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Messages - namida

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11101
Other Projects / Re: coding a level-editor for Lemmings (released)
« on: October 23, 2013, 08:17:01 AM »
Thanks for the info, Simon!

The latest update seems to no longer be able to load a level I made in the first release. It misidentifies it as a special graphics level. I checked with a hex editor and the problem is not the level file itself.
I found the reason: it is due to a bug in the first release, and it is now fixed.
- if your hex editor allows you to edit data, then just change the value of the byte located at address 0x001A from whatever-it-is to "02".

0x001B actually. For some reason, 0x001A was set to 82, and 0x001B wasn't set. Anyway, I had thought I'd already tried this - but I'd been changing 1D, not 1B, which obviously isn't going to help my cause very much... xD

Quote
Another level (which was made in LemEdit), it doesn't load all the steel areas correctly - some are missing.
This one is strange... Be sure to have your keyboard's "numlock" key activated, and press "9" (numpad) to display all the Steel items in the foreground. Could you still confirm you're missing some Steel pieces?
If there's really a bug here, I definitively have to try/load your level to find the problem.

By the way, thanks to your message, I realized that default "Auto-Snap" settings needed to be scaled x2 because the level-editor uses hi-res sprites and a "x2" scale as in Lemmini (therefore, in the next version, Steel will auto-snap to 8x8 and Objects will snap to 16x8). This way, you'll be sure to design Lemmings1-fully-compliant levels!

I think I've identified the problem based on this and a closer look at my level. Namely - the size limit for a steel area in Lemmings is 64x64. However, your editor attempts to enforce this - but again, doesn't take into account it's own double resolution. I notice that steel areas that exceed 32x32 in size are cut down to that, but smaller ones remain perfectly fine.

1) What is the expected/normal theme of the level instead of "special"? (dirt, fire, snow, ...)

Dirt.

All four vgaspec levels have the large single terrain piece, plus objects from the dirt set, recolored according to each vgaspec's palette. Any normal tileset should work with vgaspec.

-- Simon

I think you misunderstood. We were talking about one of my levels being mistakenly identified by the editor as a special graphics level when it isn't one. The actual graphics set of the level in question is Marble.

11102
Challenges / Re: Lemmings Plus Challenges
« on: October 22, 2013, 06:58:11 AM »
I'm honestly amazed by how backroute-proof PSYCHO 9 is - especially for a level that originally had a (by comparison) simple solution, and was only later changed to this harder one. There is *one* backroute, but it's very hard to pull off (it requires 16 skills, of which all but 4 must be placed pixel-perfect). This of course, isn't such great news for challenges like this...

I can't improve on the 16 skills variants, nor find other solutions that eliminate any of the skills used in it. The intended solution uses all of them and more. The skills are 3 bombers, 1 blocker, 9 builders and 3 bashers - this is, quite predictably, a "minimize your height then stretch bridges to go across the gap" solution, using two bombers and two bashers (I tried building and bombing away the corner, it always comes out either one pixel too short or one pixel too high).

I also tried PSYCHO 13, and this one is also quite resistant, although I did find one backroute that doesn't use any glitches. As you probably know by now, the intended solution involves sending a few lemmings along the low road to get to the other side and then solve the top road by working from both sides. My first instinct was, of course, to look for a top road solution without going along the bottom - possible, but requires glitches. Through this, I managed a 12-skill solution using 3 bombers, 4 blockers, 3 builders and 2 bashers, which seems to be the fewest skills possible. However, by using more of the other skills, as well as some climbers, an entirely low-road solution (which is also glitch free) is possible, using only one blocker. So the result for essential skills is 3 bombers, 1 blocker, 3 builders and 2 bashers, it seems.

--UPDATE-- (I see no point posting a new reply so soon)

Had a go at Psycho 28 (To The End!... you know, the long, windy, builder-heavy-looking level that doesn't give you any builders), not for minimum skills, just for the can't live without. And, well. The result is... nothing! I initially aimed to knock the skills out one at a time - so initially, my first attempt was to win without climbers. Half way through the level, I noticed I hadn't used any floaters or blockers either, so I thought, why not try and go the whole way using only the last 3 skills. So the next thing to eliminate was the basher. This was quite easily done. Next up was miners - and it wasn't too far into this I noticed hey, I've only used diggers and bashers. So sure enough, I managed to complete it using just those two. All that was left at that point was to solve without diggers, which was the hardest of these solutions, but still, where there's a will, there's (sometimes) a way. So, Psycho 28 has no skills you can't live without! I find it very unlikely that any other Psycho levels don't have at least one essential skill, so - pending that result - Psycho 28 is 56 levels away from the last level that had no specific required skills (Danger 1)!!!

