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Topics - Minim

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61
Tech & Research / Fun, Tricky, Taxing and Mayhem rank images?
« on: July 24, 2016, 01:07:34 PM »
BTW I'm very close to uploading the Lemmings PS3 level pack, as I've completed the main task of creating all the levels, and thus going through the Flexi stage. However, there's one more thing I still need, which are those original rank images. Where can I find them?

62
General Discussion / Munich shooting incident
« on: July 23, 2016, 07:27:51 AM »
Warning from forum staff: Please be very careful when discussing topics like this. If things get out of hand (in any way, regardless of which "side" the out-of-hand argument is for) this topic will unfortunately have to be closed.

Hi everyone.

I didn't really want to talk about something as morbid as this, but I'm quite shocked about the shooting that took place there, especially if one of our forum users lives there. I found out that Nepster lives in Munich, per this post, so I hope he's alright.

63
Tech & Research / Miner lemming sprites?
« on: July 18, 2016, 08:44:09 AM »
Hi. Sounds like a random question doesn't it, but does anyone have a set of miner lemming sprites? In one of the PS3 graphic sets there are axe traps on some levels, and I'm thinking of copying the animation of the miner to create a trap, replacing the pickaxe with a large axe.

64
NeoLemmix Main / How do I create a graphic set for NeoLemmix?
« on: July 16, 2016, 05:33:22 AM »
Hi.

I've been searching the thread for hints on how to create a graphic set, but couldn't find any. I need to know from successful graphic set makers:

* Which file type should I save my terrain and objects under? (PNG, BMP)
* How to I create an object with frames?
* How do I add trigger areas to my objects?
* Whether NeoLemmix can accept a wide range of colors, not just the DOS range. I know already that you can add more than 8 colors.

Thanks!

65
Tech & Research / Fun with Compression Method 1
« on: July 05, 2016, 08:41:40 AM »
Hello everyone. This is another one of those Clam-type mathematical kind of threads. Unlike his thread which reveals the whole solution, I'm going to spoiler mine to see if you can figure this one out!

Last year, he focused on "We all fall down". This time, the focus is on one of my favourite Taxing levels, and the sequel to Fun 17's "Easy when you know how", Compression Method 1, because it's my idea of fun watching them get killed, but there's also a factor of how many would be killed depending on the position of the blocker when the lemmings are released.

The big question is, assuming that there's an infinite number of lemmings so that at least one lemming is covering a pixel, and that the blocker is placed on the far right of the brick closest to the steel, and the blocker is turned into a walker* how many lemmings would at most be killed by the four traps?

Spoiler (click to show/hide)

*I say walker because what happens if I bomb the blocker? Well, if we try to work it out mathematically, this would probably make the formula
more complicated, because if a lemming is affected by the bomber's mask he would fall, and therefore his distance compared to
the rest of the bunch would change. If the problem was severe enough so that no lemming hits the trigger area by the time the
trap uses its last frame, the probability factor would alternate and I would have no choice but to test the level.

So, I hope all the mathematical formulae and details I've shown are clear. Any questions I'm happy to answer. Thanks for watching!

66
At the moment I'm working on a new project; to recreate the PS3 Lemmings levels. However, levels involving teleporters has been my biggest struggle so far, especially when multiple lemmings need to go in at once (examples being in Fun 5 "My first teleporter", and particularly Fun 9 "Watch how you go now" where there's a short time limit). In the PS3 version you can get as many lemmings as you want, when you want. NeoLemmix only counts the total frames for one lemming, and then for another etc wasting time. To get multiple lemmings in and out I have to place several invisible teleporters and receivers with their trigger areas next to each other (see attachment below).

67
Quote
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.

Only a minor thing, but since my number of posts is almost equal to that to Simon's, I'm thinking of doing a comparison of activity over the years between the two. However, the totals in the "Show Posts" section differ because they display posts in every topic, including Forum Games. (e.g. as of today, Simon's oldest post reads 1450 and mine will read 1539 including Forum Game posts) This is quite misleading when you have two different totals. I hope this makes sense.

