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Topics - Clam

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16
General Discussion / Lemmings Forums on Youtube
« on: April 18, 2013, 11:38:33 AM »
This thread is for all Lemmings Forums content on Youtube. If you've made Lemmings videos for Youtube, and you're not ashamed of it, tell us about it here!

This is probably the number one thing LemmingsHeaven did better than us (custom tilesets a close 2nd), so I'd like to (belatedly) rectify that. I'm aware that some of you have videos of your custom levels, or gameplay of the original levels. I'd like to gather up some channel links in this post, so we can find your stuff!

Technical advice is welcome. What hardware and software do you need? How do you set it up? How do you make your videos look nice?

Lemmings Forumers on Youtube

Adam - SMSLemmings
alfonz1986 - alfonz1986
BBP - BonnyBP
ccexplore - thelemtube
Crane aka. Garjen - WaterCrane
Colorful Arty - Colorful Arty
Dodochacalo - Dodochacalo
Eric119 - EricOneOneNine
Fernito - Fernito69
Flopsy - Flopsy
Giga - GigaLem
grams88 - Atari st Favorites
Gronkling - gronkling and Diysion
GuyPerfect - ThePerfectKiosk
IchoTolot - IchoTol0t
Insane Steve - damintsustin
kaywhyn - kaywhyn
Kornhead21 - BizkitPart21
Lemmy556 - Lemmy556
loftyD - loftyD
Luis - LuisParson
Martin Z - dutjuup
MASTER-88 - metroidmaster88
möbius - Bronco541
namida - jihoon4242
Nicolas Eymerich - Ellischant
Nortaneous - Nortaneous
Pieuw - Pieuw
Pooty - PootyTheEchidna
Proxima - SentinelProxima
rtw - roundthewheelrtw
RubiX - rubix2007
Simon - SimonN
Soljmolf - Soljmolf
ssam1221 - ssam1221
Swerdis - Vidusaka
Tim - timfoxxy
The Tomato Watcher - The Tomato Watcher
Turrican - Turrican Lemm
Wafflem - Wafflem
WillLem - WillLem
Yawg - JustAnotherEgo


17
General Discussion / Messenger --> Skype
« on: March 26, 2013, 09:00:29 AM »
As you probably know by now if you use Messenger, you're getting shifted to Skype on April 8th. I'm curious how many people here are affected by this and what your thoughts are.

Me? I already have Skype so I'm not too bothered. I will miss the custom smileys though - I've built up a quirky collection of them :)

18
Fan Corner / Lemmings Returns & Oh No More Lemmings Returns
« on: September 17, 2012, 09:02:29 AM »
A neat pair of fangames by auvenom, created about a year ago.

Lemmings Returns: http://www.newgrounds.com/portal/view/577897
Oh No More Lemmings Returns: http://www.newgrounds.com/portal/view/579063

The twist: Your 8 skills are replaced by MS Paint-style draw and erase, which you use to scribble a path to the exit. In Lemmings Returns, you get unlimited use of the brush and eraser - sounds easy, but it's far from it! In Oh No you can only draw and erase in straight lines, and you get a limited number of lines.

There's just one downside though - no Fast Forward :(. Apparently it was tried but it didn't work.

Thanks to möbius for posting a link to the video on IRC, it seems no one else spotted this until now.

19
Tech & Research / Gravity
« on: February 10, 2012, 03:08:47 AM »
This has been a hot topic of debate on the IRC lately, so I thought I'd put it to the forum for more opinions.

Various IRS games have played with the ability to change the direction of gravity. Lemmings Revolution has antigravity traps that turn lemmings upside down, Clones has traps that flip creatures upsidedown or sideways, and Turtle Trench lets you flip gravity on individual creatures via a skill. I've compiled some arguments for and against gravity changing in an IRS, please feel free to add to these. This list is in the context of adding gravity changing to Lix, since that's the topic under debate right now.

Pros:
+ More variety in puzzles. Think about it - upward diggers, downward builders, downward climbers, crazy flinging (tumblers go in different directions depending on their gravity)... Sideways gravity opens up even more fun possibilities.
+ Novelty. Gravity changing in IRS is rare enough that it's still new and fun, especially with some of the unique effects it would have in Lix. This won't hold in the long run though.

Cons:
- Implementation. Every existing skill and object has to be adapted to work with different gravities, and if you want to add anything new to the game, that has to work in multiple gravities as well. That means an overhaul of the existing code, much playtesting, and a commitment to more work in future. This delays release as well, and we don't want to keep the game unreleased forever.
- Complexity. The game can only take so many features before it becomes overwhelming, for new players especially. Just look at Clones :-\. Gravity changing is an inherently complicated feature, much more so than adding another skill or a 'niche' feature like trampolines. This is especially relevant in multiplayer - new players find it hard enough, with world wrapping and all that, only the real hard core (i.e. Simon and geoo) are likely to enjoy gravity-intensive multiplayer maps.
- It's ultimately unnecessary. The purpose of Lix, at least to begin with, was to make an IRS with multiplayer capability, and better mechanics than the original Lemmings games. I'd say (with congratulations to Simon, geoo and all other contributors :thumbsup:) that the game has pretty much achieved this already.

