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Messages - geoo

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16
Lemmings Main / Re: PCL2ED + PCL2STAT / L2Suite
« on: November 18, 2023, 01:39:48 PM »
Yeah, but in practice there's no real need to recompress levels because L2 also accepts them when they are uncompressed.

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EDIT: I know for a fact that your website at geoo.digibase.ca DID have the latest version of PCL2STAT anyway, because I remember still being able to download it from your site back in 2020~2022 or whenever it was last up. I think it was maybe a separate zip archive instead of bundled like the old "_full" one?
Are you trying to say that such a feature exists, or that whatever the latest version was, it was on my site?

Looking through the forum, PMs and emails (all of which date back to 2005), I have not found any reference to an update that would include level resizing, so I doubt that such a version was ever made in the end. The only time after 2009 that ccexplore uploaded a version of PCL2STAT was bundled with GuyPerfect's editor: https://www.lemmingsforums.net/index.php?topic=1089.msg33757#msg33757 (I found an archive with the same filename on my computer, but it only includes skills.exe) I would be highly surprised though if he silently updated PCL2ED without mentioning it anywhere and including the update in that download.

17
Lemmings Main / Re: PCL2ED + PCL2STAT / L2Suite
« on: November 17, 2023, 08:55:29 PM »
I see. Not sure why it's needed as the previous version ships with the decompressed files anyway, but then I haven't used it in ages.
Digging around my old laptop a bit I found a version from December 2009 (as opposed to October 2009), which seems to include the decompression feature.

Attached is also the source code.

EDIT: Found the linux files too.

18
Lemmings Main / Re: PCL2ED + PCL2STAT / L2Suite
« on: November 17, 2023, 08:00:09 AM »
These are the archives I found on my computer, can't test them because I'm not on Windows anymore.

They are the same files I sent you via PM a while ago, are you missing some DLLs or something? If you have some error messages about missing DLLs, I can try to look around.

(I've also been toying with the idea of writing a Tiled extension for L2, but I haven't found the time to actually do it...)

19
I didn't have much time to play through the levels, but at least I managed to finish all of the miniatures and half of the Rule 1 levels.
I've especially liked the levels focused around shimmiers so far!

As for the solutions to my levels, everyone solved Fast Food Forest the intended way.
For Frog Clog, nobody has the intended solution, but all parts of my intended solution are featured in someone's solution. I'm happy to leave this level a bit more open-ended, as I also don't see any elegant fixes. It wasn't meant to be a hard level.
For Underground Club, good find there, kaywhyn, I'm surprised we all missed that! Your solution still features the part of the idea that I care most about, so I might just leave it in.

20
NeoLemmix Main / Re: Longest custom level?
« on: August 24, 2023, 09:08:45 PM »
The level from the Cheapo days that immediately springs to mind (without being huge) is Insane Steve's "Tribute to Benny Hill". I don't remember if it had a 29:59 or 59:59 time limit, but the time limit was meant to serve as a hint. I just had a look at the Lix remake, and the intended solution takes about 20 min.

Long time ago I posted an idea on how to make levels where the time needed to solve is exponential in the level size (see last two paragraphs here). I made a Lix version (which I haven't released yet) that takes about 10 minutes to solve, but if I wanted I could make minor tweaks so it takes 100, 1000 or 10000 minutes (or really however long I want). It's not even huge, and only uses a single skill.

21
Lix Main / Re: Unable to paste a name into Lix
« on: August 22, 2023, 08:38:03 AM »
I think the main use case for pasting (and also copying) is the multiplayer chat, that's the only instance where I can remember missing it. Maybe level titles as well. The other minor nuisance is that you cannot move the text cursor, it's always at the end of the typing field. That's maybe a bigger issue than copying/pasting.
I guess these are the downsides of rolling your own custom code for these standard UI things...

22
SuperLemmix Bugs & Suggestions / Re: [SUG] New skill - Ballooner
« on: August 22, 2023, 08:31:51 AM »
I also began attempting to get each frame of the animation by screenshotting, but tbh it would be far easier if someone knows how to extract the .DAT files from L2. I've attached the assets here - VLEMMS.DAT is, I guess, likely to be where the sprites are, but I've also attached the full set of assets just in case. If anyone can help with this, it'd be much appreciated!

P.S. These were downloaded from MyAbandonware, I highly doubt we'd have any problems using these.
I extracted all the L2 graphics long time ago, attached are the ones with lemmings sprites. Not sure which tribe's palette these are using.
I also have all the terrain tiles, objects, cutscenes, etc if that's useful for anything.

