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Messages - bulletride

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136
Closed / [bug][player] Can't use keyboard while playing
« on: May 17, 2016, 05:34:39 PM »
When I use the Neolemmix editor to make a level I can use all the hotkeys fine. However now when I enter the level to test I can not use my keyboard to do things like pause and fast forward anymore. Everything was working fine until about 2 days ago and ever since it has been really tedious trying to play and test levels like this.

I have re downloaded Neolemmix and it did not fix the problem. Save Me!

137
Closed / [bug]Weird interactions with bashers and steel
« on: April 10, 2016, 05:34:05 PM »
I've made a few levels over the past few days and I have noticed that their are some strange interactions between bashers and steel on NeoLemmix. First thing I noticed was that if a lemmings is bashing towards steel and there are 3 or less pixels of steel above his feet he will jump up above the steel 1-3 pixels while still bashing. If the steel is arranged in a specific way on purpose it can be able to be abused to an amusing extent. In 99% of levels this probably has no effect on them but in some odd cases it may be possible to save a builder in an unintended way.

I also noticed that when I was building towards a steel wall and wanted to end the build early by bashing, it caused the lemming to turn around when he didn't even make contact with the steel. I then realized lemmings can turn around by bashing up to aprox 11-12 pixels. This can be used to make lemmings turn around without falling of a ledge. The weird thing being that if I try to replicate it with normal terrain the basher does not even come close to hitting the terrain. So why does it turn the lemmings around when they are so far away?

I have made a quick level to show off these quirks and under assumed lemmings physics this level should be impossible. It is however passable with only one lemming death at the beginning due to the builder lemming having to bash near the steel.

138
Level Design / Re: Getting back into level making
« on: April 08, 2016, 08:20:37 PM »
Wow I don't know how I missed such an obvious route like that. I think I should be able fix both levels so that the intended solution's will still work. Ill get around to it when I start fixing the rest of my levels lol.

139
Level Design / Re: Getting back into level making
« on: April 08, 2016, 12:43:33 AM »
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In general, NeoLemmix's terrain checks on builders are a fair bit stricter than those in Lemmix.

That makes sense because I am 90% sure my intended solution for part 2 involved trapping the lemmings with a digger and then freeing then by simply building out of the hole but when I tried it he kept being a pixel or two off when I tried to escape.

140
Level Design / Re: Getting back into level making
« on: April 07, 2016, 11:17:07 PM »
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that replay I posted is from Old Lemmix. I don't have any for NeoLemmix unfortunately. Anyways, now that you say it's possible without glitches, I think I'll try to solve it on my own again, I haven't tried in ages, I might get somewhere now. So I won't watch that replay yet, unless I get super stuck :P .

Maybe I'll think of some more levels. The only one that comes to mind at the moment is the one titled "BulletRide" part 1 and 2. Both of which have the same backroute saving 100%. [note; this replay is for NeoLemmix] press L to load a replay. If I think of anymore I'll PM you instead of discussing it here.

I get an error when I try to play your replay but this is how I beat the first one. I can't remember the exact solution to part 2 I feel like it involved some sort of bombing on the left pillars.  I think I have a bunch of replays saved on my old laptop but I wont be able to get it for few weeks. Was there a change to the height that builders can hit their heads on in NeoLemmix vs Lemmix? Either way if you managed to 100% both of them I obviously didn't design these 2 very well lol.

Let me know if you want a hint on Fall Guy.

141
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Oh wow, I just need to comment on how that's one of the most finely constructed levels I've seen! So many great subtle diversions and such, and it shows in how many people thought it was actually impossible.
I believe this was probably the last level I ever created I remember spending ages on it to get it just right.  I figured this level was so large that it would end up having a million back-routes but somehow I managed to not mess it up :thumbsup:

142
I think I did it right but I am not sure how to watch it so let me know if it works!

143
I just beat it first try how do I make a replay?

144
Thank you I will try to remember how I beat it. Thanks for uploading my levels btw I appreciate the effort that was put in to make them playable! There are probably a few changes I would like to make mostly to the levels that were in Revenge of the Lemmings as I was watching 리지훈 beat my levels on youtube in ways I didn't intend. 

145
Level Design / Re: Getting back into level making
« on: April 07, 2016, 09:02:51 PM »
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Also I recognise we certainly like the same kind of music recalling from your levels ;):

Ya I used to be really into that kind of music. I still enjoy it but don't listen to it as much anymore :p

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If you are going to use NeoLemmix, I'd highly recommend playing the NeoLemmix Introduction Pack before you start designing levels. You might decide you don't like the new features, and would prefer to just design levels for NeoLemmix using the classic features (or perhaps them plus a subset of the new features); this is perfectly fine, and I would say close to half of the available NeoLemmix content does something along these lines. However, it's good to at least know what they are and have at least some basic experience with how they work in practice - as well as some of the slight changes to how NeoLemmix works compared to other engines (in particular - bombers no longer have a countdown before exploding).

Thanks I will check this out right now. I love the lack of timers on bombers already!

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And I’m really curious about the intended solutions to many of your old packs. I and plenty of other people have solved some in only glitch ways

For example; this was one I always wondered about from your 5th pack. I have a solution attached which uses the stuck-climber glitch. Is there a solution with no glitch?

How do I watch this replay on Neolemmix? I believe my intended solution did not use any glitches. I remember being particularly proud of that level but I would need to get my hands on it to try to figure out my exact solution (I think I have the general idea).

If you want the intended solutions of certain levels let me know and I will try to remember how I beat them :p

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I hope to see more from you in the future! :)
Me too! Thanks

edit:
I beat Fall Guy let me know if you were close!

146
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For Fall Guy -- I can't remember why but I have a feeling the intended solution to that level relied on no glitches. It was a contest level for Lemmings heaven. But the only solutions I've seen for it [by other people not BulletRide] were glitchy. I did hunting on youtube long ago but couldn't find the intended solution.

Is there a Neolemmix version of Fall Guy out there that I can try to solve? I don't believe the solution relied on any glitches I remember the rough Idea of how to solve it.

147
Level Design / Getting back into level making
« on: April 07, 2016, 07:59:07 PM »
I randomly stumbled upon Revenge of the Lemmings the other day and was pleasantly surprised to find some of my levels on there! I wish I was still around when this project was being created so I could have cleared up all the back-routes in my levels. I am working my way through carnage now and I am inspired to start making some new levels. I am assuming Neolemmix is the new standard that I should be creating levels for in this day and age?

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