My own view of the feature at the moment (subject to change wildly, of course ;P), is that it's somewhat of a guilty pleasure. I really want to try it in Lix, I want to build and play some great puzzles that use it, but at the same time I don't want it to take over the game. I'm worried that if it's added, there will be a proliferation of levels that depend on the mechanic, and much of the game will be played upside-down. At that point it's just not the same game any more.

So there are some considerations with regard to potentially adding the feature to an IRS. I'd be interested to hear from anyone who's played with gravity in Clones or Lemmings Revolution, or indeed Turtle Trench, for a perspective on how good a feature this is in existing IRS's. My own recent experience with Turtle Trench is that limited application of flipping is good fun, and makes for a neat addition to some puzzles, though it's not used extensively enough in that game to get a really good look at it. It's worth noting that flipping is implemented as a skill here, which largely procludes en-masse flipping of creatures, whereas in other games it's done with a trap that flips all creatures that touch it - again, opinions of Clones/Revolution players on the merits of that system are welcome.

Thanks for reading, and tell me what you think about gravity changing and whether we need it!

---

˙sǝob ʇı ʍoɥ ǝɯ ןןǝʇ puɐ uʍop-ǝpısdn x!Ⴈ buıʎɐןd ʎɹʇ :ɹp'ןʇ


20
Tech & Research / Non-glitch tricks
« on: October 16, 2011, 11:15:01 PM »
A companion to the glitch thread.

The glitch thread lists a lot of tricks that are useful for challenge solutions, but there are plenty more tricks that don't enter the realms of 'glitchiness', but instead emerge from intended game mechanics. Deciding what is a worthwhile trick is even more hazy than defining glitches (geoo on IRC: "Have a Lemming walk against a wall to turn him around"), but as a first stab at a filtering criterion, I'll try to include anything that isn't required to achieve glitch-free solutions to the original levels. And since some of these are borderline glitchy, there may be some overlap between this and the glitch thread.

---

DOS

Climbers

Floaters
  • You can assign the floater skill to a lemming at the bottom of a long fall, and it will survive. This saves time, as floaters descend slower than fallers.
Bombers
  • Falling bombers detonate immediately, without going through the 'ohno' animation, saving some time.
Blockers
  • When assigned to a lemming (usually digger) that has no terrain under its centre pixel, it will stop, revert to walker for one frame, and then fall. The lemming advances one step in the walker frame, so if there is a terrain pixel at feet level one pixel in front of it, it will walk on.
  • Can turn around lemmings in most states, not just walkers (and builders, à la Mayhem 5)
  • Pass-through blocker: Assign at the bottom of a fall / top of a climb, and incoming lemmings will pass through it. Depending on the positioning of terrain relative to the grids, this effect can be achived with a 45° upwards slope.
  • Bashable pass-through blocker: As above, but with an increase in height between the landing spot and the blocker, so it can be removed with a basher.
  • Even without a pass-through, you can still remove a blocker on slightly higher ground with a single basher, depending on the blocker's position relative to the grids.
  • The blocker's field extends up and down slighty (again, the exact positioning depends on the grids). This means you can sometimes turn lemmings on a different platform to the blocker.
  • If the blocker is placed at the correct horizontal position relative to the grid (1 of each 4 positions works), you can free it by assigning a digger to a turning lemming.
Builders
  • Builders only check for terrain in two pixels after each brick they place, one above the head ('ceiling check') and one at the feet ('floor check'). This allows them to squeeze through terrain formations in unintuitive ways. The ceiling check is further forward than the floor check, meaning builders will build further into low walls (< 11 pixels) than high ones. Additionally, the ceiling check is skipped on the last brick.
  • Due to the asymmetry of builders, left-facing builders place a pixel of terrain behind them.
  • Walling: Lemmings will turn around whenever they encounter a 7-pixel or higher obstacle in their path. Depending on the terrain shape and availability of other skills, there are a vast number of setups that can be used to achieve this.
  • By repeatedly assigning builders to a lemming close to a ceiling, you can force it into the ceiling.
  • It is possible to build in front of a thin pillar, and have part of the brick extent to the other side of the pillar.
  • Speedbuilding: There are various ways of using multiple builders to move faster (horizontally or vertically) than a single builder can. The key points are (1) the builder places a brick halfway through its animation, after which you can stop it or have the next lemming overtake it, and (2) a new builder can add 5 pixels (4 if facing left) to the end of the bridge (bridge-stretching), whereas the regular builder only adds 2 at a time. Types of speedbuilding include: releasing lemmings at RR88 and having each build as late as possible; alternating builder and basher (bash as soon as the lemming steps onto the new brick); alternating builder and basher with two lemmings (this is only slightly slower than the RR88 setup).
  • 'Stepover' turnaround: Release two lemmings in quick succession (anywhere from RR68 to 99 works), build on flat ground with the first lemming, and build with the second lemming as soon as it steps off the brick placed by the first. The next brick of the first lemming will trigger the 'floor check' for terrain on the second builder, causing it to turn around. It is possible to create an equivalent setup in other situations, eg. on a bridge in progress (see Wild 17 builders+bashers).
  • Shrugger turnaround (aka. the alfonz1986 trick): Somewhat similar to the above; use the time taken by a builder to 'shrug' to build a brick over it, then start the shrugger building just before it finishes shrugging. The second builder can build two bricks before the shrugger moves again, which triggers the floor check and causes the shrugger to turn around.
  • 7-builder stack: Let out 7 lemmings at RR88, and have each build as soon as it steps onto the brick laid by the previous one. This creates an impassable wall for the remaining lemmings, and all but 2 builders turn around due to floor checks. Other variants of this trick exist, see here for more.
  • Lemmings walk over bridges one way and under the other way, eg. if you build to the right, then any lemmings walking beneath the bridge will be facing left. This allows you to pick out a lemming facing the right way. Lemmings falling onto the bridge are a possible exception; this leads to a neat method of isolating the last lemming that falls.
  • The terrain added to the level by builders can be used to keep a basher/miner/digger going, by providing them with ground to stand on and/or terrain to satisfy the check to make them continue digging.
  • Builders don't check for terrain underneath them, so they can continue even if the ground under them is removed.
Bashers
  • Bashers can be stopped mid-stroke by assigning another skill, leaving a ramp that other lemmings can walk up. The usual way to do this is a builder, but blocker, digger, and even bomber (timed so the countdown ends mid-stroke) can work.
  • The basher's exact terrain-detection mechanics can be exploited in various ways, see here (bottom section of the post) for details.
  • Bashers remove terrain in the column of pixels they are standing in, meaning you can take a 'backstroke' into the wall by assigning the skill to a lemming as it turns around.
  • Three-basher ramp: Release two lemmings at RR86, and another at RR99. Bash into a wall with the first lemming. The second lemming will step up as the basher makes its second stroke, and for one frame will be a walker in mid-air; assign it a basher on this frame, then bash in front of this, as late as possible, with the third lemming. The second and third bashers will stop and fall to the ground, and the first basher will stop since the third basher removes the terrain it checks for in front of it. The net result is a 5-pixel gain in height, at the cost of 3 bashers. Other setups are possible, what matters is that the lemmings are in the right place at the right time. This is the key to many of the basher-only challenges, eg. Fun 14 (in fact, this one uses a different setup that gains even more height per basher).
  • Bashers slide down slopes they encounter in the terrain below their feet. This can be exploited by mining or digging at the basher's position to make it bash lower.
  • Because of the positions of the basher's terrain and steel checks, it is possible to bash before a steel block in such a way that the terrain check succeeds on the first stroke, but the assignment isn't prevented by the steel check. This means the lemming takes one swing towards the steel and turns around. This can be useful if you want to turn a climber, or if the steel block isn't attached (but is in the basher's reach) from the platform the lemming is on.
Miners
  • As with bashers, miners can be stopped mid-stroke to create a ramp. This works in conjunction with the miner-positioning glitch, as the ramp coincides with the time when the lemming is wrongly positioned one pixel too low.
  • Miners remove terrain in the column of pixels they are standing in and the column behind, meaning you can take a 'backstroke' into the wall by assigning the skill to a lemming as it turns around.
  • Speed mining: Using multiple lemmings, or a single lemming alternating with other skills, it is possible to progress across and/or down faster than a regular miner. This works especially well in conjunction with diggers.
  • Undermining: By mining into the position of an existing miner that has just taken a stroke, you can remove the ground beneath it, and this stop it. This can be done in either direction; undermining backwards is especially useful as it allows zig-zag tunnels to be made.
  • A lemming walking on steel can be turned around by building one brick, and then mining.
  • Miners remove terrain above and in front of them. By mining off the end of a bridge in progress, you can keep a builder going. For an example, see Fun 15 with 2 builders.
  • Basher-miner stop: It is possible to make a basher and miner come together in such a way that they both stop. This can be done with the basher and miner going in opposite directions, or with both going the same way. For an example of the latter, see Tricky 19 in 1 minute.

