Show Posts

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.


Messages - JRT

Pages: 1 [2]
16

I prefer creating levels. ;)
Yeah I think I'm in that camp too. :)

@JRT, just to make sure you see it: Just noticed the R3 update. Please make a new post for a new update and delete the old one, as then exactly this happens and I totally overlook it. ;)

Gotcha! Cheers, also after watching the video last night I was impressed that you had the fortitude to perform the algorithm using lemmings! It means it's too easy though, I might adjust a V2.

17
Haha, cheers! I might try and find your intended solution before having a gander at your replay.

I like the level. Have you had a crack at my Rule 3?

I attach my second replay for V5.

Ahh I tried something like the start your intended solution but missed the possibility of the pool build!

18
Nice one Armarni, it looks like you found the other solution to One Thing at a Time.

Indeed, the use of frame stepping is key to the level.

Watching the replays back is amusing.

I attach my replay for V5 of All in Good Timing.

19
I attach my replay for V4 for All in Good Timing.

20
Haha yeah I just watched the video too. My R1V2 got a similar treatment, Icho doesn't like big builder levels. Now that we have the time manipulation functionality in NeoLemmix I quite enjoy the occasional chill marathon level, but I understand why most prefer much shorter levels.

The intended solution does test a few tricks with builders and management of the bashers, hence my insistence on closing all the backroutes from the second quadrant that I've been given.

When I release my level pack this will likely be placed as the boss level for the "Tricky" levels. I'm really pleased to be getting such good testing and feedback as something this size needs it.

Great Video IchoTolot!

21
Spoiler (click to show/hide)

I attach my modified replay.

22
All in Good Timing solution attached. I could save another lemming by swapping a bomber for a digger on the short pole.

23
Nice solution Armarni. Your second & third quadrant method is quite different from mine and saves 2 builders. I thought it was possible someone could use a builder wall over the pool. My method was the use of two worker lemmings which build towards the centre of the pool.

However, I consider any solution that has the crowd walk through each quadrant as an homage to the Penrose Steps to be intended.

24
With V2 I block off Armarni's backroute of MC Escher. I expect this level will be severely tested and will have many iterations.

With V3 I block off DireKrow's equally cool backroute by rotating the lower-right central OWA.

Icho Edit: Just noticed the update. Please make a new post for a new update and delete the old one, as then exactly this happens and I totally overlook it.

25
@Crane, Nice job solving OTAAT fast. I should study the maths behind this and see how much we can do with this taxon of level. I've already begun constructing OTAAT2 for a level pack which will be considerably larger.

26
Ahhh, what a beautiful backroute to my MC Escher one!

I'll submit a V2 blocking that one off later today.

27
Great looking levels throughout!

I attach my replay for "wrong-Side Failure".

This and "All in Good Timing" are great "old skool" aesthetic levels.

28
Contests / Re: Level Design Contest #20
« on: May 08, 2020, 11:52:18 PM »
Ha, excellent. Then I just finished building my Rule One level! Finishing touches over the next week.

29
Contests / Re: Level Design Contest #20
« on: May 08, 2020, 11:12:12 PM »
Hey guys, On Rule One, the symmetry applies to the terrain and steel only and objects aren't counted. I suppose this means One Way Arrows need not be symmetric? You are however able to view One Way Arrows in clear physics mode so I just wanted to check if I may have these face any direction or indeed place them anywhere.

Pages: 1 [2]