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Messages - geoo

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Contests / Re: Level solving contest #3 (Results)
« on: February 17, 2019, 03:52:02 pm »
Time is up. 5 players participated (seems like even with the freer engine choice participation is waning), and these are the results!

PlayerEngine Number skills/saved
Crane NeoLemmix 12 skills, 49 saved
Simon/Forestidia Lix 14 skills, 47 saved
Minim Lix 15 skills, 48 saved
Ramon Lix 21 skills, 49 saved
SQron188 NeoLemmix 25 skills, 52 saved
SQron188 Lix 26 skills, 53 saved

Congratulations to Crane, our winner! In his submission PM he counted 13 skills, but checking the replay it turns out even one fewer skills was used!
For comparison, I tried to reproduce his solution in Lix. Due to more lenient steel detection in NeoLemmix, one extra skill has to be used in Lix to make
the solution work, and instead of double miner cancelling a miner is turned with a blocker, which should result in one fewer lix saved. But maybe due to
some timing difference the Lix solution I got saves 2 more, so 51 lix (and uses 13 skills).

See attached for everyone's solutions, as well as the Lix version of Crane's solution.

Crane now has the chance to host the next contest, or pass on the privilege to Simon and Forestidia.

Contests / Re: Level solving contest #3
« on: February 16, 2019, 09:27:52 am »
Less than 24 hours left to submit!

Contests / Re: Level solving contest #3
« on: February 12, 2019, 10:43:24 am »
Just a quick reminder: you have until Sunday Feb 17th, 6:00 am UTC, so less than a week left!

Lix Levels / Re: Miniatures (10 small levels)
« on: February 12, 2019, 10:42:26 am »
Good job! Pretty much all intended (for my levels anyway), except for some minor variations.
Thanks also for the difficulty estimates! I found African Wigwam quite tricky when I first played it.

I slightly modified Deadly Cells and Spin Me Around, see attached. Original proofs should still work.
Rock on the Block is also a tiny bit different, but definitely in the spirit of the original solution, no need to change anything there.

Contests / Re: Level solving contest #3
« on: February 03, 2019, 07:36:42 am »
Just a quick update, due to some physics differences (namely, in Lix miners/diggers can be assigned on steel while not so in NeoLemmix), I made a second version of the NeoLemmix level where the in the prime spot for exploiting this in Lix there are steel bumps now so something similar can be done in NeoLemmix. You can submit solutions to either of the NeoLemmix versions, and existing submissions remain valid. For the new version, see attachments of the first post.

(This is also a reminder to submit solutions :))

Closed / Re: [BUG][PLAYER]Erroneous "Time Taken" calculation
« on: February 01, 2019, 05:57:12 am »
Isn't "time taken" the time until you fulfill the save requirement, not when the last lemming exits?

Site Discussion / Re: Ability to delete your own posts?
« on: January 30, 2019, 10:30:10 pm »
I'm against allowing users to delete their own topics, unless it's possible for admins to recover them if they want to.
Otherwise it's basically a form of data loss, which can be anything from negligible to severe, just imagine a high-profile user
from the past deciding they want to erase their tracks. Nothing you could do once it's too late, so I don't agree with the wait-and-see policy.

If someone really feels so strongly about getting rid of their topic they can just ask a mod.

Lix Levels / Re: Miniatures (10 small levels)
« on: January 28, 2019, 08:23:51 pm »
Fixed backroutes for two levels and attached new replays for those.
Proposed ordering is fine with me.

namida: Without specified ordering they'd appear in alphabetical order but we don't want that as they should ideally be sorted in roughly increasing difficulty.

Contests / Level solving contest #3 (and results)
« on: January 26, 2019, 07:40:04 pm »
Welcome to the 3rd installment of this contest!

This is a bit of an experiment, but I created the same level in both Lix and NeoLemmix. I understand that there are physics differences and that some solutions that might work in one engine might not work in the other, but I hope most solutions will work the same and that many minor differences can be worked around, making it a fair game. At least I don't think there are any systemic biases giving one engine a clear advantage.
That said, if people are unhappy with this, I will restrict the contest to a single engine (based on popular opinion).

EDIT: I added a second version of the NeoLemmix level. The only difference is two little steel bumps on the top steel platforms. This is to account for the difference that you cannot assign miners/diggers on steel in NeoLemmix, while in Lix you can. You can submit solutions to either of the two NeoLemmix levels.

Goal: Try to solve the level using as few skills as possible. Tiebreaker: Higher number of lemmings/lix saved.
(Note that this is different from the previous 2 contests, the main criterion and the tiebreaker have been swapped!)

Submission deadline for solutions: Sunday Feb 17th, 6:00 am UTC
You can submit solutions for one or both engines. Submit to me via PM. When you submit, submit a replay, as well write down the number of skills used and number of lemmings/lix saved.

At the end, I will post a complete ranking list (determining the next contest host) as well as engine-specific ranking lists in case some solutions from one engine end up not working in the other.