23
All solutions to Underground Club and Fast Food Forest are intended!

I kinda like Simon's solution to Frog Clog, but I decided to replace the platformer with a builder anyway, to eliminate it (see update topic). This also eliminates the other solution by Icho/Armani (which I like less).

24
Contests / Re: Level Design Contest #28 - Playing Phase (Update Topic)
« on: August 14, 2023, 08:08:03 PM »
Replaced the platformer with a builder in Frog Clog (this by itself should be a sufficient change), and I also removed a miner and added a few jumpers instead.

25
Lix Main / Re: Phyu (# of physics updates) is bad word. Age? IGT?
« on: June 28, 2023, 05:43:18 PM »
Frame is the obvious choice given its common usage for the purpose, but there is the ambiguity between graphics and gameplay frame, and being explicit would be cumbersome I guess.

Tick is a good suggestion, still somewhat common for this kind of usage, and concise as well.

Age and count I would never guess that they could refer to ingame frames, they have so many other stronger associations.

26
Contests / Re: Level Design Contest #27 - Playing Phase (Update Topic)
« on: April 01, 2023, 10:46:28 AM »
Fix for kaywhyn's backroute to Pommes Schranke.

27
Wow, this is an egregious backroute to Pommes Schranke which looks so painful to execute (when the intended solution is very simple to execute).
Here's a fix where I move the second fry 1 px to the right so your blocker-bomber can't blow through it anymore. (It's also in the update topic).

btw, Pommes Schranke refers to this dish: https://as2.ftcdn.net/v2/jpg/00/58/28/95/1000_F_58289557_DFySSo3h0A0KLKJZU64cuUjoglkM2ne6.jpg

IchoTolot's solution to Hanabi is a bit different from the intended one, but back when I watched it I didn't dislike it enough to fix it, so for now it's just an 'alternative' solution. Maybe I'll fix it in the future, not sure. Btw, Hanabi means 'Fireworks' in Japanese.

Yeah, I'm aware 'The last shall be first' is tedious, and was almost considering to not submit it here... But good job on solving it, looks intended. I wasn't aware of the precise bombing at the end allowing to save 2, that should be fixed though.

28
Contests / Re: Level Design Contest #27 - Playing Phase (Discussion Topic)
« on: February 05, 2023, 06:00:05 PM »
Splash or Splat (click to show/hide)

Stop Blowing Up v3: Brute-forced my way through a wall, definitely a backroute.

Swim Team Rush v3: Again, looks like a cheap backroute, even has an extra minute on the clock.

The Magic of Lemmings (click to show/hide)

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geoo's solution to Pimitive Instinct is almost intended. Just a little bit of detail is missing.
I solved the updated version. The change I made seems quite elegant, so maybe intended?
Spoiler (click to show/hide)

Your new solution to Hanabi is 100% intended! :)


29
Contests / Re: Level Design Contest #27 - Playing Phase (Discussion Topic)
« on: February 04, 2023, 01:50:17 AM »
I went through most of the levels now (excluding the ones posted after the deadline), only missing Internection Cube (made some progress, but then moved on to stay in sync with what Simon was playing) and Magic of Lemmings (still don't have a good idea how to contain the crowd).

I think my favourites so far were Clown Fiesta (seemed completely impossible at first, a lot of interesting ideas to piece together, and yet the execution is easy and not much need for experimentation to see what works and what doesn't. Had a blast with this level.), Primitive Instinct (again, seemed impossible first and a lot of interesting observations to be made, but here a bit more experimentation was needed to determine how many builders are needed for what, and to discover that the lone flimsy root prevents building from the diagonal bar to the wall with 3 builders), and Skyfall (not hard to see what's going on, but somehow very elegant).
Splash or Splat seemed very interesting, but I might have skipped some of the intended steps; the Instrument was cute; Supreme LEMCO Safety Standard had a lot of interesting ideas to find but also a lot of fiddly placements and timings, felt super tight and I might have appreciated some extra leeway.

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I especially had fun playing with runner skill. :laugh:

I probably have found some intended solutions and backroutes.
I attached replays for all lix levels!
Glad to hear that! I was afraid "The Last Shall be First" may be a bit frustrating due to all the timings to get right. This one and Pommes Schranke are intended, for Hanabi I released a small update to prevent one element of your solution.

30
Contests / Re: Level Design Contest #27 - Playing Phase (Update Topic)
« on: February 04, 2023, 01:33:50 AM »
Small update to Hanabi.

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