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Messages - SQron188

#181
Lix Main / OutOfVramException
November 19, 2017, 05:50:35 PM
This is the crash message from yesterday's session:

#182
Levels for v10 or older / Re: [NeoLemmix] Snack Pack
November 12, 2017, 06:32:49 PM
Quote from: Flopsy on November 12, 2017, 03:24:05 PM
Forgot to post my replay files for my LP playing this pack, you would probably find this useful for your backroute fixing.

Thanks for the replays, although I think they're the same ones as your Let's Play solutions.
I've been very  keen while watching the LP and I remember them all!
They still might come in handy for pixel-measuring or such shenanigans. And for archive purposes, surely.
#183
Levels for v10 or older / Re: [NeoLemmix] Snack Pack
November 11, 2017, 02:39:44 PM
Quote from: Nepster on November 04, 2017, 04:35:48 PM
A lot of very nice levels, though the difficulty order is not perfect yet ;) Replays are attached.

Detailed comments

1) The level looks like one lemmings should exit on the right, but that's not enforced.
2) Easiest level and the least interesting one.
3) Looks very nice and the first half of the level is interesting. However the long bridge at the end could be shortened a little bit...
4) Amazing wood design. The basher-staircase at the end is already done to death in existing levels, so I would have preferred the level without it.
5) Interesting design with these upside-down icicles. But again I am not a fan of the long bridge at the end.
6) Nice idea, but slightly on the builder-heavy side again.
7) Amazing level! :thumbsup: At first I thought this level would be completely impossible. One of the harder levels of the pack.
8) Nice terrain layout, but again on the builder-heavy side.
9) Very good level!
10) One of the easiest levels of the pack. A good level to start the pack, in my opinion.
11) Very interesting terrain layout, though I would have wished for a slightly more complex solution. But maybe I just backrouted the level...
12) By far the hardest level in the pack! Ensuring that the basher continues requires both very precise placements of the builder on the right and the starting position of the basher. Perhaps consider adding another builder?
13) Amazing design and excellent solution!
14) I am not a fan of this level, because it is very precise on the maximal fall height for the lemmings.
15) Nice solution, but I wonder about the traps on the left: They are close to the path of the lemmings, but never get triggered. Is this intended?
16) I might have backrouted that level, because it seemed relatively easy and I didn't really use the stair to the top.
17) A weird level. Not really hard and an unusual terrain layout.
18) Interesting idea.
19) Very nice level. But I really wonder whether so many lemmings together with the harsh time limit is necessary?
20) First of all: The traps at the beginning don't do anything, which I expect to be a mistake. Furthermore I am not a fan of the part directly after the big steel pillar: Building a stair to catch the other lemmings reaches only barely high enough. This makes the level far more precise than necessary for no gain at all (that I can see). Otherwise a nice, beautiful level, but perhaps not as hard as one would expect a final level to be.

One more general comment: All your levels have time limits. Currently the culture here favors giving infinite time for all levels where staying within the time limit isn't the main point of the level and the time limit isn't needed to enforce a specific solution.

PS: Very nice sandwich title picture. :)


Thanks for your effort again. I am really excited about this whole level-sharing experience!

Some miscellaneous comments about your comments:

(Solutions and spoilers abound!)

Oh boy, I think half of the replays are backroutes!
You've been very resourceful and I haven't backroute-proofed the levels enough.
I'm not mad about it, of course.
These are my first steps in the level-making territory, after all.
As mentioned in the original post, the levels don't follow any particular order, even though I had a thought of arranging them in order of difficulty, but then came to the conclusion that I suck at that.

2) Was initially planned as part of some form introductory levels and then as a breather level, but both ideas got scrapped.
3) Long build near the end is just one of the possible solutions. The intentional one was to go the upper route.
4) Funny should you mention that, since it kind of started off the other way round – as a way of incorporating the basher staircase into my levels. I knew (from watched LPs, for example) that the trick is widely known if not old, but it's part of what I had wanted to accomplish since my first encounters with the game. Ah, good memories...
5) ) Long build near the end – that may be my age and ONML influence showing. :) I took time limits for granted, like this: Lemmings = time limits, taking it for granted.
6) Another very old idea of mine.
11) No, it wasn't meant to be too complicated, apart from the bit in the beginning.
12) I'll think about the skillset. I tried making it so that you can start building from the very edge of each platform (with all of the builders going to the left) and adding a couple more bridges above those to stall rushing Lems as well as make sure the basher continues. The basher should simply start as low as possible.
15) Intentional, hence the level title.
16) Nah, you're not supposed to climb to the top of the staircase.
17) I was trying to balance the grey and the red colour in the layout for added aesthetic value. :)
19) I was trying to make it very harrowing.
20) Traps at the beginning not functioning – intentional, it's just (intimidating) decoration, just like in level 15.
And sorry, again it's just my "old" side, with the time limits.
I'll perhaps try to fix some of the backroutes (due to my incompetence) in an update, so I guess I shouldn't say what you're supposed to do there yet.

...

