's original solution was in fact very messy, then some far more elegant approaches were discovered later.

10894
Challenges / Re: Lemmings Plus DOS Project / Lemmings Plus II Challenges
« on: December 18, 2013, 01:46:43 AM »
I wonder if anyone else might have more luck than me with Nice 18. I've managed to reduce the essential skills to one basher. However, the most I can save without any bashers is 70%, due to time running out (and Nice 18 is the one level in Nice that requires 100% xD).

(EDIT: Improved to 80%, but still not enough.)
(EDIT: And now improved to 95%... just one lemming short!)


EDIT: AND I GOT IT! It's literally down to the very last frame, but it works!

Eliminating any skill other than bashers on this level is trivial at worst, so I won't post the other replays.

Will continue later. Nice 19 very obviously requires at least one floater and one builder (due to the death fall at the start), not sure how possible it'll be to eliminate anything else... I have an idea to get the builders down to two, not sure how well it'll work (it majorly takes advantage of fine details in the level's terrain layout).

EDIT: Can confirm Nice 19 is possible with only floaters and builders, and can also confirm it's possible with just 1 floater (not exactly a huge acheivement), so it's just a matter of minimizing builders.

EDIT: Nice 19 with 1 builder confirmed. Holy crap, that was a pain in the ass. (1 floater, and eliminating anything other than builders/floaters, are all trivial.)



Nice 20 looks like a pain in the ass, so I went back to Nice 4 for now. I've got it down to 2 builders, though I think I can probably reduce that to 1.

AND done, reduced it to 1, using a very different solution - my first solution involved sliding, this one uses the dig-bash-dig-bash trick.



Now for actually doing Nice 20, so far I've got it down to 3 builders. I'm almost certain this can be reduced to 1 with a sliding solution. All other skills are easily ruled out.

EDIT: Confirmed with 1 builder.

10895
Yeah, floater, I wouldn't want him falling off anything and dying.

Basher might be cool, but I'd have to keep him in a steel cage. And make sure he doesn't understand steel glitches.

10896
They're awesome. Very filling too. I'm not entirely sure what they're made of, I think there might be a bit of potato in them?

10897
Fan Corner / Re: Ludum Dare 28: Toy Soldiers
« on: December 17, 2013, 05:38:56 AM »
The controls seem quite clunky and the gameplay a tad jittery, but considering it was created from scratch in 48 hours, it's still pretty impressive.

10898
Italian herbs & cheese bread, veggie pattie, cheddar AND swiss cheese, lettuce, tomato, capsicum, red onion and carrot, and mayo. Toasted, of course. ^_^ Deliciouriffic.

10899
Forum Games / Re: Ask a stupid question, get a stupid answer!
« on: December 16, 2013, 12:42:10 PM »
A: Because it's missing the key ingredient.

Q: How many triangles in a lemming?

10900
That's not the intended solution, but I'm happy to accept that one. Nice work on the 92%.

EDIT: I thought of a way to block that solution on Genius 20 without blocking the intended one... but it blocks *both* of your solutions. Oh well...


So it appears, the levels that need to be updated are (so far):

Sneaky 18 - "A Two-Pronged Approach"
Sneaky 21 - "O RLY?"
Cunning 10 - "Shotgun Run"
Genius 20 - "Cactus Central"

Sneaky 21 I found the backroute myself, I don't think anyone's even worked out how to get to Sneaky 21 (or Cunning 21) yet...

Also, I decided to knock up the difficulty a bit on Sneaky 21 and swap it with Genius 21. Since only one person's found Genius 21 and no one's found Sneaky 21 yet, this should be barely noticable. =P


EDIT: Update uploaded, replays are also updated to the latest version. Additionally, I've released the replays for Sneaky, and the secret level replays for Cheeky.

10901
Sneaky 12 hasn't changed, not sure why you included a new replay. =P

Well done on finding three of the secret levels, and also on once again 100%ing Sneaky 5. I'm leaving that level as is now, I only fixed this because of it being a trigger area problem that wasn't behaving the way it would be expected to.

Sneaky 13, you have now found the intended solution. =)

Sneaky 18: All backroutes. A and C can be both patched with one fix, while B, D and geoo's backroute also can all be patched with one fix. The problem is, this level can only be modified one more time (due to my rule of two backroute fix updates per level (not including the demos))... so I have to be pretty sure I've caught everything, especially since I really like the intended solution to this one.

Sneaky 19: Well done, that's the intended solution. Also - nice work on the timing; I had to use floaters.

Cunning 6: This is definitely close enough to the intended solution that I can allow it - the "clever bash", as such, is there. =P

Cunning 10: All four are backroutes. A and B are quite clever, I'll probably leave them in. C and D, I'll need to do something about... C is pretty close to the intended solution though.

Genius 3: First solution uses glitches so I'm not overly worried about it. Second solution is clever enough that I'm happy to leave it in.

Genius 7: Another case of that you have all the same main tricks, but a different execution. Regardless, it's a valid solution, and great work on the 97%.

Genius 20: Your second solution (the "glitchless" one) is clever enough that I can definitely leave that in there. I'd like to get rid of the first one, but I don't think there's any way to do so without also blocking the intended solution... :/ I'll have to think about what to do here.


Good luck with Genius 19. I personally feel it's in a class of its own among the LPII levels for difficulty; only Genius 8 comes close IMO.

10902
Solution uploads updated:

Nice replays updated to V2 (actually I did this at the same time as updating the player, I just didn't mention it)
Cheeky replays added
Added the two replays for the secret level to Nice's replays (the one of how to find it, and the solution to the level itself)

10903
Forum Games / Re: Ask a stupid question, get a stupid answer!
« on: December 12, 2013, 12:35:16 AM »
Because he realised he left the key inside.

Why is Rick Astley not a ninja?

10904
All the fixes are up. Any level I didn't fix, I've decided not to consider a backroute. (EDIT: Though there is one more in Geoo's solutions that I'd somehow missed before, specifically on Sneaky 18. All other backroutes in his were fixed by the V2 levels update.)

10905
Levels for v10 or older / Re: Lemmings Plus II - Release Topic
« on: December 11, 2013, 02:31:38 AM »
Alright, update has been uploaded. Enjoy.

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