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Messages - ∫tan x dx

#61
NeoLemmix Levels / Re: Integral Lemmings
November 13, 2021, 11:05:14 PM
Hi all! I'm pleased to announce an update to Integral Lemmings!

Recently, there has been some interesting discussions about the design philosophies of lemmings levels. Namely, many level packs are released with "specific solutions only", and an exact skillset.
While this is certainly very popular amongst designers and solvers, it does have the potential to reduce the creativity of a player. If a player discovers a solution other than what was intended, this leads to the dreaded backrouting that all designers fear.

Now, usually these alternative solutions come in the form of tricks or terrain exploits that the designer overlooked or did not consider (which happens very often in my case... :P).
But at the same time, part of the joy of solving a level comes from finding your own solution, even if it's not intended!

Thus, I've created 10 levels which seek to defy this trend. The levels in the new Alpha rank are all opened ended levels, with somewhat generous skillsets. They have no set solution, but are by no means a walk in the park! :evil:
The player is invited to find their own solutions, the more interesting the better!

Download link and changelog is available in the OP.

Enjoy! :thumbsup:
#62
@Armani Definitely all backroutes :P Check the other thread for an update!
#63
@Armani Still a backroute! I've amended my post in the other thread.
#64
@Armani Oof, that's a backroute. I think this can be resolved with some skill changes. I'll upload shortly.
#65
Lemmini / Re: SLToo, Bomber countdown alignment
October 22, 2021, 06:42:00 PM
Another thing that might be something to consider is the use of Java's ability to expand upon enums.

Java basically implements enums as classes in their own right, which means that enums can define their own methods and constructors. In particular, one could have some field with the x/y offset values, and populate that field via a private enum constructor.

This way, you simply do not need to check for the state being a few oddball edge cases. Instead you would get the offset directly from the current state and simply apply that value.

Hope this helps! :thumbsup:
#66
Level Design / Re: Don't create disjoint unions?
October 02, 2021, 11:28:23 PM
I think the distinction between 'good' and 'bad' disjoint union can thought of in terms of 'global vs local' effects. By a 'local' effect, I refer to the results of assigning skills to one of the sub-levels. What takes place within one sub-level has, by definition, no effect on any other.
For example, suppose I dig in one sub-level. The actual outcome of that assignment, the point in time it was assigned, and its location within the sub-level do not affect any other sub-level.
If a level contains sub-levels with only local challenges, then I would this categorise this as a true disjoint union and therefore would agree that it could be split off into its own level.

This contrasts with 'global' effects, such as skill assignments. If one sub-level uses a builder, then another sub-level cannot use that builder. Thus, an overabundance of skills is the issue in this regard. If resources are precious then that could result in an interesting puzzle, in which one sub-level must forgo an obvious solution in order that another sub-level can be solved at all.

To put it simply: local bad, global good.

Now, expanding on the concept of global effects, consider the use of buttons in NeoLemmix. Buttons that open locked doors are global; if three sub-levels each have their own buttons and locked exits, then each sub-level depends on each other level to press all buttons.
So, there are interesting puzzles that can be constructed around this mechanic.
For example, suppose a level has some number of disjoint sub-levels, where the main puzzle is synchronisation: the buttons need to be pressed according to the flow of each sub-level, so that the exits are all opened, and the crowds can all exit safely.
#67
Suppose a terrain piece or object is selected in the editor. Pressing a certain combination of keys (possibly Ctrl+F?) would change the currently selected style to the one that originally specified that item. This would not change the theming of the level.

If multiple items are selected, and more than one style is represented in that selection, then the action simply does nothing.

This will help users who are creating levels using mixed styles, particularly if those styles are not adjacent in the ordering. This would also help users to locate tilesets that they might want to work with in the future.
#68
NeoLemmix Levels / Re: Integral Lemmings
September 07, 2021, 09:18:18 PM
Hi Kaywhyn,

I'm so very glad you enjoyed playing though my level pack! :thumbsup::thumbsup::thumbsup:
It's been a pleasure to watch you play through each level and share your thoughts.

