Author Topic: ClamLix  (Read 31240 times)

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Offline Nepster

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Re: ClamLix
« Reply #90 on: January 13, 2016, 07:54:40 pm »
Learn to Fly - spamming floaters at the end isn't intended; maybe fixing the SI will prevent this method?
No. Constant SI 50 saves again 19 Lix (20 should be possible as well). SIs not divisible by 10 reduce the number of Lix saved, but the same method still works.

Digger cancelling: Would like to discuss this in IRC with you sometime, in case any similar problem comes up with with pneumatic-hammer digging.
Digger cancelling is currently possible with pneumatic-hammer: You just have to start the new digger precisely on the first frame after the old digger removes some terrain.

Offline Clam

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Re: ClamLix
« Reply #91 on: January 15, 2016, 08:38:50 pm »
Perhaps Dig Deep can be fixed after all - at the cost of making it look rather ugly :-\. See attached.

Offline Nepster

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Re: ClamLix
« Reply #92 on: January 17, 2016, 10:55:46 pm »
Hopefully this solution is better.

PS: The description of ClamLix still says "lemmingsforums.com".

Offline Clam

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Re: ClamLix
« Reply #93 on: January 31, 2016, 07:47:54 am »
ClamLix updated 2016-01-31

In response to recently found backroutes and upcoming changes to Lix.

Download Zip


New level: Sandy Knolls

New levels:
Easy five-step plan! (Humane) - easy builder level
Sandy Knolls (Arcane) - not-so-easy blocker level

Moved to outtakes:
Interval Training - relies on variable SI; if this stays then the level will go back in
Fill the Floor - ditto
Learn to Fly - not happy with the level, removed while I think of something to do with it
From the Void - ditto (turns out I'd changed it since the last update, and somehow managed to make it worse)


Noteworthy changes:
Infinite Timer - renamed to Timeless Classic
Hello, Goodbye - rearranged terrain to avoid the need for a time limit :)
I've got the world on a string - removed ledge that allowed Nepster's backroute
Nothing to Lose - widened top area for timing reasons
Lazy Gypsy Bums - sped up the start and done away with the climber
Fire up the Bomb Squad - added steel at lower right
Set Fire to the Rain - added a saw to prevent building from the lower left
Builders Without Borders II - overhauled to work without needing to adjust SI

Noteworthy non-changes:
Dig Deep - has been left as is (without the steel bars). Digger cancelling may be changed in future, though this is far from resolved.

Misc:
Updated description text with the correct website! Amusingly, the German version already had it right :D

-- :8():

Offline Proxima

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Re: ClamLix
« Reply #94 on: March 11, 2017, 01:36:42 pm »
I've been going through the levels (at least, those I can solve) to make replays for D Lix and note problems such as lix counts that should be reduced.

Humane 1 to 8 are all save 20 of 40, and still have lix spawning when I finish building the route, ranging from 7 to 27. To keep the statistics constant across the levels, it seems to me a good compromise is to make them all save 10 of 20.

Humane 10 (A step too far?) is 40/50, should be reduced to 30/40.
Humane 12 (Works on so many levels) 50/60 -> 30/40
Humane 13 (The endless steps) 40/80 -> 20/40 and give 20 imploders
Humane 14 (MORE WEE CREATURES) 35/50 -> 20/30*
Humane 19 (Underbelly) 20/25 -> 15/20

* Normal solution is lose-8 and finishes with 32 in hatches. Reducing to something like 10/20 would have the problem that you could ignore one hatch and save only one side. Lose-2 is possible but should remain as a challenge; requiring it is too hard for Humane. I've made replays of both solutions.

Replays for all Humane levels attached.
« Last Edit: March 11, 2017, 02:58:05 pm by Proxima »

Offline Forestidia86

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Re: ClamLix
« Reply #95 on: October 18, 2017, 09:46:56 pm »
I know that this pack isn't supported anymore but I looked into playing the Arcane difficulty (on v. 0.9.1). I solved 24 out of 25 levels so far.
The remaining level has to do with jumper physics. Has there anything changed concerning that between 0.9.1 and the time the pack was last updated which could break the level? It's of course very well possible that I just haven't gotten the idea yet. But I just wanted to know if it's worth thinking further or if it's likely that the level is broken.

