Menu

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.

Show posts Menu

Messages - kaywhyn

#1
Copy/paste from Discord what I wrote/discussed:

That was exactly my concern from the start with the 1 vote system, where creators would likely just vote for their own level because, why wouldn't you? There's no reason to vote for anyone else's level this way. That's why under this change my hope was that creators/participants would use the honor system and not vote for their own level or just not vote at all, but this is asking a lot of the contest entrants, and unless there's a setting only admins can set for that, I don't think it can be prevented.

To be honest, I don't think I've even voted in any of the rounds since the contest voting system overhaul and shift to the 1 vote system, especially if my level is in the running. I personally don't believe in putting a vote for my own level to win, but at the same time I haven't been helping any level or anyone to win this way by not putting in a vote at all.

Another possibility to consider might be to not show poll results at all until the poll expires, which the poll creator can select when making the poll. This would mean a change to a longstanding thing with contests of switching from results being visible after one has voted to not being able to see results at all until the poll has ran its course, but again just a thought. In this way, it will now be the same for everyone by not allowing results to be seen until the poll expires. Before, with the results being visible after one has voted option, this would allow only those who have voted to be able to see them, but those who haven't voted will either have to vote to see the results, or just wait for the poll to expire. Of course, people are still free to discuss the levels via PM or offsite, but at least now in this way e.g, it won't be possible to know if levels are tied at any given moment until after the voting ends for the round.

Honestly, thinking about this, I really should had spoken up a lot sooner about my concerns with the first point :-[ Instead, I decided to give the 1 vote system a chance to play out, hoping that contest participants would have some kind of honor system in place when it came to the voting and not vote for their own level just for the heck of it.

In any case, what we're currently doing now with the reduced number of votes and rounds is still a huge improvement in general over what we were doing before! :thumbsup: However, as can be seen, we can potentially still do better! ;) 
#2
All rightie, my videos on the LDC #32 levels are now up :)

Part 1 (NL Rule 1) - https://youtu.be/JxN7R41z_xo

Part 2 (NL Rule 2) - https://youtu.be/aA_hcRlZhHY

Part 3 (NL Rule 3) - https://youtu.be/0YXLZrVdf-4

Part 4 (my levels) - https://youtu.be/RAJngicjJ4Y

Also re-attached my complete replay collection, as well as the intended solution to my levels :)
#3
Sorry, re-backrouted with just a slight tweak to my previous solution to get it working again. Unfortunately, updates close today, and so no further updates to the contest pack will be made. So, this is the best we can do. Don't feel bad, though. I still have no idea what the gold talisman solution looks like, but it's definitely gold worthy! The fact that it's really difficult to find and that it's not clear at all what other skill you need to spare besides one stoner that's unusable anyway! Also, I have one past level from a few contests ago that I wasn't able to backroute proof before the update phase closed, though Icho was remarkably close to the intended way for it with his final solution he showed me.

Anyway, I'll get vids up to these contest levels within a day or so! ;) 
#4
Another solution that gets both talismans in the same solution. I still use a lot of precision here but no steel abuse this time though!
#5
@Crane

Monster Munch resolved again. The 3:30 talisman wasn't a problem, but the <= 12 skills one was very hard to figure out and took me a really long time. There were plenty of things I've tried that would had worked but ultimately most use 13 skills or fail because of pixels with too high step ups. In the end, the <= 12 skills talisman also satisfies the time attack talisman, and again I'm not sure if you intend for both to be obtainable in the same solution. If the latter one is acceptable, I'm quite curious what you intended for that one! At least in my solution, it needs a lot of precision!
#6
Monster Munch resolved once more. Got both talismans in one go. Not sure if this is intended or acceptable, though. Thank you for the clarification on Discord, because I honestly fail to see how you came up with the thought that I don't think highly of your R2. Quite the contrary! I think it's a fine level itself! So, relax, smile, and enjoy life ;)
#7
Monster Munch resolved. This any better?
Quote from: Crane on July 04, 2025, 12:36:27 PMUgh, that trick...

