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31
Lemmings Main / Re: I (finally!) played Lemmings Revolution
« Last post by grams88 on March 24, 2024, 03:10:42 PM »
Thanks Kaywhyn

I look forward to checking your solutions and comparing them to mine, :)  I'll need to try Namida's loap at some point as well, I like how there's a group that are into the lemmings 3d on the lemmings forum.  I noticed on one of the fandom pages that it was mentioning that lemmings 3d does seem very backroutable and I find that quite interesting. One of the solutions I found for one of the mayhem levels was I think I backrouted it big time, I won't mention what one as I don't want to give away any spoilers.  I'm still stuck at the moment, this is one hard level, I reckon I'm getting very close with the solution,  I'm going to avoid looking at the solutions to Mayhem Fun Fair at the moment  unless I get really stuck. :)

It does take a while to get used to the controls of lemmings 3d, I think the practice levels are really good at getting you used to the game, the levels of lemmings 3d are well designed just like all the lemmings games I've played.  I love the levels with the red sky and space levels do look nice as well. 

Oh no Mayhem level 79 sounds hard, nooooooo! 

Hi WillLem, I never thought of that, yeah lemmings revolution could be describe as 3d in a sense, The whole cylinder thing was a great idea for the lemmings game.  You are getting very good with doing the programming I hear.  I agree Revolution is ace.
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SuperLemmix Bugs & Suggestions / Re: [SUG] Invincibility
« Last post by Strato Incendus on March 24, 2024, 10:42:21 AM »
Ghosts could be assigned skills in 1.43, otherwise they would have been pretty useless. ;)

I agree that pre-placed invincible lemmings should be possible. The closest thing we have to an invincible lemming thus far is the Disarmer - specifically, a multi-athlete that can survive falls (Floater / Glider / Slider) and can survive traps by being a Disarmer. This is a commonly required setup for any level where you want to force the player to get a specific lemming from A to B:

If the required skills are available on the panel or as pickup skills, it's easy to circumvent the intended solution by just having a different lemming do the job.
However, if the required skills (in this case, invincibility) exist only one one specific lemming from the beginning of the level, this can be vital for enforcing solutions which would otherwise be impossible to enforce (=always result in backroutes).
33
Neat! I somehow remember the "R" icon that grows and shrinks, but I don't know from where. Was that a SuperLemmix feature? Or from SuperLemmini?

Also, I see you were having fun toying around with the new skills on "The Grand Puzzle" from Lemmings World Tour... 8-) (I assume you took the level file from the unofficial conversion by jkapp, since there is no official release for SuperLemmix yet...)
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SuperLemmix / Re: A SuperLemmix levelpack?
« Last post by Strato Incendus on March 24, 2024, 10:16:09 AM »
Yes, I've just stopped after 5 levels so far, due to the anticipation of changing physics. For example, I just noticed one of my replays broke due to the introduction of the "Looker / Dangler" state for the Slider. (No problem, I just had to redo the last two assignments - a Basher was now being assigned slightly too late, only after a lemming had turned around.)

As long as only few levels are affected, these things are easy fixes; they become much more annoying however if they need to applied to an entire pack retro-actively.

Hence, I'll continue to focus on NeoLemmix for the time being - specifically, Lemmings: Hall of Fame. The successor to that (working title "Lemmings Band Camp") will then be started officially once you announce a somewhat stable state for SuperLemmix. ;)

In the meantime, feel free to try out different physics for whatever you like. For blocking Swimmers, for example, I can imagine lots of potential uses - also lots of potential backroutes for existing levels.

This is where I agree that, especially when it comes to the development of a new engine, existing levels should receive a lower priority. Since what's possible in the future shouldn't be hindered by what has been done in the past, especially if the primary argument for the past behaviour is just "this is the way we've always done things, now it's too late to change it". Such as the Stoner being a suboptimal skill when compared to the Freezer. (Added side benefit, "Slowfreeze" in SuperLemmix makes much more sense when it actually turns the lemming into a Freezer, rather than a Stoner :D ).
So I guess Nepster's statement that existing levels were flat-out "unimportant" came off as just a little too radical, since it implies the relevance of existing content is 0, rather than, say, 50% to 70% of the relevance of potential new packs, which would then be created specifically for SuperLemmix.
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SuperLemmix / Re: [SUG] Object culls / updates
« Last post by Strato Incendus on March 24, 2024, 10:02:47 AM »
Quote
So, my current stance is still to prioritise ideas and development, but take each idea on its own merit in terms of how much it might impact existing content. With something like culling an existing feature, if I get even a small amount of pushback I won't go ahead with it.

Sounds reasonable. ;) The primary thing that will take time when converting any pack from NeoLemmix to SuperLemmix is checking any instaces of Stoners in the NL version, and recreating the solution with Freezers.