    DiggersWTF is up with this formatting
  • Similar to undermining, diggers can be stopped by digging on their exact position. (In other ports, assigning a little either side works too, DOS is unusual in this regard.) As with undermining, this can be done in the same direction as the first digger, or the opposite direction.
  • Diggers continue for a few frames once last terrain is gone. In this time, it it possible to assign another skill (eg. builder).
  • It is possible to turn a right-facing builder by digging immediately after it places a brick, descending 3 pixels, and building again. The digger leaves a single pixel of brick that triggers the floor check for the next builder.
  • By alternately building a few steps and digging down a few pixels, you can make a lemming move sideways through air.
  • Speed-digging: As with speed-mining, use multiple lemmings or alternate diggers with other skills to dig faster. Works especially well in conjunction with miners. For a demonstration see this animated gif: http://cfile6.uf.tistory.com/media/012E0C3E51700B5B2FFBF6
  • Diggers can be used in conjunction with bashers or miners to create steep ramps in solid terrain. Basher/digger in particular can create a ramp of any slope (the maximum that lemmings will walk up is 6:1).
Other
  • In some cases, it can be useful to isolate last lemming that enters the level, and use this lemming to build the path to the exit.
  • When there are two or more lemmings under the cursor, the last lemming (in order of their entrance to the level) has priority for selection. This means you can choose a lemming facing the right way by keeping track of the last lemming out. Later lemmings are drawn over the earlier ones as well, which can help you find the last lemming sometimes.
  • Lemmings 'jump' (ascend) when they encounter a rise of 3-6 pixels, and fall when they encounter a descent of 4 pixels or more. This slows the forward movement of the lemmings. Such rises and falls can be created and destroyed, and can affect timing in various ways. For example, leveling out the terrain can get the lemmings to the exit faster in a speedrun-type solution.
  • Merging: Making two or more lemmings occupy the exact same position on the level is useful for many reasons.slidingThe easiest way to force this is with a pair of blockers, but a vast number of methods exist.