I also managed to knock most skills off on Medi 27. I can't find (and very much doubt the existance of) a solution that doesn't use *any* builders, though.

-- And again! --

Okay, I've done most of Psycho now. The only ones that remain are those that look like they might be quite a pain - 22, 27 and 29. That's only for the can't live without challenge, though.

11103
Other Projects / Re: coding a level-editor for Lemmings (released)
« on: October 22, 2013, 06:23:30 AM »
The latest update seems to no longer be able to load a level I made in the first release. It misidentifies it as a special graphics level. I checked with a hex editor and the problem is not the level file itself.

Another level (which was made in LemEdit), it doesn't load all the steel areas correctly - some are missing.

11104
Other Projects / Re: coding a level-editor for Lemmings (released)
« on: October 21, 2013, 08:07:15 AM »
I've begun editing terrain pieces in Lemmini so aligning things will be easier for your editor. I've put up with those stupidly placed boundary boxes for long enough  :P

If I could code, I would change the the 4x4 object set-up...

One thing to be aware of - it could mess up the placement if you set them as upside down.

11105
Other Projects / Re: coding a level-editor for Lemmings (released)
« on: October 19, 2013, 06:51:40 AM »
Awesome.

Do you have any idea exactly how Lemmix handles loading levels? I couldn't really make sense of it... like, I could see where it defines the variables that values are loaded into, but not how it determines whether they're shorts or bytes to load etc, or how to add/remove from it, etc... I do understand the relevant general concepts, I'm just not sure how to go about breaking down and tracking down the bits of Delphi code specifically, so if you (or anyone else) could give a quick outline on how it works and where the relevant functions are...

11106
Other Projects / Re: coding a level-editor for Lemmings (released)
« on: October 17, 2013, 02:27:18 AM »
The 4x4 object thing is a limitation in Lemmings itself. While you can save any X coordinate in the file, when Lemmings loads it, it rounds it to the nearest 8. The same is true (in multiples of 4) for the trigger area's Y coordinate, although that only affects function - *graphically*, it can be at any Y coordinate (and all editors will allow you to place it as such).

With steel areas, it's not even a matter of the engine but the level format itself. The coordinates and size are divided by 4 before being stored in the file. For example, if it's 16 pixels wide, the file will save the width as "4". (Actually, it subtracts one from the final value before saving it, so it'd save it as 3, but you get the idea.)

Lemmix could most likely be recoded quite easily to avert the X-coordinate rounding and trigger area rounding. Positioning/sizing steel areas more finely, on the other hand, would require a modified level format. One possible way this could be done while retaining backwards compatibility would take advantage of the way steel is stored - it's stored as 4 bytes, the first which denotes the X coordinate, the second denotes the Y (well, the X spills over into it a little bit as well), and the third denotes both the width and height. The fourth one is always zero. The 8 bits of this could then possibly be used to signify slight offsets from that 4x4 grid; you'd have two bits per value, which allows you to shift it by up to 3 pixels, thus resulting in perfectly covering the gaps between the main 4x4 positions. Once an editor that supports this is developed, coding Lemmix to take advantage of this shouldn't be too hard.

Of course, this does depend on exactly how Lemmix processes the trigger areas - it may have to be recoded to consider each individual pixel rather than just each 4x4 region. I believe the original game works on 4x4 regions, and since Lemmix aims to emulate it as closely as possible, it's quite plausible Lemmix also works this way. That being said, it's equally plausible that it in fact does consider each pixel individually, and simply rounds to the 4x4 areas when manipulating them (like when placing blockers) - especially since the editor supports Lemmini format, which I believe is not subject to these restrictions?

I did once have a look at recoding it to load a custom, tidier format (ie: no values spilling over into each other, no hardcoded limits on number of objects/steel/terrain, a specific flag for fake objects rather than relying on index) obviously with such restrictions removed eventually, but I can't quite work out exactly how it's load level code works. Delphi isn't exactly one of my strong points...

11107
Tech & Research / Re: new Lemmini terrain/fixes
« on: October 17, 2013, 02:21:07 AM »
I don't think any tools exist for extracting and recompiling the DOS graphics.

You can decompress the DAT files with ldecomp, but there's nothing for re-compressing them again, nor is there anything to convert the uncompressed files into a common format like BMP or PNG. The formats ARE documented, though; it's just that no one's made tools to do the work yet.