I will admit that I like elements of the solution, and maybe in future they can be adopted, but currently it makes the bronze talisman too easy to obtain.  Maybe I'll experiment a bit.  V4 is out though.

Heh, fair enough! Quite honestly, my other solutions don't look to be backroutes in any way, but hey, it's your level, not mine, so you make the calls here as to what's a backroute and what isn't for it :P
#8
Resolved Crane's R2 for V4 ;) Here, I simply tweaked my previous solution a bit
#9
I've released V5 of my R1's to fix a backroute on "Oh Yes" thanks to Velixi/saba by adding steel. Also split left OWAs into both left and right OWAs in order to do some visual tidying up.

All rightie, I've followed suit and have played and solved all the LDC 32 levels :) Replays attached. Not sure if any of these backroutes, though.

Rule 1 Feedback

Armani's Gold Rush R1V7
Not sure if this is intended, even though I use all the skills. The only reason I think it isn't is due to saving 1 more than the requirement

Armani's Diamond Rush R1V7
Wow, that was a pretty nice trick with stoning a shimmier from below in order to raise the terrain high enough in order to get over the stack! I remember thinking of this while I was showering last night, so when I had the chance I tried it out, only to see it not work. As it turns out I was on the right track, just was missing interrupting the stacker when it's 7 pixels high, since the stoner from below raises the terrain by 1 pixel and hence makes the stacker wall now 6 pixels high.

I think the reason I thought of this trick quicker was due to something similar I tried on one of Strato's LHOF pack that I pre-tested but ultimately it isn't part of or required in the solution. It still required raising the terrain to make the stack steppable, just not from below like in your level.

Colorful Artys' Treasure Island R1V1/Forbidden Treasure R1V1
Nice visuals and nice open-ended levels. The latter especially reminds me of "I Demand a Builder" from United! :laugh: Going for the save all on it is a nice challenge as well! :thumbsup: 

Cranes' Ice Cream Cake R1V1/Part 2 R1V1
Not sure if the first one is intended, since I have a floater leftover, while the second one seems to be fine, although I probably would be able to save a bit more had I been a bit more careful about getting the right amount of compressed Lemmings through the traps. This took some time to get right, though I overlooked using the blocker to help with that at the top.


Rule 2 Feedback

Armani's Speedlunky R2V1
Nice level which I figured out the solution to very quickly, though I was a dummy and kept trying to see if I could turn the shimmier around with the blocker by blocking on the builder staircase :forehead: After several tries and seeing it fail every time, it made me second guess that the solution must be something else. Turns out I completely missed the path the climber can take to get over everything to the left of the entrance :XD: Nice level!

Crane's Monster Munch R2V2
Nice level, though I believe I came up a builder short by building to the teeth at the ceiling on the right side. Can be somewhat challenging.


Rule 3 Feedback

Armani's Spring Has Come! R3V1
Wow, very nice swimmers only level that looks impossible at first but has a great solution that relies on getting the zombie disarmer past the first masher trap on the right but then needs to get him killed when he falls onto the trap trigger since that's the only way to get rid of him. This took several tries to get the timing and release of more swimmers right, so it can be somewhat annoying, but luckily the RR is low and there's plenty of Lemmings that come out of the entrance.

This one reminds me very much of your Color Coded level, except that one was blockers only, while this one is swimmers only :laugh: Both are quite difficult levels despite using only one skill type! You definitely have shown that it's possible to make such non-trivial, difficult levels of this type. Nice! :thumbsup:

Not going to lie, but for some reason I thought the nuke played a part in the solution! :laugh: I held onto that for some time before I abandoned that approach. It just wasn't going to work considering the distance of the entrance from the preplaced blocker and how you're not going to have that many Lemmings on the screen before the crowd starts drowning and dying.