Offline Simon

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Re: ClamLix
« Reply #96 on: October 18, 2017, 09:58:07 pm »
What exact level do you suspect impossible?

I have researched Death Slide before, and believe it is impossible. Last year, I showed my best attempts to Clam, asking whether my idea should work. He said that yes, my attempts had the right idea, and that a physics change in 2016 likely broke the level.

Your 24 replays would be an excellent contribution to the proof collection! I'll be more than happy to ship ClamLix in the normal download once we have covered everything.

(Thanks for the 40 lemforum-Cunning replays and your feedback!)

-- Simon

Offline Forestidia86

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Re: ClamLix
« Reply #97 on: October 18, 2017, 10:10:11 pm »
Yeah, it's the level "Death Slide".
The levels were all somehow special and memorable but they were often very execution heavy and super precise as well. Some were really fun and clever and others felt a bit random and finicky. In total it was as fun as exhausting to go through these levels.
I have attached the 24 replays but I think I have some backroutes.

Edit: Removed one replay in the attachment.
« Last Edit: November 12, 2017, 07:02:30 pm by Forestidia86 »

Offline Forestidia86

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Re: ClamLix
« Reply #98 on: October 21, 2017, 08:40:28 pm »
I looked into playing the Insane difficulty:
2 levels seem to contain trampolines and are therefore showing missing terrain (18 - "Inside the fourth wall" and 20 - "Wrap your head around this one!").
Out of the 23 remaining I solved 16 and attached the replays. For the rest of the levels I really need a longer period of time of thinking and my head really needs a rest now.

Offline Proxima

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Re: ClamLix
« Reply #99 on: October 21, 2017, 08:51:14 pm »
Versions of those levels without trampolines are here.

Offline Forestidia86

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Re: ClamLix
« Reply #100 on: October 21, 2017, 09:14:15 pm »
Thanks Proxima, solved the no-trampoline variants.

Offline Forestidia86

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Re: ClamLix
« Reply #101 on: October 23, 2017, 12:36:29 am »
I have looked through Flingsane difficulty as well and solved 11 of 16 levels.
One level shows missing terrain (9 - "The Great Wall of Lix"). It seems to contain the old oriental tileset.
I managed to solve another Insane level. The solution of which is attached as well.

Some remarks:
Spoiler (click to show/hide)
« Last Edit: October 23, 2017, 04:55:18 am by Forestidia86 »

Offline mobius

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Re: ClamLix
« Reply #102 on: October 23, 2017, 01:42:56 am »
@ Forestidia86: could you give us any comments on the difficulty curve of the pack? (so far)
"All things are empty... Whoever can see this no longer needs anything to attain."
-The Heart Sutra

"Yeah, well, that's just, like, your opinion, man"
-the Dude


Offline Forestidia86

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Re: ClamLix
« Reply #103 on: October 23, 2017, 02:33:10 am »
What do you mean with difficulty curve?
Within one difficulty? It didn't really seem to me like that but that is a matter of strengths and weaknesses I think. So I'm not sure if I can answer it properly.

Some personal impressions concerning difficulty:
Spoiler (click to show/hide)

Edit 2: Since I have talked about having a backroute in the level "Shopping Cart Race" I have attached a probably more intended solution.

Edit 3: I have a less executionheavy solution to "Send in the Square Squad" attached, which
Spoiler (click to show/hide)
It still feels a bit finicky but can probably done better.
« Last Edit: October 23, 2017, 12:25:43 pm by Forestidia86 »

Offline mobius

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Re: ClamLix
« Reply #104 on: October 23, 2017, 10:17:27 pm »
those are exactly the kind of feedback I wanted; thank you :thumbsup:
"All things are empty... Whoever can see this no longer needs anything to attain."
-The Heart Sutra

"Yeah, well, that's just, like, your opinion, man"
-the Dude