Epsilon Rank Responses:

Spoiler

Unconventional Techniques - A perfect solution. One of the things I tried to accomplish with these levels, was a subversion of the usual level solution trope of 'Contain the crowd, send out a worker lemming, release the crowd'. Several of these levels manage to do this by having the lemmings all move as a group to another area before the level is properly finished.

What lems beneath - Another nice solution. This level was intended to use the trick in Epsilon 10, where a blocker is freed by a falling lemming turned bomber. Your solution is fine though. :)

A different kind of problem - Perfect solution! What I find amusing about this level is that you can generally allow lemmings to walk around without having to worry about them. They'll all reach an exit eventually!

Do I have to do everything? - A very nice solution! :thumbsup:

Send only the finest lemmings! - Perfect solution!

Precision engineered lemming - Perfect solution! You'd got the corret solution in your letsplay, but you rejected it when the lemmings splatted. I kept thinking, "Block a bit higher up so it's a lesser fall!" :P

Round the bend - A very nice solution. :) Looking back, I should have bumped this level back towards the beginning of the rank. It is particularly easy considering its place in the rank.

Don't forget the builders... - Another great solution. One little tip that you may be interested in: when a lemming turns around inside a bomber crater, if you assign a miner on the very pixel he turns the other way, he will carve out a small vertical chunk of land. Very useful for a climber...

Tarry not! - Perfect solution! This level is a personal favourite of mine. As you pointed out, the solution can be deduced logically!

What have we learned so far? - Perfect solution!

Delta Rank Responses:

Spoiler

Entrapment - Perfect solution! The 'lemming turns around inside the stoner' trick was one that I discovered by experimentation. I wonder how many of these little tricks there are out there. Perhaps there are tricks yet unknown to lemkind... :lem-shocked:

Panic room - A very nice solution. Slightly different to the official solution, but brilliant nontheless.

A Humdrum Conundrum - Perfect solution!

Oh, those talented lemmings! - Perfect solution! Creating a climber-friendly bomber pit is the intended route here. :)

12 Steps to Success - A very nice solution. I think I can understand your reaction to this puzzle, especially after already playing through LemRunner. I think the level Authorised Lemmings Only! is almost a sequel to this level. But there's no harm in playing packs in different orders. :)

The Incredible Squashing Machine - Very nice solution. This is indeed a reference to The Incredible Machine. I had a minor obsession with Rube Goldberg machines as a child. :P

Make the most of your lemmings - Another very nice solution. I agree how surprising it is that this level is so open-ended. That's part of the fun of solving, though: everybody has a unique approach to solving.

Any Suggestions? Another very nice solution. This level should have come earlier in the rank as well. It's odd how both snow levels are too easy... ???

DEAR LITTLE BEASTIES - Awesome solution! This level is indeed an homage to POOR WEE CREATURES. I always had a hard time with that level on the original Amiga. I hope I've done it justice! :P

Curse of the Lemmings! - Another great solution! I particularly like the trick at the end with the stacker-turned-bomber to create a staircase. :thumbsup:
#69
NeoLemmix Levels / Re: New Level pack: LemRunner
July 03, 2021, 05:52:12 PM
Hi kaywhyn,

Quote from: kaywhyn on July 03, 2021, 05:36:53 PMBe on the lookout for when I take on Integral Lemmings and All Hallow's Eve.
We'll keep our eyes peeled!

Spoiler

Quote from: kaywhyn on July 03, 2021, 05:36:53 PMI got feedback on Tightrope Citadel twice
Hehe, oops! We'll fix that... :P

#70
As the title suggests, the number of buttons in a given level should be displayed. If a level does not feature any buttons, then this information is simply omitted.

I propose three places where this information would be located:

  • Level select screen - In addition to lemming counts, skill counts and other requirements, an icon for buttons would also be present with the appropriate number next to it.
  • Level preview screen - Similar to above, the extra button requirement would also be displayed.
  • Ingame info bar - The small part of the UI dedicated to lemming counts and the timer could also be used to display a button count. I propose it would act as a kind of fraction that updates when a button is pressed, i.e. "0/3", "1/3", etc.
#71
NeoLemmix Levels / Re: New Level pack: LemRunner
April 15, 2021, 05:42:25 PM
Hi Armani

I'm glad to see you've found the secret bonus levels! I can confirm there are only two of them. We considered cutting these levels from the pack for different reasons, but we ultimately decided to include them as a nice easter egg which would be revealed upon a user submitting fifty valid replays. :)

Nicely done! :D

Regarding solutions:
Spoiler

Riddle of the Ancients - I made this level without actually realising we already had ten levels for the jungle rank. :forehead: Dexter also pointed out that the intended solution (backroutes notwithstanding) was too difficult for a jungle rank level.
Speaking of backroutes, you've once again outplayed me :XD: I have a fix for this, though, and we should be uploading it in a few days along with updates to the other levels.