21
General Discussion / Random Rage Thread
« on: August 21, 2011, 08:30:40 AM »
Feeling the RAGE? Don't just keep it in, let us know!

What's raging me right now:
- Rabble box is down
- geoo's Lix maps cause me untold rage for reasons I can't quite put my finger on (besides the fact he always wins on them)
- No one updates the Wiki, besides spambots
- One of my favourite old games crashes at random, and no one on the internet seems to know why.

Rage away! ><img src=" title="Angry" class="smiley" />

22
Tech & Research / Glitches in Lemmings
« on: June 26, 2011, 12:04:39 AM »
Here I will attempt to compile a list of all known glitches in Lemmings. This thread is for the first-generation Lemmings games: Lemmings, Oh No! More Lemmings, and Xmas/Holiday Lemmings. Lemmings 2 has its own thread, here. The primary focus is DOS Lemmings of course, but I will try to include ports of the original game as well. Do note, though, that I only have a few versions, and I don't intend to hunt them all down. If you have any of the more obscure ports, please feel free to contribute :)

I have attempted to categorise glitches, to keep the list organised. At some point, the more noteworthy glitches, as well as screenshots of glitches in action, could be put up on the Wiki.

I have closed the old glitch thread, and I will try to maintain this one. Frankly, the whole "spoiler warning" thing was just silly :P

For further useful (but less gamebreaking :P) tricks, see the non-glitch tricks topic.