I'm so happy about each positive bit of feedback on this! :)
#184
Levels for v10 or older / Re: Lemmings Redux
November 10, 2017, 02:11:11 PM
Although you could complete both levels without using a single bomber.
#185
In Development / Re: Lemmings Redux follow-up project
November 09, 2017, 03:53:09 PM
I agree with pretty much everything said so far, seeing as there are are no conflicting views at the time of writing this.
I don't have anything against remaking any particular levels from any particular game.
#186
Levels for v10 or older / Re: [NeoLemmix] Snack Pack
November 06, 2017, 04:53:33 PM
Thank you for your kind words and your work again! Indeed, I'm excited at the idea of working in this area some more!
#187
Levels for v10 or older / Re: [NeoLemmix] Snack Pack
November 05, 2017, 12:18:25 PM
Quote from: Strato Incendus on November 04, 2017, 09:14:14 PM
Could solve all the levels except for three of the 99 release rate ones. Seems I lack some commonly used strategies to control crowds which are so tightly packed together... :)

Any general tricks one can do to hold back 99ers, without spoiling any particular level? Some tricks you just have to know, after all, like the "cunning plan" (builder wall) or the double miner-cancel trick.

Nothing in particular comes to my mind...
I'd say: finding a way of keeping the crowd away from the work being done? timing? some of level titles giving vague hints?
I'm not sure if I can say much more than that.
#188
Levels for v10 or older / Re: [NeoLemmix] Snack Pack
November 04, 2017, 08:40:34 AM
Thanks for responding so quickly and in fact playing this pack of mine - a newcomer - straight away! I really appreciate this!

Level 12 is rather unforgiving, so don't worry. You are always welcome to ask for help with a level.

I can't wait for your video(s)!

Funny should you mention that since the pack's levels themselves were inspired by Lemmings, ONML and other people's works.
And the Shadow level was an absolute joy to create, I'm happy you like it, too!
#189
Levels for v10 or older / [NeoLemmix] Snack Pack
November 03, 2017, 08:23:14 PM
Hello, you!

I don't like to come to a party empty-handed, so here's one I prepared earlier!



Snack Pack
:compat-ver-10-13::compat-yes:



(a sample level)


* * *
This pack is mostly inspired by Oh-No! More Lemmings, with my history with it going back quite a few years now. There was scarcely anything close to a tool like NeoLemmix or a way to share my creations like this forum, available to me at that time. A few months ago (at the time of writing) I started watching some of Flopsy's Let's Plays and heard him mention NeoLemmix and the Lemmings Forums.
You can imagine i felt like a kid in a candy store when I came across those!
- - -

The pack consists of 20 levels in a single rank, without any particular order. Each of the levels enforces a time limit.
Players are expected to possess knowledge of the official games (Lemmings, ONML, Tribes, etc.) but experience with custom packs available on this site is suggested as well. Perceived difficulty usually depends on personal experience of the player. Fare well, and save all those Lemmings!

- - -
The pack is compatible with NeoLemmix Player V10.13.

The .NXP file is attached below.

Complementary soundtracks are attached below, separately (they need to be put in the "Music" folder - it should be created if it doesn't exist yet in the NeoLemmix main directory).
* * *

*****
Special thanks go to:
+ DMA for the original game
+ EricLang & ccexplore for Lemmix
+ namida & Nepster for NeoLemmix
+ Flopsy's works for introducing me to the topic and inspiration
+ Alex A. Denisov for Graphics32
+ Eric turner for ZLibEx
+ Un4seen Development for Bass.dll
+ Volker Oth and Mindless for sharing the source code and information
+ IchoTolot, Nessy, Proxima, SimonN, Nepster, the rest of the Lemmings forums Community and everyone else who helped me with this effort!
*****


NeoLemmix Player (V10.13 required)

Pack itself (.NXP)

Complementary music

The custom soundtracks are:
Spoiler
Level 7: Lemmings 2: The Tribes (SEGA) - Shadow Tribe
Level 16: Lemmings 2: The Tribes (SEGA) - Egyptian Tribe
Level 20: Anarchy - In The Kitchen (Amiga Demo) ( https://www.youtube.com/watch?v=edA-BVDrprI )


+++
Flopsy's Let's Play of this level pack (spoilers!)
Spoiler

IchoTolot's playthrough of the pack (spoilers!):
Spoiler

Kaywhyn's playthrough of the pack (spoilers!):
Spoiler
#190
In this case I shall (partly change my mind and) be in favour of:

+ "Keep all enemies out"
+ "Worra load of old blocks"
+ "Tension Sheet": one of the miners -> digger
+ "It's all a matter of timing": not sure, but keep it as is just to stick to the original, I guess?
+ Special graphics levels: Amiga versions if Genesis ones are cut in some manner.

I hope this helps.
#191
I'd say keep the terrain. IMO it's nicer and makes the central platforms look less like ordinary geometrical shapes.
#192
My opinions here:

* Keep the Genesis levels in the dirt_md set as a homage to the originals as well as to have more variety.
* I prefer "Value Each Moment" and "Lunch Time"  in their Genesis versions and the rest in their ONML versions.
** "Snuggle up with a Lemming - the original, I guess? The change wouldn't exactly make the level any more demanding.
** OWW in "Cascade" - insignificant enough that I can't say. I didn't even notice it playing through the level for the first time.
** I'd like to have as much architecture kept as possible. It sounds trivial at first, but it can be an unexpected source of inspiration.

Can't say much more without having kept up with the topic up until this point and/or turning levels upside down at random.
#193
I personally enjoy experiencing this pack by having Flopsy do all the hard... I mean, I watch his Let's Play. Yeah, that's it. :)

And I particularly enjoy the music choices, and many interesting levels, especially the recently played level 10. Cheers!