11108
Other Projects / Re: coding a level-editor for Lemmings (released)
« on: October 15, 2013, 02:12:57 PM »
The coordinates of the trigger area are rounded down to the nearest multiple of 4. This only affects the function though; the object (graphically) can be wherever you want, multiple of 4 or not.

11109
Tech & Research / Re: Glitches in Lemmings
« on: October 10, 2013, 01:28:59 AM »
It would've still save the user some time but be more realistic, if splatting is tied to whether the umbrella is deployed rather than whether the lemming just merely possesses (ie. given at very last second) the floater skill.

I'm almost certian I recall a version of the game that worked this way (they had to fully deploy it to survive). Might've been SMS or Cheapo?

I think it's odd, that the Lemmings can't enter the exit, without a terrain under it. Shouldn't the trigger area save them? The PSP Lemmings are able to enter the exit without floater and terrains, though. Well it's not like there's any official levels that has an exit, that is floating in the air.

This one, I can say for sure Cheapo definitely works that way.

11110
Tech & Research / Re: Glitches in Lemmings
« on: October 09, 2013, 11:35:12 AM »
Floaters
  • Floating lemmings can enter exits, even if there is no terrain under the exit trigger. This only works from the moment they deploy the umbrella, not in the first few pixels of a fall.
  • (Glitch arguable) Floaters always survive a fall, even if they are assigned the skill near the ground and there isn't time for the umbrella to open.
For floaters, I would argue whether the first one is actually a glitch or not. Perhaps they can do it because they have control over their fall.

11111
Other Projects / Re: coding a level-editor for Lemmings (released)
« on: October 08, 2013, 05:05:15 AM »
The hi-res graphics from WinLemm (the ones that Lemmini extracts and this program uses) are double the size of the DOS version graphics. Therefore, to display correctly, ones extracted from DOS would need to be double size.

The reason for this is simply that I've heard hi-res graphics aren't always pixel-perfect accurate to the traditional ones.

By the extractors, I meant your own tool for extracting the compressed data from DAT files. Ldecomp, I think it was called.

11112
Challenges / Re: Lemmings Plus Challenges
« on: October 07, 2013, 01:40:12 AM »
Just went through and did a few more of Psycho. Most interesting being 11 and 20. The variety of different solutions to 11 (I know of at least 3) allows for quite a lot of skills to be eliminated - only 2 climbers, 1 bomber and 2 builders remain in common between all solutions. During the course of finding these I also stumbled upon a 9-skill solution, based on the "bridge the gaps then go all the way with one miner" solution.

20 actually turned out to be quite fun, I expected it to be one of those hellish ones. Eventually I narrowed the skills you can't live without down to 2 climbers and 5 builders (using a slightly different route - block off the far bottom-right without using builders to do it, as well as mining off the right edge of the obstacle in the bottom middle and digbashing a bit to make it non-climber-friendly, it's two builders to get up to that, two more to get up to the next level, and one to get across to the part where the exit is at the top. You have 9 of each destructive skill, plus builders can be substituted in some cases, so eliminating those is easy, and very few if any solutions to this level use floaters or blockers in the first place - bombers are obviously not needed since it's 100%), and minimum skills to 17, though I think I may be able to improve those to 1 climber + 5 builders and 15 skills respectively.

EDIT: Psycho 20 with 1 climber confirmed. Still got to try the 15 total skills solution.
Perhaps the awesomest part is that despite using only one climber (compared to the five or so in the original solution - I don't know if I'd say "intended solution" as this is meant as one of those levels that's more open-ended as to how you solve it within the restrictions given), it STILL requires the key element of the original solution - the use of multiple lemmings working on seperate sections of the path at the same time.

11113
Other Projects / Re: coding a level-editor for Lemmings (released)
« on: October 06, 2013, 04:24:08 PM »
Took a while to work it out. It would be nice if it could get the resolution and adjust size basd on that, but at any rate, once it's set up right, it's a very nice editor.

11114
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:

11115
Other Projects / Re: coding a level-editor for Lemmings (released)
« on: October 06, 2013, 10:33:33 AM »
Okay, I tried it out a bit and, while it looks neat, it also tries to take up more space than is available on my screen, pretty much making it unusable. On the right-hand side, the window itself cuts off part way across a button. Perhaps all the menus at the bottom could be better done as seperate popup windows, to reduce the size of the main one? Or alternatively, under tabs?

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