Quote from: namida on June 24, 2026, 01:44:03 AMif you have "many" talismans on a levelThree talismans.


Quote from: UGO on June 23, 2026, 08:46:30 PMIt's a good idea but this is not the solution for my level... There are many talismans and the player needs all solve-skills from the beginning.
Quote from: Guigui on June 23, 2026, 02:21:26 PMThe more usual way to do this is to place that pickup skill where you want the lems to go, then make the use of that skill mandatory to solve the level. Like put the exit behind a wall, dont give a basher skill at first, and put a basher pickup where you want the lemmings to go.It's a good idea but this is not the solution for my level... There are many talismans and the player needs all solve-skills from the beginning.
Quote from: Proxima on June 23, 2026, 04:54:06 PMI still believe that the methods I suggested could work or could be made to work, for pretty much any level. In case it's not clear, I'll go over the steps more carefully:Good idea. This could be a solution.
* Choose a skill that is not currently used, for example, digger.
* Add a section, enclosed from the rest of the level, with a pre-placed lemming and a separate exit. Set up this new section so the lemming can only be saved with a digger.
* Add a digger skill pickup.
* Now, if for example there are 20 lemmings in the main level, you can have a talisman for saving 21. This requires getting the pickup skill.
Quote from: Simon on June 23, 2026, 06:50:38 PMI'll wager that it's reasonable to use buttons. Post your level and we'll look at it together how to do it with buttons!I prefer to decide if I use buttons. Maybe this could work for one talisman.
When you use buttons, you have immediate support. And buttons will be easy to understand for your players. Many players will even expect your design problem to be solved with buttons, and would find skill-spamming strange.
Quote from: WillLem on June 23, 2026, 06:11:32 PMUGO: I'll let you know when this is done, and we can try the feature out in SuperLemmix first before putting it forward again for NeoLemmix. If we can provide tangible examples of levels for which the talisman is the best possible way to enforce a particular solution, it's much more likely to be accepted.Ok. What are the differences between SuperLemmix and NeoLemmix ? For my part I am going to finish my level.
Quote from: Proxima on June 22, 2026, 01:25:22 AM* Buttons that unlock an exit. (If you want the buttons to be optional, for a talisman rather than for passing the level, you can have an open exit in the main part of the level, and a closed-off part with a locked exit, then have a talisman for saving all the lemmings in the closed-off part.)
Quote from: UGO on June 22, 2026, 03:15:21 PMthese solutions are not satisfactory for my level.
Quote from: Guigui on June 23, 2026, 02:21:26 PMThe more usual way to do this is to place that pickup skill where you want the lems to go, then make the use of that skill mandatory to solve the level.