Crane's Migraine R3V4
Heh, this reminds me of that one 1 minute Chaotic level from Lemmings Cranium requiring the exact same thing with making the digger a bomber in order to get him into the exit on time, except this time you need the nuke to do so since you don't have a bomber available. Nice level, though!
#10
V5 of R1's uploaded!

Changelog History of R1:

V2 - Added some traps to fix backroutes thanks to Crane.

V3 - Shifted a fire trap and a minor terrain change to fix a backroute thanks to Armani

V4 - Added OWAs to fix a backroute thanks to Icho.

V5 - Added steel to fix a backroute for "Oh Yes" thanks to Velixi/Saba. Also split left OWAs into both left and right OWAs to do some visual tidying up.


R2 remains V7!

Changelog History of R2:

V2 - More steel to fix a backroute thanks to Crane.

V3 - Reworked my ineligible entry because it had a laser skill. The result is terrain added and some more steel. Many thanks to the user who notified me that I had an invalid entry! :laugh: Can't believe I didn't catch myself, and I came up with the ruleset too! :-[

V4 - More terrain modification to fix a backroute thanks to Crane.

V5 - More steel to fix a backroute thanks to Crane.

V6 - Terrain changes to fix a backroute thanks to Armani

V7 - Massive reworking with the following changes to fix backroutes thanks to Crane and Armani:

  • Terrain changes (including more steel)
  • -1 jumper, -1 miner, and +1 basher
  • RR is now locked and increased Lemming count to 50


R3 remains V7!

Changelog History of R3:

V2 - Added a trap to fix a backroute thanks to Crane

V3 - Extended steel structure and shifted platforms several pixels up to fix a backroute thanks to Crane.

V4 - Added more blocks to a fix a slight backroute.

V5 - Terrain changes to fix a backroute thanks to Crane and from another solution I was PMed

V6 - More terrain changes to fix a backroute thanks to Crane.

V7 - Made the wall by the exit thicker to fix backroutes thanks to Crane
#11
An update was made to the pack to include the missing Welt CompPack rank, which are 1-of-everything levels. This rank was between the Welt Just Dig C. and Forum Member C. ranks in Old Formats NL, and hence it was inserted as the 6th rank of the pack and therefore Forum Member C. is now the 7th and final rank.

You can find the updated pack and replays attachments in the OP ;) It has also been updated to include a short description of the new Welt CompPack rank.
#12
Droidlings was a fan game by Johannes which they intended to be a remake of Lemmings for Android that was cancelled a while back using graphic sets of theirs that were created from an artist they hired. More information can be found at these links:

https://www.lemmingsforums.net/index.php?topic=1582.0

Droidling Graphic Sets: https://www.lemmingsforums.net/index.php?topic=1453.0

In the end, Johannes made and released 5 levels for the game. These were converted to NL by Wafflem a while back but weren't posted back then, until now. So, I present to you Droidlings for NL. The pack is attached. Simply extract to your NL directory. Everything will fall into place.

The required styles to play the levels are included in the attachment, but they are also now part of the NL standard styles library, meaning you can download them via the styles manager in the NL player.

Replays are also included, and they all pass the MRC, verifying they're all solvable.

Enjoy! ;) 
#13
Hmm, just like that, SMF 2.1.6 was released yesterday, a few days after 2.1.5 was released. It's a minor hotfix for 2.1.5 according to the changelog.

Completely unrelated to this, but Firefox released two very quick versions too in the last few days, with the latest version released just today.
#14
NeoLemmix Levels / Re: STOKEAPE JUMBLE: Level Pack
June 24, 2025, 09:39:32 PM
Hello @StokeApe, welcome to the Forums! :thumbsup: I've moved the topic to the NeoLemmix Levels board, because according to the files in the attached zip file these are levels made for NeoLemmix, not Lix. So, it's now in the correct place :)
#15
In Development / Re: Random level sharing topic!
June 21, 2025, 08:57:30 PM
Hello tan x and Dexter,

I've played and solved your guys' new level. Replay attached. It's essentially the intended solution but I did better by saving a builder ;) Nice level nevertheless! :thumbsup: