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Messages - geoo

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Tech & Research / Re: graphics of lemmings 2
« on: February 09, 2020, 09:56:24 pm »
I remember NaOH at some point made a level generator for multiplayer levels in Lix, if I recall the levels it produced were all 16x16 block based.

Thank you. I am indeed looking  for the 12 lemming tribes graphics, which have some interesting tiles.

See attached.

Contests / Re: Speed level design contest
« on: January 31, 2020, 08:35:41 am »
I'd be up for this if you allowed Lix alongside NeoLemmix.
We've sometimes done quick multiplayer level designing, so it'd be cool to also try it for single player.

Live Event Scheduling / Re: Ultimate Chicken Horse Multiplayer
« on: November 22, 2019, 09:53:59 pm »
So this Sunday 24th, what is gonna be the usual time? 17 UTC? 18 UTC?

I remember when Clam signed up to the forums in 2008 and right away posted his first level pack. If I recall correctly I managed to solve all the later levels, but I was really stuck on the first level of his pack (and I think I wasn't the only one). Considering Clam was completely new, there was some speculation whether there was just a mistake in the pack and the level was actually impossible. Of course there wasn't and we were just blind, having to see a clever trick and using it twice. Which is what to me is a characteristic feature of Clam's levels. Many authors, me included, stumble across some trick (or back in the early days glitch) and then often build a level around it, trying to disguise it. Clam was a bit different in that regard that often in his levels some kind of trick or move would be used multiple times, or variants thereof, without too much other fluff around it. Sometimes you'd have to figure the key idea and apply it, sometimes it would look like the main idea is clear, but there are subtleties or variations that you'd have to figure out that make up for the main challenge. Either way, I felt that solution-wise, his levels would often have a theme to them, making them feel more unique and memorable. Interestingly, I don't necessarily associate small levels with Clam, and the ones that spring to mind first are actually not that small.

And to add a bit of trivia to the Tame 13 solution:

At some point Clam posted the following challenge (maybe in the context of which skills do you absolutely need to solve each level): Solve Tame 13 with just 1 builder. I looked at it and was intrigued because I had tried it before but given up. The only way I saw this as being possible was to somehow make a way up one of the pillars. I put in some thought and work and in the end I did manage, saving 100% to boot, which I posted about in the thread, assuming I had found Clam's solution probably with just a minor tweak or so to save those last one or two lemmings. Now Clam was intrigued, because his solution definitely couldn't be tweaked to get 100%. It never came to my mind that you can send up 20 climbers and use the nuke percentage glitch.

Live Event Scheduling / Re: Ultimate Chicken Horse Multiplayer
« on: November 10, 2019, 09:59:38 pm »
17th or 24th would both work for me. Would be good to know in advance though in case I make plans for the other weekend.

Yeah, the claw is terrain, it's a mistake on the page.

Long time ago I wrote a tool to rip all the L2 graphics, and you can see what is what (see attached). The claw doesn't have any animation (and doesn't appear in the objects list), but appears as terrain.

Lix Main / Re: Upwards checkerboarding
« on: November 07, 2019, 09:22:37 am »
Whether this works or not depends on the alignment of the terrain modulo 2, see attached level. The lower part of the level is exactly as the upper one, except for everything shifted by a single lo-res pixel.

The reason is that the lix physics work don't work in hi-res pixels, but rather cells comprised of 2x1 pixels. A 2x1 cell is solid if at least one of its pixels are solid.
So what you get is the following:

Code: [Select]
Pixels     Cells
  |  |XX|       X
XX|  |XX|     X X
XX|XX|  |     XX

Pixels     Cells
  |  | X|X      XX
 X|X | X|X    XXXX
 X|XX|X |     XXX

The second case is the same as the first, but shifted by 1 pixels. I added vertical bars to make clear which pairs of pixels form a cell.
The first case has a gap that the Lix can step through, while the second one doesn't.

Lix Main / Re: organize multiplayer levels
« on: October 08, 2019, 08:29:53 am »
Considering the old outdated maps that we sometimes choose to play, I feel like some randomly generated maps wouldn't be that much worse than those for the occasional round. NaOH was working on randomized maps at some point, at least a basic version of that shouldn't be too hard.