DOS

Climbers
  • When a climber encounters a ceiling and falls down, it comes away from the wall by one pixel, instead of falling down right next to the wall.
  • Because of the way climbers check for terrain above them, they can either climb through small overhangs at the top of a wall, or fall down when there is a tiny gap (which it should be able to get into) with terrain hanging above. The outcome depends on the height of the wall.
  • (Original Lemmings only) Assigning the climber skill to a shrugger causes the lemming to start moving straight away, and remain in the shrugging position while it moves on.
  • If the terrain that the climber is on is removed, it hoists immediately and converts to a walker in mid-air for one frame, during which it is possible to assign a skill.
  • If a lemming trapped inside terrain is made a climber, or a climber becomes trapped in terrain, it repeatedly begins climbing, gets stuck, and falls slightly. It gains one pixel in height each time. Because climbers transitioning to fallers are shifted across slightly, the wall has to be at least 4 pixels wide for this to work.
  • If a lemming climbing up a thin wall encounters a blocker on the other side of the wall, it will go through the wall.
Floaters
  • Floating lemmings can enter exits, even if there is no terrain under the exit trigger. This only works from the moment they deploy the umbrella, not in the first few pixels of a fall.
  • (Glitch arguable) Floaters always survive a fall, even if they are assigned the skill near the ground and there isn't time for the umbrella to open.
Bombers
  • If a bomber is not placed on steel when it explodes, it removes all terrain in the explosion mask, including steel. If it is on steel, it removes no terrain at all.
  • Falling ohnoers can enter exits, even if there is no terrain under the exit trigger.
  • After exploding, the lemming's position is shifted upwards by a few pixels. (Not reproducible in the Lemmix editor, since this removes the lemming as soon as it explodes.)
Blockers
  • The blocker's area of influence overwrites steel and trigger areas. This makes it possible to destroy steel by placing a blocker next to it, and disable the effects of traps, one-way walls and exits.
  • If you assign a bomber skill to a blocker, and remove the terrain under it during the 'oh no' so that it falls before exploding, its blocking area remains in place. Any steel or trigger areas that were canceled by the blocker are put back where it explodes, instead of where it was placed.
  • Blockers can push lemmings through walls. This happens because lemmings cannot move towards the center of the blocking area (which is how blockers work), so a lemming inside this area can't turn around until it leaves the area - even if there is terrain in the way. (Combined with climbing in walls, this is known as the "Tame 20" glitch, after the level where it was used to achieve a no-builder solution. Note that you have to remove the blocker for this to work.)
Builders
  • The "Giant Leap" or "sliding" glitch: A lemming encountering a step of 3-6 pixels will "jump" up it. The game checks each frame to see whether the lemming has reached the top of the step, instead of stopping when it reaches the initial height of the step. Thus, if you can add terrain (using a builder) at the top of the step, the lemming will continue jumping.
  • Builders only check for terrain at one pixel above them, but they move forward two pixels at a time. This means they can build through one-pixel-wide overhangs.
  • Right-facing builders place bricks one pixel further in front of them than left-facing builders. This affects the potential length of a bridge that can be made by "stretching" bridges (delaying each builder assignment until the last possible frame). Additionally, this means right-facing builders can always bash when they reach a wall, whereas left-facing builders will turn around as soon as they hit the wall if they were only one pixel away after laying the previous brick.
  • The builder skips a check for terrain on the last brick, so if you assign a builder an exact bridge length (or slightly less) from the wall, it can build further into the wall than normal, and shrug instead of turning around.
  • While builders turn around when they encounter a ceiling, it is possible to assign more builders closer to the ceiling. This means lemmings can get stuck in ceilings, and build up through thin floors.
  • Similar to the above, lemmings can get stuck at the top of the map. At this point, it is no longer possible to (normally) assign builders.
  • It is possible to assign builders to lemmings stuck at the top of a map, by having a blocker under the cursor, so that the stuck lemming has second priority for selection.
  • Turning a builder with a blocker between placing a brick and stepping onto it causes a fake brick to appear for a moment, and leaves a tiny hole in the bridge that lemmings cannot  get across.
  • If you assign a builder to a lemming as it turns around at a one-pixel wide wall, and then turn the builder with a blocker before the first brick is placed, the builder will go through the wall and continue building.
Bashers
  • Bashers check for terrain only every second stroke, starting with the first.
  • Bashers remove all terrain within their destruction mask, including steel.
  • The basher's terrain-destruction mask includes the column of pixels that the lemming is in. Since lemmings walk into the wall slightly when they turn around, it is possible to remove steel and one-way walls by assigning a basher to a lemming as it turns around.
  • Bashers can be stopped mid-stroke to leave a small upward ramp.
  • Bashers check for steel higher than they check for terrain, so they can bash through the top of steel.
  • Bashers near the top of the level may stop randomly. If it checks for steel off the top of the screen, the game reads from a part of memory that isn't actually written to by the game. If the value happens to correspond to steel, or one-way walls facing the wrong way, the basher will stop. (In Lemmix, the basher will always go through).
  • By assigning a basher where there is a wall behind it and enough terrain in front (so that it keeps going), you can place a blocker after the first stroke to make the basher flip through the wall without breaking it. Screenshot here.
  • With a specific terrain formation, a basher can fall through terrain while leaving it intact. This is best observed on Tricky 5 / Taxing 8.
Miners
  • Miners remove all terrain within their destruction mask, including steel.
  • Miners can be stopped mid-stroke to leave a small upward ramp.
  • Apart from the initial assignment, miners only check for steel directly beneath them. This means they can break steel in front of them, and above them.
  • The miner's terrain-destruction mask extends one pixel behind it. As with bashers, it is possible to remove steel (though this is slightly more problematic, since there has to be no steel directly below the lemming) and one-way walls by assigning the skill to a lemming as it turns around.
  • Miners are positioned one pixel too low during the first few frames of their animation. This makes it possible to have the miner fall through the floor while leaving it intact for other lemmings to walk on, by assigning a blocker or bomber at the right moment.
  • When a miner breaks through a floor, it falls one pixel too far back, making it possible to separate the miner from other lemmings.
  • Miners can break left one-way walls, but not right. A miner assigned in a right one-way wall area will take one stroke and turn back.
  • Miners shift across by two pixels at a time, so they can cross one-pixel-wide gaps.
Diggers
  • Diggers will remove all terrain within their destruction mask, including steel.
  • Diggers check for terrain in a row of 9 pixels below them, but they only check for steel in one pixel. This means they can dig away the side of steel pieces, and even continue digging while holding on to nothing but steel.
  • The digger's destruction mask includes three rows of pixels: one below the lemming, one alongside and one above the lemming.
  • When there are two or more lemmings under the cursor when attempting to assign a digger, the game doesn't check for steel under the second-priority lemming. Thus if the first priority lemming isn't on steel, but can't dig (either because it is already a digger, or it is a blocker or 'oh-no'ing bomber) the second-priority lemming will start digging, even if it is on steel. (Note: Lemmix's replay function doesn't handle this correctly)
  • Digging lemmings can enter exits, even if there is no terrain under the exit trigger.
  • Pausing when assigning a digger skill sometimes causes a glitch sprite to appear. (Not reproducible in Lemmix)
Interactive Objects
  • "Direct drop": Lemmings falling onto the exit's trigger area will exit if there is terrain under it, even if they would splat from the fall if the exit wasn't there.
  • Lemmings falling into water may be swept across sometimes, depending on the location of terrain. With a specific setup, it is possible for a drowning lemming to be swept through terrain. (See ClamSpam02 level 5, "Get Out of the Pool!)
  • Object trigger areas take precedence over steel areas. This can be exploited to dig through steel.
  • Objects with no effect still have a trigger. In most cases, these are placed 4 pixels above top left corner, though Dirt and Crystal exit top pieces have wider triggers, placed lower down. These "triggers" have no special effect, but still cancel steel. (Note: these triggers are missing from entrance hatches in Lemmix.)
  • Some object triggers are misplaced:
    - The water in marble tileset (green "acid") has its trigger area too high - lemmings appear to drown above the surface of the water.
    - One-way walls are 4 pixels too high; in some cases it is possible to bash underneath the wall because of this.
    - Brick tileset one-way walls are twice as wide as they should be.
    - (Glitch arguable) Some exits have to be placed lower in order to work. For example, the Bubble tileset exit can never work unless it is lowered slightly into the terrain.

