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Messages - JRT

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Level Design / Re: What are some tips for making difficult levels?
« on: April 07, 2024, 06:30:04 PM »

To further explain point 2:
Let's say you have 1 builder and 1 water pit in the only path to the exit with no other workarounds. The builder is 100% locked in that position and is therefore no mystery. 
Having multiple possible routes where that 1 builder can really help you out on the other hand makes the choice unclear. Bonus points if the meaningful usage is even hard to spot in the first place (hidden in plain sight).
If this holds true for not only one but multiple skills (+ adding some unortodox trick usages) the level can quickly become a very hard nut to crack (if there are no glaring backroutes of course).

This is how I see difficulty too. When we look at a level and try to solve it we in our heads are performing some kind of Depth First Tree Search as we imagine the use of skills and combos in various locations in different orders. When we think down a branch but then we can see we have one builder left but require the height of two then we know this branch has probability to be a solution drops to zero so we move onto the next branch, maybe by tweaking elements of this branch, for example, can we walk up a bit of terrain for the extra height, if so, think down that branch, if not, move onto the next wholly different solution.

Essentially, a difficult level has on actual solution but a large enough possible solution tree that requires that you chase through the tree a fair way until you realise you have to move on to the next.

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Spoiler (click to show/hide)

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Spoiler (click to show/hide)

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Fan Corner / Re: Two lemmings holding a panel
« on: July 24, 2020, 01:20:37 PM »
Amazing! Nice work!

Which font is used in the text?

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NeoLemmix Levels / Re: Lemmings Redux
« on: July 16, 2020, 12:01:31 PM »
I'll have a look at the pack currently but I'd agree with WillLem, "Ascending Pillar Scenario" is iconic Lemmings. I enjoy "Heaven can Wait" but I'd choose Pillar over this plus I'm toying with a sequel to Heaven myself.

"Boiler Room" is another well recognised level, my opinion is that we could include consensus fan faves even if they use similar tricks to some other levels.

I suppose it depends on how likely the old level pack would need continued support as the engines evolve? The idea of some levels being lost to time makes me sad. :crylaugh:

I'm looking forward to seeing what's been done with this pack.

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My solution to V8 of Athletic Rescue, plus a fun but pointless variation.

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Right yeah, so when i first played the level I was toying with shimmier stoppage at the racket, Also playing around with stackers was something I was thinking about a lot.

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I attach my replay for V7.

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Ha Dullstar I thought the racket was key to the level and was part of every one of my solutions. This explains why I couldn't for the life of me figure out the intended!

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NeoLemmix Levels / Re: Random level map generator
« on: May 30, 2020, 12:00:21 PM »
I was wondering what sort of scope there is for this kind of thing.

Computer Generated Levels would be an incredibly complex task but maybe possible with enough work?

Maybe an algorithm would want to begin with a toolbox of the skills and the uses for them, including all the specialised tricks and combos. It then uses these to create a sort of random graph with combinations of skills at nodes with clear paths for crowds on the edges. Maybe also a secondary graph dealing with how to get athletes to certain places.

Then it figures out how to build up terrain and objects around this graph.

But then how does it deal with flow, crowd control especially relative timing of nodes etc? This must surely be a major complication.

Also would be cool to see what those typical Machine Learning algorithms that have been let loose on simpler games would do with Lemmings.

Unfortunately I'm not a real programmer, only excel VBA lol.

Minim yeah it would be interesting to see what you've got so far.

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@JRT: I may have missed yours when checking replays for v4; I remember downloading two, and both replays I watched were essentially the same solution.

Yeah so in my last post. I have two replays for V5.

V5_JRT is as you said, basically the same as my V4.
V5_JRTb is slightly different and uses a stacker to save the swimmer.

I've had a gander at Tunnel Project. Looks tough, many levels I've played about with for ten mins or so and moved on hoping to be struck by inspiration.

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I'm still backrouting V5. First one is trivial though, it's pretty much the same as my V4. The second one is a new one I found that saves another skill.


Spoiler (click to show/hide)

It's an extremely enjoyable level to play regardless.

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My replay for V9 All in Good Timing. I think this has now converged on your intended solution.

That was a fun level.

Spoiler (click to show/hide)

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I attach my replay for Athletic Rescue Operation V4.

Spoiler (click to show/hide)

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@WillLem, Great level. I attach my replay for Lemmey Watch the Stars.

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