ClamLix

Started by Clam, May 07, 2011, 10:48:19 AM

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Forestidia86

I have an attempted fix for "Wrap Your Head Around This One" and reproduced your replay.
I added steel but that's dangerous because it can be used for turning.

I have no idea for "Square Dancing"; I had a similiar solution to Proxima's.

Forestidia86

#181
An attempted fix to "Square Dancing" with solving replay (reproduced Clam's replay).

It's quite suboptimal:
Spoiler
I cut the blocker and exploder but therefore put some terrain that substitutes the blocker at that place. (Took care that splat height still remains similiar.)

Maybe somebody else has a better idea.
The level should be tested if it really excludes the backroute.

Forestidia86

#182
Maybe an update post concerning things provided after last repackage:

- attempted fix + replay to "Korean Border Crossing" (reply #176)
- another replay to "Shelf Life" (reply #176)
- Clam's intended replay collection (reply #177)
- attempted fix +replay to "Wrap Your Head Around This One" (reply #180)
- attempted fix + replay  to "Square Dancing" (reply #181)
- variant to "Korean Border Crossing" + replay (reply #183)
- variant to "Abridged Version (V1)" + replay (reply #183)

Forestidia86

Attached versions of "Korean Border Crossing" and "Abridged Version (V1)" with the upper bridges being smooth instead of shifted if that's aesthetically more pleasing + solving replays.

Simon

Thanks! In Korean Border Crossing and Abridged Version, the well-aligned upper bridges look great, definitely keep this.

I haven't run the replay checker yet, but it sounds like ClamLix is ready for inclusion. I'll earmark it for the next Lix release.

-- Simon

Forestidia86

Attached my and Proxima's backroute to "Square Dancing".

mobius

Quote from: Forestidia86 on November 30, 2017, 12:59:02 AM
Attached my and Proxima's backroute to "Square Dancing".

I tested only very little and I'm not really the best tester but: I think (maybe) the backroute to Square dancing needs only removal of the bomber and not also the blocker?

Spoiler
I always used the blocker in such a way that you don't need to bomb it. And while you can trap the crowd in the top block with the blocker; freeing them maybe be impossible this way. This fix may not need the extra terrain in that case.
I'm stupid and forgot the bomber is needed in some of the solutions but not on the blocker; at a different spot.
everything by me: https://www.lemmingsforums.net/index.php?topic=5982.msg96035#msg96035

"Not knowing how near the truth is, we seek it far away."
-Hakuin Ekaku

"I have seen a heap of trouble in my life, and most of it has never come to pass" - Mark Twain


Simon

Everything until here is released in Lix 0.9.4. Thanks!

Proofs are in the replay database on github.

-- Simon

Forestidia86

Yet another variant to "Korean Border Crossing" with solving replay.
I'm not sure about this. It is aesthetically better I think but it takes away a hint in the terrain.

Simon

#189
I'm 50:50 about this change, too.

Spoiler

The same red bars appear in the top of the map, to enable the bashing towards the right. Even if you remove the lower red bar, you still have instances left.

You can leave in the lower bars for consistency with the upper side. It's a nice hint, too.

Despite knowing all this, I'm stuck on the level because I can't mine rightwards properly. I could mine from the far-left, but it's expensive to get a lix there. Or I can mine with the crowd, that will hit air in the fence and cancel the miner too early.

Since I'm stuck here, I could look at the red bar that you're considering to remove, deduce from where a miner would hit that bar, then try to mine from there. This way, yes, the red bars are a nice hint.

Feel free to decide on your KBC from 2017-12-07, still. For aesthetics, maybe also remove the nubs in the rails, I've circled them in the attached picture? Do the grouped tiles match perfectly with each other, or are their heights wrong by 1 pixel maybe?

-- Simon

Forestidia86

Quote from: Simon on December 12, 2017, 08:08:23 AM
For aesthetics, maybe also remove the nubs in the rails, I've circled them in the attached picture? Do the grouped tiles match perfectly with each other, or are their heights wrong by 1 pixel maybe?

I will try my best but it's seems very fiddly and I'm not dexterous about that. It is possible that they don't fit togethter perfectly.

Quote from: Simon on December 12, 2017, 08:08:23 AM
Spoiler

Despite knowing all this, I'm stuck on the level because I can't mine rightwards properly.
[...]
Since I'm stuck here, I could look at the red bar that you're considering to remove, deduce from where a miner would hit that bar, then try to mine from there. This way, yes, the red bars are a nice hint.

I could say something to this but that would be spoilery.

Forestidia86

#191
I've tried to improve it with a bit modified bridge tile groups and attached variants to "Korean Border Crossing" and "Abridged Version (V1)" + replays but no matter what I have to leave it for a week or so.
I hope replays and levels fit together.

Spoiler
I can't say of course for sure that my solution is the intended one. But I had the impression that it was much more finicky/obscure in D-0.6 than in C++-Lix and in this version it should be the most lenient.

Forestidia86

So compromise:

Spoiler
I've attached a version which has the lowered bridge but keeps a red bar. I can't make it any clearer; the original level was much more obscure/finicky about that if my solution is intended. But in this version my solution works out well I think and seems to me interesting enough on its own.

Simon, look if everything is aesthetically ok; I've adjusted "Abridged Version (V1)" as well, which is in the zipfile in the post above. 

Simon

KBC from reply #192 and AV1 from reply #191 look very nice now! And everything remains solvable with your replays. Thanks for the good work!

Both levels are earmarked for next release.

-- Simon

Forestidia86

Sorry, I found a very precise backroute and had to fix that.