The Freezer is a perfect example - because while I ultimately agree it's the superior skill to the Stoner, it's specifically a challenge for pack conversion from NL to SLX (especially for levels involving Stoner-Stacker interactions, which are not possible with the Freezer - rather than the more "standard" application of using a Stoner/Freezer to break a fall, which works pretty much the same way).
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NeoLemmix Levels / Re: [NeoLemmix] PoPiPack
« Last post by Pieuw on March 24, 2024, 09:26:10 AM »
Thank you so much @Mobiethian :-[
I don't think I'll make more levels in the near future but I may at least fix the existing ones if needed.
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Lix Main / Re: Giant window size (> 10x screen res): Lix opens & closes repeatedly
« Last post by Simon on March 24, 2024, 01:01:31 AM »
write the current desktop resolution next to the input fields to minimize user errror.
get_desktop_resolution

Yes, this sounds like a great idea: Print the monitor's native resolution as a hint, but allow the user ignore it. The game doesn't try to be smarter than the user then.

get_desktop_resolution is the A4 way; the A5 way appears to be al_get_monitor_info. I'll have to research what to do with multiple monitors.

-- Simon
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NeoLemmix Main / Re: Future of NeoLemmix development
« Last post by Dullstar on March 23, 2024, 11:38:53 PM »
Regarding forks, if namida was okay with it my suggestion would be to keep the NL name (perhaps with a prefix/suffix) until breaking changes are made. If it's just an enhanced version of NeoLemmix but the physics and file formats are the same, so content made for one will work perfectly in the other, then I think a new name would just introduce confusion; conversely, if it's merely compatible with NL content, but its content is not compatible with NL, then calling it NL would be confusing.
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NeoLemmix Levels / Re: Festival Millas 2022 - Release Thread
« Last post by kaywhyn on March 23, 2024, 11:12:18 PM »
Hello GigaLem,

I have played and solved all of the levels of the pack. My replays are attached. Also, link to my LP: https://www.youtube.com/playlist?list=PLbp2m4KlFpJt9rSz7I7zTJl3t6K-jQmhl. Enjoy! :P

General Feedback

As mentioned on the menu title, Festival Millas 2022 is the fifth volume of the FM level pack series. It is another Christmas holiday-themed pack by GigaLem and Plom510, although the latter didn't make any levels for the pack but instead did the graphical designs and other behind-the-scenes work for the pack. Instead, except for 2 Pluto levels, all levels are by GigaLem. Some of these levels originally came from very early Christmas packs of GigaLem's, from the 2017 pack or earlier and were remade for inclusion in FM2022. I can't quite remember, but I believe some of those were ones I suggested to GigaLem to do a remake, as sometime ago I combed through all of GigaLem's packs and found plenty that would be great for a potential remake. Happy to see some of them in this pack! Most of the later ones did feel harder than where they originally came from, but as usual I love a challenge in Lemmings! :thumbsup:

The rank names are all the gas giant planets of our Solar System. Pluto is the final rank but is the exception as it's not a gas giant. In addition, as of 2007 it is no longer classified as a planet but rather a "dwarf planet." Hence, there are now only 8 planets in our Solar System instead of 9.

Also happy to see that I'm in the credits even though I didn't really contribute much for the pack! :laugh: Always nice to be honored this way in writing :thumbsup:

Jupiter Rank Feedback

The first rank of the pack, these were pretty nice levels overall. Even at the very end of the rank it doesn't get very difficult. However, there are some that suffer from repeated skill assignments being a little on the excessive side and hence are a bit of a personal dislike for me. 10 isn't that excessive, but it's kind of pushing it a bit. In some cases, I can understand why the level wouldn't work if they were preassigned the athlete skills at the start, but if it can work, then that's preferable so that the player doesn't have to assign those skills.

Spoiler (click to show/hide)

Saturn Rank Feedback

The 2nd rank and the next planet after Jupiter in the Solar System, these levels are much harder than the Jupiter levels. It already starts getting difficult in this rank! The justification here is that because there are less levels per rank, the difficulty climbs faster than the previous pack in the series did.

Spoiler (click to show/hide)


Uranus Rank Feedback

The levels here continue to be hard, though they still don't quite reach their highest point in difficulty. They're still high up in the difficulty, though!

Spoiler (click to show/hide)


Neptune Rank Feedback

The penultimate rank of the pack, even harder levels still

Spoiler (click to show/hide)

Pluto Rank Feedback

The final rank of the pack, the hardest levels are all here. Indeed, I found the entire rank to be slow going and Pluto 3 to be the only real breather of the rank.

Spoiler (click to show/hide)

With this, many thanks to GigaLem for this pack, as except for the few levels that I sadly raged on due to finding a really fiddly and overcomplicated solution, I really enjoyed it from start to finish. Definitely harder than the previous pack in the series, FM2021. So, I would rate this pack Medium - Very Hard difficulty-wise.

Now all caught up again and just one pack currently in the series until FM2024 gets released, which I'm thinking won't be released at the end of this year but at the beginning of next year. However, I think I'll be completely caught up before that happens, as I will probably give 3-4 months before I take on FM2023. Definitely looking forward to it and hopefully some of the points I critiqued here won't be as frequent there!

Right, onto the next pack to round off the month of March and then I'm ready to send in my nominations for LOTY2023 ;)
40
NeoLemmix Levels / Re: [NeoLemmix] PoPiPack
« Last post by Mobiethian on March 23, 2024, 03:58:02 PM »
Keep up the amazing work on this! I am really blown away by the awesomeness of everything you've done. :)
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