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Spoiler (click to show/hide)

I'm on the spectrum too and am more mathematically-inclined, but I try to balance science and art.  Keep up with the level playing!  How far along are you with doing the levels in order?
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Crumbs, you're doing well in finding the backroutes - well done! (I generally only have one solution for Chaos levels, with an exception for 30)

Perhaps you can solve my personal favourite level:
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Thanks. Im not never are even imagine those all what i got found was back routes. Thats surprise me as well too. Thats my usual style to play, is look leveles visually. I am not very good mathematic things etc..., but i am very great all visual looking things. Usually levels which requires those tons frame steps and very few skills caused me most headache. Even my IQ is above avarage 135, im not very good mathematic. Just some asberger talent all visual things. Abou Thats your favorite level.

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BTW This classic mode "Challenge" was very great idea in this pack.  First i think this mode will be very easy for me. I am mastered those SNES lemmings levels very well. I just come across one hardest levels i ever played. Not completed. Just Spend one hour and  just banging one's head against a brick walls without succesfully

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Be right back. :thumbsup:
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Before I go ahead and implement this, does anyone have any specific changes to the sides being one-way-fields rather than simulated walls?

Note: the main difference is that skill actions will turn & continue rather than turn & cancel. The affected actions are Jumper, Shimmier, Builder and Miner. All other actions either turn & continue anyway (e.g. Swimmer, Glider), are cancelled by turning (e.g. Platformer, Fencer), or are static (e.g. Stacker, Laserer).

Note also: the proposal here is just for level sides, not for actual terrain walls. That discussion is still being had here.
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Quote
Did I? That's news to me! It has its own Editor (which is also based on the NeoLemmix one, but makes several of its own divergences and will likely continue with that trend), but I'm not sure that's what you mean!

Well, that's how I first understood some messages I received from jkapp76, who has just taken the initiative to convert both Lemmings World Tour and Lemmings Open Air to Super Lemmix.

I now re-read the first message from him, and realised he only wrote that you "came up with a simple method to auto-update" the levels.
I guess I understood that as having developed a converting tool, but jkapp76 was referring to a solution via Notepad+++. ;)
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SuperLemmix / Re: [SUG][EDITOR] Editor Mouse + Modifier Controls
« Last post by WillLem on Today at 02:30:44 PM »
OK, here's what I've decided to go with for now:

Unmodified Wheel = Zoom In/Out (as it is now)
Ctrl + Wheel = Horizontal-only scroll
Shift + Wheel = Vertical-only scroll*
Unmodified wheel click = Remove piece from selection (as it is now)

Unmodified Right-click = Drag-to-scroll (as it is now)
Ctrl + Right = Horizontal-only drag pieces
Shift + Right = Vertical-only drag pieces*

Unmodified Left-click = Drag to select / select pieces | Cancel selection (as it is now)
Ctrl + Left-click =  Add/remove pieces to/from selection | Cancel selection (as it is now)
Shift + Left-click = Add/remove pieces to/from selection | Cancel selection
Alt + Left-click = Invert priority (as it is now)



Eventually, I'd like to implement customisable hotkeys in the Editor, but this is a long way off. For now, I think the above is sufficient - most of the controls are the same as they are currently, and the new ones have single modifier keys rather than double.

*I decided to have shift for vertical movement since horizontal movement is more likely to be useful in the majority of cases, and Ctrl is a slightly easier key to reach for.
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Crumbs, you're doing well in finding the backroutes - well done! (I generally only have one solution for Chaos levels, with an exception for 30)

Perhaps you can solve my personal favourite level:
Spoiler (click to show/hide)
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Chaos 26 is very deceptive - it's called
Spoiler (click to show/hide)
for a reason! You have to really think outside the box.

Oh yes
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Last solution a today. Just another 20 hours lemmings marathon in row, so i´ll need another 12 hours sleeps next. Final solution a today.

Chaos 10 Wrong-Side Failure
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Chaos 26 is very deceptive - it's called
Spoiler (click to show/hide)
for a reason! You have to really think outside the box.
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Both solutions are backroutes.  I'll make a note to fix those in v1.02.  I'm glad I made you work hard for the solution to Chaos 28 though!

LOL Backroutes. ;P My ideas really are goes totally burn out any other completion routes Chaos 28.  :lem-shocked:  There is another Chaos 17 solution. Im not know which was this backroute last time?

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EDIT:
Added Talisman Solution Chaos 17
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EDIT 2:
Chaos 5 Perilous Parkous Completion solution
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EDIT: 3 Chaos 5 Perilous Parkour Silver solution
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EDIT: 4: Chaos 5 Perilous Parkour Bronze solution
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BTW. Okay I´ll try few more attempt to beat Chaos 26 (before bed time). This level look way too simple, but i somereason can´t figured out that. I might overlook some badly.
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Frenzy (the "pause doesn't work" gimmick) has been under consideration for making a comeback in SuperLemmix, but I think that a better way to implement it would be as an optional talisman. This encourages real-time play whilst not outright enforcing it.

Similarly, rather than allowing levels to toggle Classic Mode on (another idea that was previously under consideration), this also works better as a less intrusive, optional talisman.

Both have now been added to SuperLemmix! Here's how they work:

The talismans check for whether a Replay has been loaded and fail if that's the case (Mass Replay Check also fails these talismans).

Individually, "Play in Classic Mode" checks whether the mode has been activated; since it isn't possible to activate or deactivate it in-game, this must be done via the Config menu prior to playing the level. For that reason, it's more of a "re-play value" talisman for those who prefer not to use Classic Mode as part of their normal play. If the level is completed with Classic Mode active, the talisman is passed.

"Play Without Pressing Pause" checks for both the pause button and hotkey being pressed. If neither are pressed and the level is completed, the talisman is passed.

Both have been implemented in Commits f7d13258d (Player) and ee48fb5 (Editor), and will be ready for release in the next Player update (2.2) and Editor update (2.3).
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