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Messages - Nepster

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1621
bsmith's Quartic Egress (click to show/hide)

Crane's Stonecrest Bay (click to show/hide)

GigaLem's The bURns of DrEAD (click to show/hide)

IchoTolot's Lemmings in Unison (click to show/hide)

All levels played with NeoLemmix V1.35C.

1622
Closed / Re: 2.00 "Disable direct drop" and "Timed bombers" options
« on: September 13, 2015, 10:50:22 AM »
Indeed, in all instances I remember, putting either traps or terrain somewhere over the exit works to prevent backroutes. But if we decide to stick to that, then the current options are sufficient and we don't need an alternative exit&trap object. Mixing the exit&trap object option and the usual exit&terrain option would only make the downside "usual exit = direct drop works" more serious.
IMO the whole point of (optionally) disabling direct drops is to replace such (sometimes non-reliable) case-by-case modifications with terrain pieces or traps by one universal change in the game mechanics.

1623
Closed / Re: 2.00 "Disable direct drop" and "Timed bombers" options
« on: September 13, 2015, 09:38:07 AM »
There are other ways backroutes can be solved. Perhaps an alternative choice to having two different sets of mechanics, is for some kind of trap to be created for every graphic set that's specifically designed to sit above the exit, and be highly visible while having minimal interference with thing outside of direct dropping.
That would disable non-fatal drops to the exit and lemmings building over the exit (or doing some other stuff) may trigger this additional trap. 

Still, it is a fair point that "exit as sucking black hole actively affecting lemmings" concept is more consistent with pretty much how every other object except entrance trapdoors work in Lemmings.
True for L1, but the other objects are hazards and having lemmings actively working on committing suicide would be very weird...
Secondly your statement is less valid for L2: The sprites of the catapult and the cannon explicitely hint that lemmings actively modify these objects and not the other way round. Do you know, whether these objects trigger for falling lemmings as well?

1624
Lix Main / Re: basher/miner❤blocker interaction, desired behavior?
« on: September 10, 2015, 04:46:50 PM »
Instead of stalling outright, you could alternatively shorten the cycle, skipping the "trying to move forward part" and immediate make the basher start another stroke, whenever it gets into a situation where there's "sufficient" amount of terrain in front of where's he's moving into.
Good idea, but I would replace the "whenever" part by "whenever the basher was turned around by a blocker".

With Simon's mechanics, there might be some ways to exploit the ability to move into terrain:
- On a terrain which rises only very slightly, the basher usually stops after one stroke. However one could now use blockers to move the basher into terrain, which enables the player to start a permanent basher.
- Depending on the precise mechanics the following may work: Move the basher into the terrain and then change her to a digger. This might separate her from the rest of the Lix.
- Moving into terrain could be used to create deeper bomber holes, cuber-boxes that can be stepped upon by other Lix, ...

1625
@namida: Lix has the "zzz"-button, which slows the game to about two frames per second. With a little experience this allows for almost all frame-precise actions (especially in combination with the pause-button).

1626
Solutions for updated levels (except for "Parking Garage", where my first solution should still work).

"Safe Descent" by bsmith (click to show/hide)

"Mind the gap!" by Crane (click to show/hide)


1627
"Safe Descent" by bsmith (click to show/hide)

"Mind the gap!" by Crane (click to show/hide)

"Cogopolis" by DynaLem (click to show/hide)

"Parking Garage" by Geoffster (click to show/hide)

"Las Ranas Hermanas" by geoo (click to show/hide)


"House on a Hill" by möbius (click to show/hide)


Remark: All replays are recorded with NeoLemmix V1.35-C.

1628
Just to clarify the confusion with the Lix versions: There are two very different solutions that I know of.
- One requires the old basher/miner/digger-mechanics and will certainly not work in 2015-08-09. However it should be robust enough to work in any of the other versions (though I only checked it with 2015-06-08).
- The other solution is independent of the precise basher/miner/digger-mechanics and should does work as well in 2015-08-09. I haven't had time to confirm this yet, but will do so this evening.

EDIT: Solvability of Altruism with 2015-08-09 confirmed.

1629
Lix Levels / Re: Lix Community Level Set - First complete Beta!
« on: June 25, 2015, 06:18:37 PM »
Here are updates for Bashing & Building, Heed the Traffic Light and Devil's Right Hand (including replays of the intended solutions).
I thought long about accepting Ramon's clever alternative solution to Devil's Right Hand, but in the end decided to remove it due to
Spoiler (click to show/hide)

1630
Electroshock V4: Builder replaced by platformer and several slight terrain changes.

1631
Solution for Tough Call V4:
Spoiler (click to show/hide)

Solution to Lemming Mashed Potato Facility V2:
Spoiler (click to show/hide)

Electroshock:
Still no solution, that uses the tricks I wanted. Crane's solution is getting closer, though. The next version replaces the builder by a platformer and has several other slight terrain changes.

1632
Thanks, but still a backroute. V3 is on the way.

1633
Teleporters of doom:
Spoiler (click to show/hide)

Escape from Lemlab:
Spoiler (click to show/hide)

Tough Call:
Spoiler (click to show/hide)

Lemming Mashed Potato Facility:
Spoiler (click to show/hide)

Palmtree:
Spoiler (click to show/hide)

Minefield:
Spoiler (click to show/hide)

Electroshock:
All three solutions are backroutes, because they ignore the main tricks of the level. My solution saves only about 20%, so anything beyond that is very likely a backroute.

1634
Forum Games / Re: Family Feud 2015
« on: June 10, 2015, 10:24:53 PM »
Nobody else underlines. :-[
I was deliberately copying the style of namida's previous two rounds, because I did not want people to start comparing styles of various Family Feud rounds to exclude possible hosts! Guess it didn't quite work as intended ;).

That seemed to have worked quite well except for #14, for which I wonder how many people inadvertently burned me by going for the intercardinals? :XD:
Only one. Three people just answered north.

1635
Forum Games / Re: Family Feud 2015
« on: June 10, 2015, 07:29:07 PM »
I am very curious, why namida turned out to be the most popular answer to Q10? He explicitely announced that he would not be the host this time!

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