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Messages - Minim

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16
Hi, namida. I'm just need to mention a few things related to the Configure Hotkeys menu before releasing the final build.

Similar to this thread I made earlier, there's no pre-assigned hot-key for the Jumper, Slider and Laserer skills. For the Traditionalist layout, I have an alternate speech mark ` (currently coded as 00DF) along with - and = as suggestions. As for Functional, we still have F8-12 and 0 as options, but maybe you don't want to use the F keys for skills in that layout, and would rather rearrange other keys.

Also, the ~ (Tilde) and ' (Speech Mark) buttons are swapped around on my laptop keyboard. I think this is probably a bug that needs fixing, or just that we have two different keyboard layouts.

17
Challenges / Re: [NeoLemmix] Fastest Time Records
« on: May 13, 2021, 09:36:32 AM »
Good work. I have optimised the floaters and RR to improve that time to 2:04.47.

This may be opening the floodgates, but I have released solutions to the NeoLemmix Introduction Pack at the top of this thread. Good luck with these!

18
Contests / Re: Lemmings Forums Level Contest #22 - Results
« on: May 09, 2021, 10:01:07 AM »
Wow. We have a new winner! Congratulations, Armani. Brilliant level, and a well deserved win.

19
Forum Games / Re: The Button
« on: April 19, 2021, 08:57:48 AM »
Right. See how well I can learn the rules, although I think they need some clarifying first:
* Because we're adding times, I think this link is better, as this calculates the date AND time.
* People live in different time zones, and every user's forum clock in this forum can be adjusted. E.G. Because I live in the U.K., I use BST. For my sake I'll be submitting the timestamp and timezone. But what would everybody else rather do? Copy what I do, or try and calculate their times to match UTC?

"I pushed the button" at 9:57:48 AM BST

Edit: Added 48 seconds to my timestamp. So the duration is 1 day, 7 hours, 54 minutes and 42 seconds. Is that better?

20
Really nice work! I wonder if the images should be spoiler tagged so as to give players a chance to try out these tricks. But anyway, I've had lots of fun watching these so thank you.

21
Site Discussion / Tooltip Text for in-game levels
« on: March 29, 2021, 06:17:46 PM »
It's important to be aware that, unlike the original games, [NeoLemmix] packs may be updated by their creators/compilers at any time. To make things run more smoothly, if you have any records to share, please observe the following protocol:

* Refer to levels by name, not just position! Records without level names will not be added to the opening post.

This singular rule has inspired me to come up with a proposal. Currently all Smileys have Tooltip Text when hovered over (Like this one, :)). However, by surrounding the Level's Number or Name in Tooltip Text (TT), users can just hover over the level with the mouse and find out information about this level instantly via a Hint Box.

For example, if a user writes Mayhem 1 in TT (say it's something like [t]Mayhem 1[/t]), a box will show that the level is named "Steel Works", the platform is from Amiga and that the game's from Original Lemmings. As another example, NeoLemmix's Redux pack has a level called "Save Me". This could be written like [t=nl]Save Me[/t] with "[t=nl]" being a NeoLemmix version of the level. Or we could sort it out by difficulty rating, in other words [t=lr5]Save Me[/t] meaning this level is from Redux in the Lunatic difficulty rating, the fifth rating in the pack. Whichever way, the help box would come up with information like "NeoLemmix, Lemmings Redux, Lunatic 29, Save Me".

The majority of users (if not all users) in Challenges refer to a certain level as the level's number. Sometimes the rank is used alongside it. We prefer doing it this way because it's a natural habit of us to cut tedium. Adding TT to them would eliminate all the potential questions that new users (and old) could ask about.

The hard part I guess is how (and whether) TT can be implemented into the forums. We may also need to come up with a TT icon that shouldn't be too similar to Teletype, the existing one that uses the ["tt"] function. Another question is how should it look in the preview, One of my suggestions is a superscripted Question Mark on the right side of the level's number, etc. Finally the possibility of a printer friendly version of it? As that last bit is unlikely to happen though, we could make a level list on a separate thread for people to print.

If TT implementation is successful, I'll see if I could apply this to the Challenge board of the Original Lemmings games first, because at least they're guaranteed to be unchanged. Once we're confident with that then we can try other things. Anything that needs clarifying please let me know. Thanks.

22
Challenges / Re: NeoLemmix: Other challenges
« on: March 28, 2021, 07:22:24 PM »
Oh dear. :( On my first run I tried to do something different and create a pack of 99RR levels for my first run, so that I didn't have to repeatedly press the Right mouse button every time; and tried not to constantly fill results on my document. NeoLemmix crashed at a point during my first run while I was very close to the end, losing all my progress. When I got back, the second time round I decided to fill a document. By the time I got to Lunatic 25 and 27, I literally forgot how to solve them. I must thank Proxima for completing these two. Those were simply overlooked.