Level Stats
  • "Nuke glitch": When the nuke is activated, the game calculates the percentage saved based on how many lemmings have been released, not how many are available in the level.
  • Pausing for time: The entrance hatch begins opening a specific length of time after the level starts, at the same time the sound effect plays. If you pause the game before the hatch begins to open, the timer stops counting down while the game is paused, but the hatch still opens at the same time (or immediately after you unpause, if you wait until after the sound plays). This gives you about two seconds extra to complete the level.
  • (Glitch arguable) Release rate and skills cannot be selected with the mouse while the game is paused. They can still be accessed via hotkeys.
  • In the level preview screen, terrain off the left of the level appears on the far right of the preview picture.
  • Using a hex editor or Lemmix, you can set release rates above 99, up to 255, and also 0. The values simply wrap around into negatives: 255 is effectively -1, 100 is effectively -156 (one lemming per 131 frames). During play, you can change the rate to anything between this negative rate and 99 - never slower than the initial rate (Lemmix handles this incorrectly). 0 appears as a blank (the same as for zero skill counts), while values from 100 to 255 use junk characters for the tens digit. Additionally, values of 255 will blink until they are changed.
Other
  • "Right-click bug": If you highlight a lemming inside the cursor, then mouse over a lemming that is performing a skill, and then left-click that lemming while holding the right mouse button, the previously highlighted lemming will perform whatever skill is currently selected, even if it is outside the cursor. If the blocker skill is selected, and highlighted lemming dies in a trap before the left-click, the blocker skill will still be used, and a blocker area will be placed over the trap. (Not reproducible in Lemmix.) See this topic for more info.
  • Info on lemmings inside the cursor (eg. WALKER 1) remains when you quit and restart a level, until lemmings begin falling from the hatch. (Not reproducible in Lemmix)
  • The left side of the map acts as a wall. As with any other wall, lemmings will walk into it slightly when they turn around. With the left edge of the map, this means they are at x = -1, which is off the edge of the map. They will turn around at this "wall", even if there is no terrain under them at the moment they turn around (note: Lemmix cuts off terrain off the edge of the map, but in DOS it can continue a bit further). Some skills have unique effects when used at this position:
    - A blocker assigned at the moment it turns around stops for one frame, during which it can turn other lemmings, then continues walking.
    - A blocker used near the edge of the map can push lemmings off the edge of the map. If you remove this blocker, you can place another one and push the lemmings even further off the edge. These lemmings are no longer selectable, but they still exist in the level.
    - If a bomber's countdown ends when it is off the edge of the level (see above), or turning around at the edge, it falls down before exploding.
    - A digger assigned past the left edge of the map will dig as long as it has some terrain to hold on to, and then fall down.


Amiga

Amiga Lemmings shares most of the same glitches as DOS. However, these glitches are not present in the Amiga version:
  • Nuke glitch
  • Pausing for time
  • Direct drop
  • Continuous shrugger (assigning climber skill to a shrugging builder)

Sega Master System

  • Miners can cross one-pixel gaps.
  • Climbers come out slightly from a wall when they hit a ceiling and fall.
  • Diggers float in mid-air for a brief moment during their animation. If you assign a blocker at this moment, the lemming will fall and become a walker.
  • The clock blinks when there are less than 30 seconds remaining. If you pause while the clock is visible, and unpause when it is invisible, the timer won't count down. Thus you effectively have unlimited time for every level.
  • Pausing the game when a shrugging lemming reverts to a walker causes the lemming to glitch out and cycle through animations. The lemming doesn't move in this time, making this an effective method of slowing down a lemming.
  • (UNCONFIRMED) Repeatedly pausing and unpausing can cause bashers to stop moving, while walkers continue on.
  • Bashers can pass through blockers, if timed well.
(Thanks to Pooty for the above)
  • When a digger finishes, it becomes a walker for a moment before falling. At this point, it can be assigned to bash or build in mid-air.
  • Lemmings falling into water become walkers for a moment before drowning or dying to a trap (unless they have fallen too far, in which case they will splat). It is possible to assign a builder in this time, and build a bridge from the water trap. On fire objects, a second lemming is needed - the first burns after placing one brick.
  • On levels with multiple entrances, when you build over one entrance, the bricks are copied onto other entrances. The same applies to exits, on levels with more than one of those. The copied bricks are solid terrain, not just graphics.
(Thanks to Adam for these)
  • Falling lemmings appear to repeatedly change the direction they are facing.
  • Building on continuous traps (see above) disables them. Their animation freezes, and they behave as solid terrain.
  • Bridges overlapping entrances/exits (including copied ones, see above) are indestructible, like steel.
  • When the nuke is active, lemmings sometimes drown (when they would otherwise splat - see above) when they fall into water from above the splat height.
  • Using a miner on steel causes the lemming to move backwards a little (note: they do not turn around in this version). With enough miners, you can effectively walk backwards.
  • If a bomber's timer runs out at the same time as the lemming would splat, it falls into the terrain slightly before exploding.
  • Through repeated pausing and unpausing, it is possible to make a basher "slide" through a wall without destroying the terrain. This even woks with one-way walls with arrows pointing the wrong way.
  • A digger starting on a peak in the terrain will just take out the top of the peak and then walk on.
  • Walking lemmings appear to bob up and down at random when there are many lemmings on the screen.

Windows
  • The maximum safe-fall distance is incorrectly set to 66 instead of 63. This makes some levels much easier (eg. 'We all fall down').
  • Lemmings can walk over the top of the level.

PSP
  • Lemmings can walk over the top of the level.
  • Climber falls the wrong way after mining through the floor. He seems to skip over the hole when he finishes mining. See video linked here (thanks Luis).



    Mac
  • Some terrain objects are slightly taller due to the high-resolution graphics. This can cause lemmings to turn around in places where they wouldn't in other versions. Mayhem 26 is a famous example.
  • Digging skills and bombers remove all terrain within their destruction mask, including steel.
  • Climbers climbing up to the top of the level can become trapped in the terrain, instead of falling back down.
  • In some cases it is possible to bash through one-way walls in the wrong direction. This is likely due to misplaced trigger areas, as in DOS.
(Thanks to finlay for these)

23
Lix Levels / ClamLix
« on: May 07, 2011, 10:48:19 AM »
Welcome to Clam's level pack for Lix!

A full-game-sized pack of 100(ish) levels.

