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Messages - Simon

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4111
Challenges / [Lemmings 2] Minimum skills for gold
« on: March 10, 2010, 08:15:24 AM »
Hi folks,

the forum is lacking action these days, so geoo and I had the idea for this. How many skills are required in <strong>Lemmings 2</strong>? We use the <strong>PC version</strong> of the game, and are interested in the <strong>minimum number of skill usages to achieve gold</strong> for each level. I'll update the post when new info is available.
<pre>
Level     I   II  III   IV    V   VI  VII VIII   IX    X  total
Classic   5    7    9    8    9   10    5    6   11    5     75
Beach     4    3    4    4    3    6   10    5    9    4     52
Cavelems  1    6    1    4    2    2    4    7    7    7     41
Circus    4    2    5    3    4    4    5    8    4    8     47
Egyptian  4    8    4    1    9    2    3    8    8    7     50
Highland  1    5    2   10    6    6    1    4    7    3     45
Medieval  6    6    3    7    5    5    4   10    3    5     54
Outdoor   1    1    4    4    3    4    5    9    6    3     40
Polar     6    3    3    3    8    3    4    5    5    4     44
Shadow   10    2    6    7    4    3    5    5    3    8     53
Space     2    5    7    5    3    6    8    4    5    8     53
Sports    4    2    5    5    5    2    4   10    2   11     50
</pre>
-- Simon

4112
Lemmings Main / Re: Lemmings PSP/PS2 Music - Listen Here!
« on: March 07, 2010, 03:55:30 PM »
I want to hear Old tunes 2 and 3. :-)

On the page, it appears as if these are missing, along with Roman 1-3.

-- Simon

4113
Lix Main / Re: L++: Networked multiplayer Lemmings
« on: February 27, 2010, 05:21:04 AM »
New version 2010-02-27 is out!

Download the newest version of L++.

You can play on the updated central server -- thanks go to Mindless for hosting it as before. Also thanks to Clam Spammer, geoo, Steve, Rubix, and minimac for all the great multiplayer levels!

We usually play after 00:00 UTC. A good idea is to join the IRC channel if you wish to participate, that makes it easier to find out the exact times.

-- Simon

4114
Lix Main / Re: L++: Networked multiplayer Lemmings
« on: February 25, 2010, 02:27:32 PM »
I've been programming for the past days again, and I'm nearly done with a server that supports a lobby and multiple rooms. A new teamplay mode assigns a single common tribe to whoever selects the same color, and the skillset is shared. Some minor cosmetical issues are fixed at this time.

I'm going to collect multiplayer maps for inclusion in the next release. I will go through the attachments/links of this topic itself here and the one in Level Designing. If you've made some fine levels, post them in the next few days in case you haven't already.

-- Simon

4115
Lix Main / Re: L++: Networked multiplayer Lemmings
« on: February 20, 2010, 04:27:53 AM »
We've had some hilarious 3p games with geoo and Steve, we used voice chat via skype. Steve was drunk, "I've got the best strategy [for the all-floaters map], just nuke right away," and he was right. Geoo and me suffered from lack of sleep, "best thing to do at 5 a.m. in the morning -- blowing up lemmings."

We absolutely must do this again some time, maybe with even more people that use skype!

-- Simon

4116
Lix Main / Re: L++: Networked multiplayer Lemmings
« on: February 18, 2010, 11:53:43 PM »
Good idea, Mining village is attached.

Mod Edit: Restored attachments.

4117
Site Discussion / Re: Lemmings IRC chat Channel!
« on: February 18, 2010, 12:33:48 AM »
The channel runs very fine already. We have 6 to 8 users on at times, and good discussions.

Everybody join. :-D

-- Simon

4118
Site Discussion / Re: The old forum...
« on: February 16, 2010, 10:27:10 AM »
http://camanis.net/lemmings/lemmingswelt/forums/

This is the even older forum, archived on Mindless' server.

Edit: Update of the above link through the IPv6 proxy: Very old forum archived by Mindless.

-- Simon

4119
Lix Main / Re: L++: Networked multiplayer Lemmings
« on: February 12, 2010, 11:52:41 AM »
Thanks!

Yes, the trigger areas for some exits are lowered. The crystal exit has an extremely high one regularily. It's much more difficult to build over it in multiplayer, and it looks weird -- Clam Spammer once said, "wtf they're jumping through the roof!" I'll think about whether just to change this level, or raise the area again for a bit.

For "Jump down", the delay before walking shouldn't be the cause. Every lem has the same delay, and the bridge is built even faster in L++. The problem stems from being able to build closer to the edge in the original mechanics. If facing right, you can build bridges that overlap just by 1 pixel. You always have 2 or more facing left. This probably depens on what pixel counts as the lemming's foot. It's balanced in L++, but not in the original. In case I change the level, I'd narrow the gap by 1.

The one-way arrows are tricky to draw both correctly and efficiently, so I've left their mechanics out for the moment. Must tackle this some day... ;-)

-- Simon

4120
Lix Main / Re: L++: Networked multiplayer Lemmings
« on: February 10, 2010, 01:06:54 AM »
Yup, what's your operating system?

Inside the L++ folder, do you have the subdirectories bitmap/, levels/, data/ and replay/?

4121
Lix Main / Re: L++: Networked multiplayer Lemmings
« on: February 09, 2010, 03:46:08 PM »
I made a 4p, 6p, 8p map today, Mining Village. It's a bit like Pave the Way, but you cross more routes of other people.

We have a lot to test. :)

4122
Lix Main / Re: L++: Networked multiplayer Lemmings
« on: February 06, 2010, 02:43:16 PM »
Wah... I'd never have guessed that Winrar was the issue. Good to hear the game works for you now. :-D

I'll try to drop by for some games at the suggested times, probably not tonight, but on Sunday.

-- Simon

4123
Lemmings Main / Re: LemmingsSDL
« on: February 06, 2010, 02:38:52 PM »
Very interesting. :-D

The author fills a marketing hole for certain. He is still fine-tuning the game physics at this time, but LemmingsSDL will be the first exact Amiga clone with easy-to-use multiplayer that I know.

4124
Lix Main / Re: L++: Networked multiplayer Lemmings
« on: February 01, 2010, 01:18:47 PM »
Yes, after RubiX trying all these tips, it still did not work for him. Now I believe it's a bug of L++ itself, especially as you can run other such games.

-- Simon

4125
Lix Main / Re: L++: Networked multiplayer Lemmings
« on: January 31, 2010, 08:55:38 PM »
Hi, thanks for the good description!

Vista, okay... unfortunately I don't have a machine with Vista to test it myself. From what I've read about it on the net, I believe the problem might come from the inaccessibility of certain directories under Vista.

L++ tries to access files inside its own subdirectories when it loads the sprites, levels or configuration files, or when it writes changes to them. network/, orig/ and test/ are subdirectories of (lpp's own folder)/levels/. This approach was clean under older versions of Windows -- one could uninstall the game by removing its directory, and everything was gone. It works under Unix variants as well, even if it's not the standard behavior there as far as I know.

I haven't read enough of how Vista handles these situations to give a good answer. I will think about a future-proof solution when this semester's exams are over in some weeks. Until then, maybe it works to put a copy of the L++ folder directly into the Vista virtual store?

-- Simon

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