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Will it be possible to destroy terrains inside the explosion area with any other destructive skills?(other than activating dynamite)
Or is it something like "steel" that can be destroyed by activating dynamite?
NeoLemmix Levels / Re: [NFNL] Insane Steve's World
« Last post by jkapp76 on Today at 01:41:05 AM »
I just found this level pack yesterday and I wanted to say thank you for releasing this!

I also included a Zip file of files to copy into the pack's folder that will fix the Level select sign and add the matching arrows, and resize the scroller.
Xenon rank completed, so I'm back with more replays and feedback.

Xenon Rank Feedback

While I kind of breezed through the first 3 ranks of the pack, the Xenon rank was where solving times finally slowed considerably for me, as there were a lot of difficult levels for me. I think what happened was that I did ok for the first 5 levels or so, and then it came to the point where I could only get 1 or 2 levels solved per video, as well as multiple levels needing more than one video to solve. Luckily, I haven't had to switch to off-camera time yet (I start doing this if I'm not able to get the same level solved after two recorded videos), but this might start becoming true for some Radon levels.

Spoiler (click to show/hide)

So far, I've only played and solved the first 4 levels of Radon, and I got to say so far save for Radon 3 all of them were favorites with me. Nothing too difficult in the rank yet, but I'm sure that will change shortly. Yup, this pack is definitely many times better than Migration :thumbsup: I'm just surprised at how fast I'm breezing through the pack.

I'll be back with more replays and feedback once I finish the Radon rank! :)
New Objects / Re: [DISC][PLAYER] Potential new object - Bombproof wall
« Last post by namida on July 26, 2021, 07:24:01 PM »
Bomb-proof walls are a good idea because all other skills except Bombers would be able to destroy the wall. This currently does not exist, nor can it be simulated.

It exists in the form of making a wall too large for a bomber to get through. There is the thin wall designed for diggers counterexample, but that's the only one, and even that can be worked around in many cases.
How about this instead, then:

Zombie enters Dezombifier > Zombie is deleted > Brand new, normal lemming is spawned from the same spot and added to the total lem count

Yes, the Cloner can also create new, saveable, useable lemmings - and there are a lot of places with code specifically to handle it doing so. A dezombifier is not worth the effort of doing similar for zombies, when the most interesting ideas it would allow can still be achieved via the deneutralizer.

Zombies are fatal, neutrals are not. A puzzle involving zombies may need some to be saved, whilst the others still need to be avoided.

Besides anything else, being able to save zombies should be a possibility in NeoLemmix :lemcat:
New Objects / Re: [DISC][PLAYER] The final new object types
« Last post by WillLem on July 26, 2021, 03:26:25 PM »
Since the splat/antisplat fields have been rejected, could we by any chance get a splat/antisplat pad graphic that looks halfway decent when it's applied to a whole terrain piece?

I've been playing around with this for a while now and so far haven't come up with anything I'm really that happy with; it's one of the reasons I suggested the fields in the first place.

FWIW, here's what I have so far. It's a work in progress, I'll likely keep coming back to brainstorm it from time to time.
New Objects / Re: [DISC][PLAYER] Potential new object - Bombproof wall
« Last post by WillLem on July 26, 2021, 03:22:19 PM »
would it be better have "anti-skill walls"

At first I thought that this would actually be a really good idea, then I remembered that steel existed :P

This really feels like 1-2 designers came up with 2-3 levels that weren't so easy to fix the backroutes without bombproof wall. If it kills 2-3 level ideas, that's fine if you can't lower the cost in unintuitiveness.

Therefore I would agree with this statement here.

Once again, there are currently only a few levels which would need this idea, but if the idea were implemented then more such levels would be created. The point here is that the idea opens up more design possibilities, rather than simply being a good way to fix backroutes.

Bomb-proof walls are a good idea because all other skills except Bombers would be able to destroy the wall. This currently does not exist, nor can it be simulated.
NeoLemmix Levels / Re: [NeoLemmix] Lemmings Uncharted [Difficulty: Medium-Extreme]
« Last post by Armani on July 26, 2021, 02:30:46 PM »
V1.4 is out! ;)

Level fixes:

-1 19 Yawning Crevasse - remade the solution
-2 03 Heretics of Dune - -1shimmier
-2 05 Simple Aesthetics - added some traps
NeoLemmix Main / Re: [SHARING TOPIC][PLAYER] Custom Graphics for NeoLemmix
« Last post by namida on July 26, 2021, 03:37:03 AM »
Here's an alternate Quit sign.

The quit sign should always be red, right? It was always red, not green.

At a quick look via Google Images, the only version I notice with a red quit sign is the Amiga version of Holiday Lemmings.
I'm not often around for the sessions, but...

Joke Boat is probably the best one in the pack. Trivia Murder Party and Dictionarium are okay, with TMP being the better of the two - definitely in the "would play it, but wouldn't ask for it" category. Role Models sounds interesting but it might work better with people you know IRL (if I've played it, I've forgotten what it was like). I would not be willing to play Push the Button again. If you're not sus, the gameplay isn't particularly engaging, since it mostly consists of pushing the "plz go faster" button, and the hacking mechanic is hard to deal with to the point where when I do get it right, I feel like I just got lucky, rather than having actually outplayed the aliens.
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