Current work-in-progress version (Zip)
View on GitHub

Feedback, records and backroutes welcome (the latter not so much! :lix-tongue:)

I'm regularly on the Lix IRC chat (largely timezone/weekend dependent): irc.quakenet.org/#lix

See TameLix for even more levels!



Ratings:

Humane: Simple warm-up levels with abundant skills, and medium-difficulty puzzles.


Humane 1: All Filler, No Killer


Arcane: Hard puzzles, on par with the hardest from the original Lemmings games.


Arcane 1: Lord of the Rungs (also has 10 imploders - not pictured)


Insane: Super-hard puzzles to make you rip your hair out!


Insane 1: Made to (mis)measure (also has 3 imploders - not pictured)


Flingsane: Levels that use the flinging aspect of exploders, with a separate difficulty curve. (Levels in other ratings may allow flinging, but only these levels require it.)


Flingsane 1: BEHIND YOU



(original Flingsanity attached for posterity)

24
Lemmings Main / Name Lemmings 3 levels
« on: April 13, 2011, 04:05:55 AM »
Those of you who have played Lemmings 3 (under its various titles) will know that the developers didn't name the levels, instead just labeling them with a number. Some of you will also remember my own L3 custom levelset, where I gave each level a name, just because it didn't seem right without them. So, (yes I know, that was ages ago and I only just thought of this) why don't we try to name all the levels from the original game?

You can find screenshots of the levels at The Lemmings Encyclopedia.

Here's what I've thought up for Classic 1-5:

1: Hit the ground running
2: Meet the new guys
3: The Armory
4: Lemmings in the attic (this time you have to get the lemmings out of the attic instead of in)
5: D.I.Y.

25
Lemmings Main / Happy Birthday Lemmings!
« on: February 13, 2011, 08:31:51 PM »
February 14th marks 20 years since the first release of our favourite puzzle game, back in 1991!

 :birthday: :party:

26
Non-Lemmings Gaming / Civilization
« on: February 08, 2011, 03:06:16 AM »
For some reason, it's only just occurred to me to start a thread about this...

Has anyone here played any of the Civilization games, or spinoffs like Alpha Centauri? For those who don't know (wait, who doesn't know about Civ? :o), this is a series of turn-based strategy (TBS) games where you build an empire on a randomly generated map, and conquer the world or prove the worth of your civilization some other way (like building a spaceship).

Civilization IV is probably my favourite TBS (Age of Empires II has to be my favourite strategy game overall), and the one I've spent the most time on. I played Civ III and AC briefly as well, but I didn't like them all that much. And from what I've heard, Civilization V is a terrible game, so I won't be picking that up anytime soon :P

27
Since the forum is picking up (;P), I think now's a good time for a new challenge.

Inspired by one challenge I saw in the Oh No! More Challenges! thread. Let's imagine your directional select controls get stuck, and you can only assign skills to lemmings facing in one direction. Which levels can you still solve?

I will list which levels are solvable, and in which directions (some levels can be done both ways ;)), and tag solutions with 100% or glitch as appropriate. "Glitch for 100%" means the level can be completed without glitches, but 100% is achievable only with glitches.

Lemmings

Fun
L: 1, 4, 6, 9, 11, 12, 14, 15, 17 (glitch for 100%), 18, 21, 22, 24, 25, 28, 30. Non-100%: 6, 18.
R: All except 3. Non-100%: 6, 18, 28.

Tricky
L: 6, 8, 9 (glitch), 11, 14, 15, 20 (glitch), 21 (glitch), 26, 28. Non-100%: 8, 15, 20, 21.
R: 1, 2, 3, 4, 5, 6, 7 (glitch), 8, 9 (glitch), 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30. Non-100%: 8, 15, 16, 17, 18, 23, 27.

Taxing
L: 4, 6, 15, 19, 20. Non-100%: 4, 6, 19.
R: 1, 2, 3, 4 (glitch for 100%), 5, 6 (glitch for 100%), 7 (glitch), 8, 9, 10, 12, 14, 15, 16 (glitch), 17, 18, 19, 20, 21, 22, 24, 25, 26 (glitch), 27, 29, 30. Non-100%: 7, 16, 18, 19, 27.

Mayhem
L: 2, 4, 23, 26, 28. Non-100%: 2, 4, 26.
R: 1, 3, 4, 7, 8, 10, 11, 12 (glitch), 13, 14, 15, 16, 17, 18 (glitch), 21, 22, 25, 26, 27, 30. Non-100%: 1, 10, 18, 26.



Oh No! More Lemmings

Tame
Both ways: all 100%

Crazy
L: 1, 2, 9, 11, 16, 19 (glitch). Non-100%: 1, 11, 19.
R: 1 (glitch for 100%), 2, 3, 4, 5, 6, 8, 9, 11, 12, 13, 15 (glitch), 16, 17, 18, 19, 20. Non-100%: 3, 11.

Wild
L: 1, 4, 5, 6, 9. Non-100%: 5.
R: 1, 2, 3, 5, 8, 9, 11 (glitch), 12, 13, 14, 15, 17, 18, 19 (glitch for 100%), 20. Non-100%: 5, 11, 12, 13, 15, 18, 20.