PS: I made the NeoLemmix version in a text editor, because the NLEditor in Wine doesn't display any objects or tiles, and placing invisible tiles is kinda useless. That's why it's lacking any decoration.

Submissions so far:

Results in this post further down the thread.

Lix Levels / Re: Miniatures (10 small levels)
« on: January 26, 2019, 05:09:02 pm »
I'd have to clean up and organize my levels first, I'll leave that for some other time.
I just turned some of the simpler levels into miniatures though, see attached. This is nice as it bumps up the pack, and also should help me keep my future pack more coherent.

Here's a proposed ordering of the levels (didn't give it too much thought, though I tried to make our levels alternate a bit more):
Code: [Select]

Also attached are the solutions to my and your new levels.

Contests / Re: Level solving contest #2
« on: January 22, 2019, 05:36:04 am »
Thanks, that was a nice level! Slightly fewer things to try out than in the previous one, but still a lot of variability in the end.

Here are two variations for the start that use 15 skills.
In fact, Simon and Forestidia's solution can also go down to 15 skills with a little change, if you have the second digger not fall down, but platform 4 times after digging a little.
So I'm somewhat surprised I ended up being the only one to do it with 15 skills. :)

I'm happy to host the next round in a little while.
Not sure if the reason for fewer participants this time was NeoLemmix vs Lix, the novelty wearing off, or just the lack of a holiday break, but considering I've never used the NeoLemmix editor chances are I'll make a another Lix level. (I also thought of using existing levels, but also there my knowledge of NeoLemmix levels is currently pretty limited.)

Lix Levels / Re: Miniatures (10 small levels)
« on: January 19, 2019, 05:40:14 am »
For me it's similar, in addition to the miniatures I also have a tiny amount of levels sitting around that I haven't released yet.

The miniatures were released as an entity an make a coherent small pack of levels. So I'd propose to have them in levels/single/mics/miniatures, and any future miniatures that fit the spirit as well, and we just decide on an ordering of the levels (without author-specific subfolders). Kinda similar to your and Forestidia's Xmas pack.
We'd then release our non-miniature levels in author-specific folders within misc.

Contests / Re: The Level Solving Contest #1: Results
« on: December 27, 2018, 10:38:38 pm »
Thanks for hosting the contest! This was a really interesting level with a lot of possible approaches.
A lot of variety in the solutions that people submitted, too. The right half seemed to be pretty much the
same for everyone (with two variations to rescue the top hatch both taking up the same amount of skills),
but the left half really was very open-ended.

Somehow I discarded the idea of going below as well as my mind is not conditioned to basher staircases anymore
after they were culled from Lix long ago. I was also surprised of the hang gliders clipping through terrain and
landing in the little nook when digging at the right side of the girder above the exit, especially in consideration
of the strangely sensitive foot check for builders.

One musing for the next contest: It could be interesting to score by minimum skills first, with maximum saved
only as the tiebreaker (and maybe discard time as second tiebreaker to save people tedious micro-optimizing).
I think this might make things more open-ended as it's not a priori clear what's the least amount of skills possible
(while it's often easy to determine the maximum amount of lemmings that can be saved), and even once you've
settled for a number of skills, it's probably still less clear what's the total number of lemmings that can be saved
with that amount of skills.

Contests / Re: Proposal: Level Solving Competition
« on: December 12, 2018, 10:34:54 pm »
I feel both blind race and skill optimization could work well as formats.

Blind race is what I did with Simon for most of Kieran's L2 levels, and I think that's a lot of fun. Someone just needs to release a new set of levels to play through for this, and ideally everyone participating should try to play at the same time, so logistically it's a bit trickier.

I like the idea of optimizing for skill usage. The previous contests just judged on whether you solved a level or not. Number of skills (with number of lemmings saved as tie-breaker) is much more fine-grained. I personally think even on existing levels (Adventure Playground for example seems quite suitable) it could work, I would guess for most levels non-one has put really serious effort into optimizing skill usage. A different idea would be different people submit a level each, and then the contest is played on these (number of skills added up over all levels). Coming up with such levels probably wouldn't have to be too much effort as you are not disadvantaged if your level is easy and open-ended, and the solutions people will find might make for interesting levels after applying the skill restrictions.

NeoLemmix Levels / Re: [NFNL] Insane Steve's World
« on: December 10, 2018, 01:12:48 am »
I started playing this pack to bring back some nostalgia...
Insane Steve's Cheapo levels were the first big pack I was playing, and I remember it taking me months to complete most of it, with individual levels haunting me for even longer. I still remember my fascination with the Mon0lith, and I'm happy to see it as the final level of the pack.
Thanks a lot for compiling this!

I went through Difficult and Chaotic so far. I forgot a decent amount of solutions, yet at the same time it's surprising that for some levels that I played over 10 years ago I still have a faint memory of some main tricks. Though I think the main reason for being much fast than ~12 years ago is that I also got a lot better since then.

A few comments on individual levels so far:

Spoiler (click to show/hide)

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