Guardian Angels - Dexter cut this level because he felt the solution was too unfocused and had too many potential backroutes. But interestingly enough, your solution is actually very close to what Dexter originally intended. We may add a time limit, however... :evil:


We plan to properly add these levels to the level lists in the next update, so that everybody can enjoy them without having to dig into nxmi files.
#72
NeoLemmix Levels / Re: New Level pack: LemRunner
April 14, 2021, 09:08:10 PM
Hi Kaywhyn! I'll take this one since it is my level :)

Quote from: kaywhyn on April 14, 2021, 08:53:25 PM
Do I have your guys' assurance that Jungle World 10 is possible with the given skillset?

I can indeed confirm that this level is possible with the given skillset. :thumbsup:

However, the solution submitted by Armani has revealed a backroute that I have already patched. Dexter and I will be updating the levels in a few days, so it's up to you whether or not you want to wait until then.

You also mentioned that you are LPing the pack? Do you have a link to the video(s)? Or are you waiting until you've completed everything first? Either way, I would love to see it! :D
#73
NeoLemmix Styles / Re: Chalkboard Lemmings
April 09, 2021, 07:44:11 PM
Hi all!

Thank you for your kind words about the chalkboard style! :thumbsup:

As for Kaywhyn's replays...

Spoiler

Let's Play Hanglem! ............ :lem-mindblown: :forehead:

Spoiler

D'oh!

That was not something I considered... Oh well. Sometimes the easiest solutions are the best ones ;)

It's a simple enough fix, just increase the lemming count and save requirement accordingly.

As for your other solutions, very nice! I also have a special fondness for the Doodling in math class level. I too have trained as a maths teacher! I wanted to capture the idea of a student who is perhaps a little distracted, and when asked about the solution to an equation, they reply "Um... I dunno, pi?" I'm sure you've had a few experiences like that yourself :P
#74
NeoLemmix Levels / Re: Renaissance Lemmings
April 09, 2021, 07:32:02 PM
Hi Kaywhyn!

I'm glad you enjoyed our level pack! Thank you so much for your kind words and interest in our levels. :thumbsup:

I've had a look at your solutions, and it appears you've found a few backroutes! ;P

Spoiler

Your solution to level 3 - Bombing Run is a definite backroute. Putting that second blocker in that position is unintended, and collecting the pickups in that manner is also unintended, so it looks like this level requires a little tweaking. I do admire your perseverance when it comes to solving levels, though. :)

Level 6 - The Crypt also has a sneaky solution. Building over the trap like that is not supposed to be possible! :forehead: Looks like I'll have to think of something...

Level 9 - Uneasy Alliance. Once again, some sneaky usages of the fencer skill.

As for the other replays, I would say they are all in line with our intended solutions. You've got a real talent for solving levels!

Sorry for my delayed response. I've been sidetracked with the work on our latest level pack.

- tan
#75
Consider a special talisman item that can be placed within a level. If a lemming collects this item, similarly to collecting a pickup or activating a button, then this satisfies a talisman criteria.
The criteria itself may be defined as "Collect [N] talismans".

The object itself would have no impact on gameplay, other than encouraging players to go out of their way to find a solution which sees the item being collected.

This opens up possibilities for level creators to encourage "thinking outside of the box" when it comes to interesting (but totally optional) solutions.

From a certain viewpoint, this is already technically possible. Consider one or more cloner powerups placed at certain points around a level. If the normal save requirement is, for instance, "Save 50/50", then a talisman may require "Save 53/50". However, such a solution may cause unintended backroutes due to the power of the cloner skill. Further, if a level already has all its skill slots used up, then this is infeasible.