Anyway, NeoLemmix Results for the "Don't turn Around" challenges are out. These results are based on every lemming allowed a maximum of one turn for each level.
Gentle: 1-2, 5-10, 12-15, 17-20, 22, 24, 26, 27, 30-32.
Quirky: 1-2, 6, 11, 13, 15, 21, 31.
Zany: 5, 10-13, 19, 24, 26, 28, 30.
Manic: 4, 6-7, 9, 14, 15, 30.
Lunatic: 23-25.

Best challenge award goes to Zany 28. Otherwise this was a particularly boring challenge for me, so I'll leave the unsolvable levels to somebody else. :XD: Zany 19 is similar to the Silver Talisman. Thanks to the left facing entrance, Manic 24 is not possible AFAIK because you have to cross the level with every lemming with one go, especially with the poles are too high, and the floaters sorely lacking. Lunatic 24 looks more like a severe backroute (again) despite the level fixes implemented earlier. 25 is simply the fastest time solution. Interesting replays attached in a zip file.

OK, I've done my bit for today. I have my birthday to look forward to tomorrow so good night.

23
Hey, thanks! 8-) I felt a rush of excitement as soon as I saw that too.

Good job fixing the two backroutes. Looking at these level fixes it seems like I'm doing the first bit correctly but not the second bit. I'm still able to find a solution though. I thought it was impossible to execute at first, until I realised something about the floater. Delaying it to maintain crowd control really makes that second statement in the pre-text a bigger reality now. I hope this solution is intended...

24
Solved it pretty quickly actually thanks to a new builder stacker trick, saving two skills. 8-)

Edit: Found another solution which looks more intended than the other one, labelled B.

25
New (and my affected) replays attached. 12 in total.

26
Contests / Re: [NeoLemmix] Save-'em-up Contest #2 (Open Choice)
« on: March 17, 2021, 05:51:47 AM »
OK. I have now made a decision about what levels. I'm going to include one of my old NL levels in for this contest, along with two others from levelpacks that joined my pack in the backburner. :P

Playstation 3 Level Pack: Tricky 1: Keep an eye on Mr. Climber

The rest of them are...
Lemmings Plus Omega II (namida): Spiky 14: Hot Plate
Zemmings (zanzindorf): Kiwi Knight 8: The Great Bomber Escape!
Integral Lemmings (tan x dx): Epsilon 1: Unconventional Techniques


27
So, I have tried and tested this challenge a few times on long levels. Here's my verdict:

The main skill involved in speeding up long levels is the jumper. The speed the jumper gains is amazing, however, a jumper only counts for one lemming, not everybody. Also, a jumper hits the ceiling very frequently, wasting a skill. So to make up for the one lemming closing in on the exit, you need cloners; and to an extent, falling stoners and bombers/miners for quick terrain creation/removal respectively. If the pack cannot simply walk through the hero's route to the exit in time, for example in "The Steel Mines of Kessel" and "Save Me", you'll need to click the cloner x number of times to meet the requirement. Some might say the cloner creates embarrassingly high-numbered results that one would constantly look to improve. "The race against clichés" is hands down the worst example. I needed over 100 extra skills (so far) to navigate the fluctuating terrain quickly enough to get them home in a single minute. I did find "Catch More Floaters" quite fun because it had a splat start and a platform that could be reached with a few skills, but otherwise if we're planning to add skills, it's pretty much going to involve the four skills mentioned above.

I have a list of results for some levels, but no more than that. I'm sorry, but I can't continue given the reasoning above. :( I hope everything I've written is clear. Thanks.

Spoiler (click to show/hide)

28
Contests / Re: [NeoLemmix] Save-'em-up Contest #2 (Open Choice)
« on: March 13, 2021, 07:15:02 AM »
I'll be entering too. Not sure what levels I have in mind however, as there are too many right now to choose from. ???

29
Challenges / Re: [NeoLemmix] Fastest Time Records
« on: March 12, 2021, 09:59:21 PM »
Thanks, Proxima. I agree that Redux should be listed first.

Also, as you mentioned Original Lemmings, I noticed that you've sorted out that level pack ready for challenges again! :thumbsup:

30
Contests / Re: [NeoLemmix] Save-'em-up Contest #1 (Lemmings Redux)
« on: March 11, 2021, 09:48:21 AM »
Looking forward to watching your replays. I deliberately stopped once I got past the 900 mark for a bit of "gloss" :P

Poll-wise, looks like there's no contest. :smug: I voted Lemminas purely because there were some vertical levels that we hadn't come across yet. LPOII could be another potential contender.

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