As for organizing the actual maps, if more custom content comes in (currently there's a lull, but who knows) it would probably better to come up with a scalable solution. One such thing could be the server collecting users' ratings of maps after a games, and/or statistics of how often a maps gets played, and the offer to browse maps by popularity or select a random map proportional to popularity. Of course that'd need quite a bit of extra infrastructure.

Tbh I tend to be able to find quite quickly the maps I'm looking for, so it doesn't seem like a big issue to me. And then there's also the search functionality, right?

Lix Multiplayer Dates / Re: Lix Multi. Sunday Oct 6
« on: September 29, 2019, 06:08:19 am »
There's a decent chance that I'll be able to make it :)

Lix Levels / Re: Lix LemForum, feedback by Forestidia86
« on: July 25, 2019, 10:43:16 pm »
That's exactly as intended, great job! Thanks for the comment!

Spoiler (click to show/hide)

General Discussion / Re: Crane's resignation
« on: July 24, 2019, 11:24:22 pm »
I just want to give a bit of historical context about this trick, which maybe will make you feel a bit better:

The first time I saw this trick mentioned in the community was in the challenges board, I believe by ccexplore. Back then the culture was not to reveal details about obscure mechanics and have other people figure it out on their own. So when it was found the trick was just referenced as the Wild 15 trick/glitch (without description) and used in the maximum saved solution if I recall correctly. Challenges had been going on for a while then. It took a while for someone to find it and apply it in the first place, and even after the trick was referenced, most of the community wasn't aware what the Wild 15 trick was, even though we knew it was used in a specific level to save a certain amount of lemmings (and in principle could have been able to figure out). So while the trick might make sense in hindsight (blockers turn everything), it's not straight-forward to come up with it (as evidenced by its history described above). There's also no clear visual indication that a digger has been turned.

Nowadays it seems to be part of the standard repertoire of expert players, but I wonder what fraction of these players actually discovered it on their own. With challenge solutions floating around, and people playtesting each others' levels and sending solution and backroute replays, I think it's much more likely for someone to come across this trick by seeing it done by someone else than by discovering it on your own. The fact that you haven't found it in 15 years is less a matter of stupidity than not having come across it in someone else's replays you've watched. I would guess that most people would be in the same boat as you if they hadn't seen the trick in some replay or solution description previously.

Live Event Scheduling / Re: Ultimate Chicken Horse Multiplayer
« on: July 03, 2019, 09:34:57 pm »
There's a decent chance I might actually make it for this Sunday :)

EDIT: Got a lot of stuff going on, so don't be surprised in case I don't show up tomorrow after all. :(

Wow, great job finding all of these 100% solutions on your own, that's impressive. It took the community a long time to get there
(If you want to dig into the lore, until 2006, 2009-2012, the last two levels).

Nice find with the fast-forward glitch, too! So does it just skip every other frame, and the cycle length
of the tennis ball is even with one frame killing the lemmings? I knew fast forward was a bit wonky
with respect to physics, but never knew there were reliable patterns to exploit.
The pausing technique ccexplore mentioned is documented here.

Btw, do we happen to have all the tracks from Lemmings 2: The Tribes somewhere?
Attached is an archive with the Amiga, SNES and Genesis music (Circus is super catchy on the Genesis, we used to listed to that one on loop with Simon). Amiga I have in Octamed and mod format, should sound the same though. There are also midis for some reason, don't know where they come from. I also have DOS recordings with I think the Roland sound chip, but they are in ogg format and too fat to upload. Alas, I don't have my favourite version which is Adlib DOS (except for Cavelem).

Whenever I visited Simon, this one came up and we were mystified and pondering what the name could be about.

I didn't notice the skill pattern (always 1 or 10 of a skill), this is a great find!
Good work putting everything together, how did you come up with the idea?

Great mystery solved, case closed. So no obscure lore behind this one, after all.

Site Discussion / Re: Planned site downtime.
« on: May 19, 2019, 07:03:02 pm »
There was a message today (2019-05-19) in IRC with an issue that might be related to the upgrade:

[02:09:38]   <JamesMcKigney> Greetings. I am not able to log on to the Lemmings forms and I can't get any emails from Lemmings Forums.
[02:10:22]   <JamesMcKigney> I have been trying to do so since yesterday.

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