What I'm hoping for is to either display an option to show posts in certain topics (In this case everything but the Forum Games) or to ban me from accessing the Forum Games thread. (Who am I kidding?)

68
Non-Lemmings Gaming / TrackMania Turbo
« on: May 03, 2016, 12:43:29 PM »
Hi folks.

I've been playing this new game recently. It's basically a time-attack based arcade racing game where you turbo boost your car across tarmac, dirt, big jumps and treacherous obstacles. It is especially fun in multiplayer mode, where you can either compete online, hotseat, splitscreen or cooperate with the unique double-driver mode, where two users are controlling the same car (Although tbh, who would really want to participate in a double-driver career mode with your friend trying to repeatedly steer your car into oblivion? :P).

However the biggest feature this game has is that you can create your own tracks and share it with the world. As a racing fan, I've been waiting a long time for a decent game that enables the option to create your own race tracks. If you don't feel like you have the time however, you can choose the Random Track Generator option.

Has anyone played this recently? It's been released this year so might be a good time to give it a go.

69
BitBucket: https://bitbucket.org/namida42/neolemmixplayer/issues/22/when-bottom-panels-are-in-use-level

So, basically, I want to create a new level for example. I move my windows down and fixate them to the bottom panel to prevent obscurity, and what happens? I can't add a title to it, change the skillset or change any other data, meaning I can't modify any boxes, apart from the checkboxes.

This bug applies to all windows BTW.

70
Closed / Climber can't "Climb over the first obstacle" on Taxing 13.
« on: April 16, 2016, 07:37:41 PM »
I'm actually still interested in the compiling levels for the Redux game, and this is one of the nominated levels I played. However, I've found a discovery that may require a fix. I can't let the climber climb over that obstacle. It seems logical in the TLE solution, but executing it under NeoLemmix Mechanics is somewhat impossible. Does this climber behavioural problem happen only in NeoLemmix or does the problem occur on other versions too?

I was able to go under the One-way arrows and solve the level, but still, I thought I'd raise this concern.

71
Closed / Lemmings walk past exit on Hail 10
« on: April 07, 2016, 08:59:15 AM »
(Oh dear, two problem-related topics created in a day, :XD:)

On Hail 10, "Lemmy in the cold, cold ground" the lemmings just walk through the exit and play the "die" sound instead of the "yippee" sound we're so used to hearing.

Should be an easy fix though.

72
NeoLemmix Main / Sunsoft 24 Impossible under NeoLemmix?
« on: April 07, 2016, 06:17:17 AM »
Hi. I've being going through the levels in the Lemmings Redux remake but I think I'm stumbling on one of the levels: Sunsoft 24 "Out away from the tune".

Basically, to complete the level you need to bomb the bar at the top and build up past the hole to the top platform where the exit is. However, the last builder stops building about 2 or 3 bricks shy of the exit and then turns back, therefore running out of builders in the process. Is this normal or is this a bug that needs to be fixed? Here's a replay of my attempted solution.

73
Status: Not a bug; terrain must be specifically marked as one-way-capable as described in the editor guide. This has been the case for ages now.



I tried to make a new level with One-way arrows. However, no matter which graphic set I use, they aren't showing up. These arrows don't even work when testing.

However they are noticeable when loading up a file from the Dump section, (Fun 11 for example).

Attached is a test level with the arrow objects placed on the wall.

74
NeoLemmix Main / Can't create a locked exit level.
« on: February 11, 2016, 10:33:44 PM »
Quote
Locked Exits and Unlock Buttons

These two objects go hand-in-hand. A locked exit is like a normal exit, except it can't be used until all the unlock buttons have been pushed (by having a lemming walk over them). No special setup is needed for them; just place them in the level and they'll work.

I'm trying to create a simple 'activate the switches to unlock the exit' level. However, my exit is still open no matter how many switches are there. Is this an error or just a not-detailed-enough explanation from the guide?

Here's an attachment of the level I've been trying to work on.

75
Closed / [SUGGESTION] [EDITOR] [ADDED] Alternative copy-pasting method
« on: February 08, 2016, 01:50:37 PM »
Status: Have implemented this, and uploaded an experimental version with the feature. Topic remains open for feedback on the implementation.

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