Wicked (note: format is 100% instead of non-100%)
L: 1, 8, 17 (glitch for 100%). 100%: 17.
R: 1, 3 (glitch), 4, 6, 7, 8, 9, 11, 12, 13, 14, 16, 17, 18, 19. 100%: 3, 11, 13, 14, 18.

Havoc
L: 3, 4, 7, 18 (glitch). Non-100%: 7.
R: 1, 6, 7, 10, 11 (glitch), 13, 15. Non-100%: 7, 10, 15.



Holiday Lemmings

Xmas 91
L: 2. (100%)
R: 1. (100%)

Xmas 92
L: 2. (100%)
R: all 100%

Flurry
L: 1, 3, 4, 5, 6, 7, 9, 12. (All 100%)
R: 1, 2, 3, 4, 5, 6, 7, 8, 9, 11, 12, 13, 14, 15, 16 (glitch). Non-100%: 16.

Blitz
L: 1, 3, 6, 7, 8, 12, 14. 100%: 1, 3, 6, 7, 8, 14. Non-100%: 12.
R: All. Non-100%: 12, 15, 16.

Frost
L: 1, 3, 4, 5, 8, 9. (All 100%)
R: 1, 2, 3, 4, 5, 7, 8, 10, 11, 13 (glitch), 14, 15. Non-100%: 14.

Hail
L: 2, 6, 11. Non-100%: 2, 6.
R: 2, 3, 4, 5, 6, 8, 9, 10, 12, 13, 14, 15, 16. Non-100%: 2, 5, 6.



Covox Lemmings

L: 1, 2. (Both 100%)
R: All except 4. (All 100%)



Bonus Levels

L: 1, 5, 8, 10, 13. Non-100%: 1.
R: 1, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 16. Non-100%: 6.

28
Level Design / The Level Design Game: 2nd Edition!
« on: December 10, 2010, 04:10:54 AM »
Since the forum seems to be picking up again, and this challenge was a hit the first time around, I'm gonna give it another spin.

Welcome to the Level Design Game, the Lemmings challenge where building the level is the challenge!


How it works:

One player posts a set of criteria that a level has to meet. The first person to create and post a level that meets the criteria (as verified by the challenge setter) is the winner, and can post their own challenge. The game version is DOS Lemmings (Lemmix / Custlemm) - you can upload .LVL or .DAT files, as well as Lemmix replays (.LRB) for solutions, as attachments to posts.

See how the game works in the original thread!


Rules:

Setting a challenge

  • The level criteria must be objective (i.e. not subject to opinion) and feasible within the limitations of Lemmix / Custlemm.
  • You must build the level yourself as a proof of concept. This level must also comply with the rules for completing a challenge (see below). Once the challenge is won, post your level to compare! (And to prove you actually did it yourself :P)
  • Please be on hand to validate attempts at your challenge! ;)

Completing a challenge

  • You can build the level in any of the 10 original tilesets, unless otherwise specified by the challenge criteria.
  • The level must:

          - meet all of the challenge criteria
          - be solvable (I may consider allowing challenges that require a level to be unsolvable)
          - have 80 or fewer lemmings (else Custlemm will crash :()
          - pass the level checker in Lemmix / LemEdit (≤400 terrain, ≤32 objects, ≤32 steel, objects/steel aligned to grid, nothing out of bounds)
  • Unless the solution to the level is obvious, be ready to provide a description, preferably in the form of a Lemmix replay.
  • If an existing level meets the criteria, you can post it as your level! Challenge creators beware! :evil:
  • Please wait for confirmation by the challenge setter before posting a new challenge. Be aware, though, that anyone can show your level fails the challenge. Only the challenge setter may verify levels.
  • If it's your turn, but you don't have a challenge ready, you may call "open floor" and allow anyone to set a new challenge. Also, to help things along, you may call a conditional "open floor" when you submit a level.



And here is the first challenge. Build a level with:

  • One entrance
  • At least four exits
  • One skill available (not just one type, but one usage of that skill)
  • In any solution to the level, each exit is used by exactly one lemming.


Hopefully it's not too difficult for a first challenge. I was able to make two different levels for this myself, so it should be doable :)

EDIT: Solved by Insane Steve:thumbsup:

29
Help & Guides / Lemmings 3D problems
« on: December 09, 2010, 02:44:21 AM »
I finally got L3D working in DOSBox (edit: not really :sick:), but I still have a couple of problems:


EDIT: 0. I can play the training levels, but I can't play Fun and onwards. When I try to access the level menu, the screen just goes black.

1. How do you skip the intro movie? It's quite long and I don't want to have to wait for it to play through every time I start the game. :sick:

2. How do you get sound effects to work? I can get music, but in the options menu the other sounds are set to minimum (which I presume means zero) and it won't let me change them. ???

30
Help & Guides / Lemmini keeps asking to extract files
« on: December 08, 2010, 03:59:31 AM »
Whenever I start up Lemmini after I haven't used it in a while, it asks to extract the files, even though I have them already. It won't let me play until I've done that. Is there a way to prevent this from happening, or do I have to keep the WinLemms CD handy?

Also, I've heard it's possible to trick the extractor into reading the files from the Lemmini folder itself, though I haven't been able to do that.

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