Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - WillLem

Pages: 1 ... 64 65 [66] 67 68 ... 228
976
Backgrounds section now added.

At this point, I consider the topic to be complete. Please PM me if you have any questions, or if I have omitted something important from this topic.

977
NeoLemmix Levels / Re: Integral Lemmings
« on: May 21, 2022, 01:45:18 AM »
Here's a Save-36 on Epsilon 2 What Lems Beneath. This is an optimisation/slight variation of Swerdis' solution which
Spoiler (click to show/hide)

978
Site Discussion / Re: Lemojis!
« on: May 20, 2022, 07:27:45 AM »
A couple more lemojis - :shrug: and :geek:

Note: :shrug: is animated; I've also included a static, non-animated version

979
NeoLemmix Levels / Re: Integral Lemmings
« on: May 20, 2022, 06:53:57 AM »
Aaaand that's the Alpha levels completed. Really enjoyed these, some good solid map designs in here and an appealing variety of levels. These are difficult; anyone who hasn't played L1 completely would struggle with these for sure. However, the open-endedness is inviting and helps to get the brain in gear for the later levels.

Some feedback on each level:

Spoiler (click to show/hide)

Enjoy the replays :lemcat:

980
NeoLemmix Levels / Re: Integral Lemmings
« on: May 20, 2022, 03:47:55 AM »
Absolutely love this level :thumbsup:

981
NeoLemmix Levels / Re: Integral Lemmings
« on: May 18, 2022, 12:48:54 PM »
Having a look at Alpha today, these are some neat levels! Open-ended whilst still presenting an interesting challenge, and the map layouts have a simplistic and minimalist charm to them which can be difficult to manage when designing this sort of level. Great work! :thumbsup:

Saved 39 on the zombie level Unfriendly Neighbours. The simple design of this level is very deceptive, as it's actually quite difficult to work out how to get around the zombie crowd. I'll keep going for the 40, I'm sure I can do it - Method 2 is the closest I've got so far :lemcat:

982
NeoLemmix Levels / Re: Lemmings Redux [Easy-Medium]
« on: May 14, 2022, 01:59:03 AM »
I couldn't find any solution of Manic 12. Can somebody help me, please?

Here are my replays. The initial solution is a bit of a hack, but it gets the level solved. If you'd rather have a hint than a solution replay:

Spoiler (click to show/hide)

As for the talisman, the fewest builders I can solve this with is 1. Maybe these "1 Builder" solutions might help to point towards what the talisman solution actually is. It's probably something super fiddly and awkward, like (Method 2).

Hope this helps :lemcat:

983
Lemmini / Re: [SuperLemmini] WillLem's SUPERLEMMINAS
« on: May 14, 2022, 12:42:33 AM »
Level Pack Updated

The lemminas style has been updated; some new pieces have been added, and I've merged the trap graphics that had separate elements so that they are now a single graphic. Some have also had improvements made to their trigger points.

Any affected levels have been tweaked slightly to reflect these changes, but it plays identically as before: no replays are broken.

The updated style and levels are included in the OP download. Or, you can:

:lemming: Click here to get the latest version of SUPERLEMMINAS :lemming:



Please note that this pack was written for SuperLemmini. If playing in SuperLemminiToo, it is strongly recommended that you disable the Timed Bomber option!

984
Forum Games / Re: Count to 1000
« on: May 09, 2022, 06:25:38 PM »


Atlantic 252 Classics - a legacy radio station from Ireland

985
How about in the case where levels can still be completely fixed up with an intended solution with, say, 4 or 5 versions? In that case, to you, do you think it's worth it to fix it up after 3 versions you limited yourself to?

Good question. I guess that, conversationally, it really depends on how good a level I think it is. However, I think that what actually happens is that the barometer is lowered with each fix I have to make.

So, for example, let's say I make a level which I think is a 10/10 awesome level. It can be easily backrouted, so I make one fix which only changes the level slightly; at that point, I probably think it's more like 9.5/10. Then, oh dear, it can still be backrouted so now I have to really mess with the layout; now it's an 8/10. Another backroute means a third fix, this time forcing me to use pickups or some other drastic level-ruining measure; it's now probably no more than 5 or 6/10 after having had 3 fixes, and is likely to end up getting scrapped.

In another example, I make another 10/10 level (I must be on a roll! ;P). An easy-to-miss backroute can be just as easily fixed, so it's a 9.5/10. Another backroute means having to add a bit of steel; oh well, I can still make it look cool so it's only gone down to 9/10. Yet another backroute means a slight change to the skillset or something being moved a few pixels; I'd consider this the final fix, and the level sits pretty at 8.5/10. If it can still be backrouted, I accept that this is the case, and maybe even embrace it (make it a talisman, or even open up the level even further). This one will be kept.

The above scenarios are obviously not exact, and can happen in different ways. What I'm really illustrating is that some levels just seem to get worse and worse with more and more backroute fixes, whereas others largely remain intact with each fix. In the former example, I'll almost certainly stick to the "maximum 3 fixes" rule and scrap the level. In the latter, I might still stick to just 3 fixes and then leave it as it is, or if I do decide to keep working on it then I'll more likely go in a totally different direction with it altogether. If that happens, I almost class it as a new level rather than a new version.

Very rarely, I might provide further fixes if I reeeeally think a level is worth it. But, we're talking 1 in 100 levels as opposed to every level.

As you've said, everyone is different. There seems to be a positive correlation between solving skill and tenacity when it comes to level updates, i.e. the strongest solvers (Icho, Armani, yourself) tend to release multiple versions of their levels and will think nothing of getting to version 7, 8 or even higher. The mindset seems to be that they want to challenge the other players who are equally skilled, and so nothing other than the version which only allows the intended solution will do! (Of course, I could be totally wrong here!)

986
Blue & Pink it is. I think I prefer the idea of keeping the original theme going :thumbsup:

987
Added a poll. Here's how the choices look. Classic Green & Blue on the left, Original Blue & Pink on the right:



NOTE: I'm going with Blue & Pink in the event of a tie

988
Quote from: kaywhyn
I've just been getting very frustrated with repeatedly applying fixes and thinking I've finally got the level backroute proof, only for you to keep coming back with backroutes ... it gets frustrating after a while when I need to keep on fixing up a level

I have a rule when it comes to backroute-proofing. If I have to fix a level more than 3 times, then it's not worth it. At that point I either accept that the level cannot be easily backroute-proofed and ditch it, or keep it as a backrouteable level.

Of course, since your level is a contest level then I guess it's harder to limit the number of fixes, especially if you're going for a "one solution only" type of level. It's understandable that you want your level to play out exactly as intended. Still, there has to come a point when you have to accept that the level is probably either too convoluted or too unfixable to keep coming back with more and more versions of it.

Quote from: kaywhyn
as magnificent as my puzzles are

Even if you say so yourself! ;P

Quote from: kaywhyn
Or, learn to accept alternative solutions to my levels.

Yes! This is a way of thinking which I like to promote as much as possible. Not all levels have to be "intended solution only". Too many of these, in fact, just gets tiresome. In my book, a level which provides two or three possible solutions is more enjoyable, offers repeat play value, and is more likely to be solvable by more people. There is nothing wrong at all with designing levels with this in mind, and in fact I'd say it's a better mindset to have as a designer than the "single solution only" mentality, which often leads to levels being full of awkward and off-putting design, even if they are super clever.

989
Lemmini / Troubleshooting
« on: May 03, 2022, 09:12:23 PM »
Troubleshooting

If you get errors, here are some things to check:

1. Make sure that the style used in the level is named correctly in both the level.ini file and the styles.ini file found in Editor 1.43/styles/SuperLemmini

990
So, you want to convert your old (or new!) pack of .ini levels to new-formats NeoLemmix, namely the .nxlv format, so that they can be played in NeoLemmix as well as (Super)Lemmini(Too).

There are a number of ways this can be achieved, but here's the way I do it. Everything you need for this method is attached to this post:

1. Create a backup of the .ini levels that you want to convert

2. Create a New Folder on your Desktop and name it "Converted Levels" (or something you'll remember later)

3. Open the NeoLemmix 10.13.13 Editor (a copy of this editor is attached here)

4. Go to Tools > Mass Format Converter

5. Click "Add Files" and browse to the levels you want to convert

6. Select all the levels you want to convert (you can select multiple levels at a time) and click "Open". The converter will be populated with all of the levels you want to convert

7. Click the "..." button next to Output Directory, and browse to the "Converted Levels" folder you created on the Desktop earlier. This is a neat way to keep the converted levels separate from the originals, and will make the next few steps of the process much easier
N.B. Make sure that Delete Source File is UNCHECKED - you should NOT delete the source file as this will delete the original level

8. Go ahead and hit "Convert." The conversion process should only take a few seconds! Once done, it's worth opening your "Converted Levels" folder on the desktop to check that the resulting .lvl files are all there :thumbsup:

From here, head to this topic for instructions on how to convert from .lvl to .nxlv. :lemcat:

Also see troubleshooting if you're having problems with the conversion process.

Pages: 1 ... 64 65 [66] 67 68 ... 228