Recent Posts

Pages: 1 [2] 3 4 ... 10
11
NeoLemmix Main / Re: Don't exit on losing all lemmings (feature development)
« Last post by Simon on April 30, 2024, 11:14:42 PM »
I call a replay oneframediff if and only if both of the following hold:
  • During mass-replay verification in NL 12.12.5, it shows the same high-level result (pass, fail, undetermined, ...) as during mass-replay verification in nl-2024-04-08.
  • Mass-replay verification in NL 12.12.5 takes exactly one physics update longer to run this replay than the mass-replay verification in nl-2024-04-08.
See my earlier long post for why I expect oneframediff replays.

Now:
  • All 208 replays in Lemmings United (excluding Bonus rank) are oneframediff.
  • All 120 replays in Lemmings Introduction pack are oneframediff.
  • I have 3 more Icho replay collections that I'll test for oneframediff-ness. Expect more results in the next 0-3 days.
Thus: Excellent so far!

Here is a Bash script that takes two NL output files (pass them as argument 1 and argument 2 to this script) and tells me if the replays are oneframediff:

#!bin/bash
paste "$1" "$2" \
    | sed 's%[^(]* (%,%' \
    | sed 's% [^(]*(%,%' \
    | sed 's% .*$%%' \
    | grep ^, \
    | grep -v "none" \
    | grep -v "TALISMAN" \
    | awk 'BEGIN { FS="," } { print $2 - $3; }'


The script prints the difference (see item 2 in my first enumerated list in this post) in run frames of the replay between the two NL versions. For a oneframediff replay, the script will print 1. If everything is oneframediff, you get a long stream of 1s.

The NL replay results format isn't the nicest to parse. But this script isn't particularly smart either; I should have relied on the consistently-appearing "... frames" in the NL replay format. Instead, the script cuts at open parentheses (, which will occiasionally appear in the level names. The script won't halt on such extra parentheses, but will produce garbage results over 1,000 or under −1,000 that we must examine by hand. All were fine.

-- Simon
12
SuperLemmix Bugs & Suggestions / Re: [SUG] New Lemming type - Rivals!
« Last post by Simon on April 30, 2024, 08:34:07 PM »
1) How should Rival exits be marked?

Avoid all possible mismatch, as mobius recommends.

If tribe alignment is a property of the exit: The exit is now responsible for showing tribe alignment, all by itself. E.g., add special cases near the code that draws exits during play.

It's possible to solve this by introducing extra tiles conditionally when the game constructs the level from a level file. But this feels unnatural. If you solve it with extra tiles, don't allow another way of adding these tiles; the only way must then be by setting exits' tribe alignment.

If tribe alignment is a result of overlaying two tiles: The overlapping tile is now responsible for showing alignment.

Quote
the idea here is that markers will then only be useful for the level designer whilst in the Editor, and the player whilst in the Player.

Assuming you make tribe alignment a property of the exit (and not a result of overlaying two tiles): Avoid reliance on human-placable marker tiles in the editor. The editor should render the exit as it will appear during play, or show other equivalent information on the exit.

Downside of introducing extra tiles conditionally when you render the map: The editor can't naturally show these tiles and not put them into the level.

Quote
At present, the plan is to not allow a lemming to be both a Neutral and a Rival.

Do you have deneutralizers? What happens when you neutralize a rival, then deneutralize him: Will he be regular lemming or rival?

-- Simon
13
SuperLemmix Bugs & Suggestions / Re: [SUG] New Lemming type - Rivals!
« Last post by WillLem on April 30, 2024, 07:52:30 PM »
Thanks for the comments, mobius. It's helpful to hear back from others even if it's just a few mostly-on-instinct comments.

I'd say a rival exit/exits should automatically get marked in some fashion. I say don't count on level designers always doing things right ;P but also people can just forget things.

Agreed, this is ideally what should happen.

So far so good: in the Editor, we can add the relevant markers automatically (and even place them over the correct exits) with a single click! Furthermore, the Editor will check the level's theme for custom markers before applying the defaults. If any Exit is changed at any point, the markers are all replaced accordingly - all good.

The only issue is that the custom pieces must be named "exit_marker_normal" and "exit_marker_rival" in order for this to work. This might not seem like such a big deal, but it means that (a) it isn't possible to have more than one of each marker per-style, and (b) if a style does have its own markers, they are placed alongside the existing default ones in the piece selection window rather than replacing them.

Neither of these are necessarily bad things, though: limiting the number of these markers that a style can have might not be the worst idea, and designers may wish to select the default markers even if a style presents custom ones - as it is, it's currently easier to do just that.

Meanwhile, the next step will be for the SLX Player to delete all existing markers and replace them; the idea here is that markers will then only be useful for the level designer whilst in the Editor, and the player whilst in the Player. This is about as much as I can do code-side to make sure that the feature is as clear as possible.

on the matter of creating incorrect/incomplete stats with and unusual number of entrances/exists; solution A seems best to me. Still using the rivals; having them play a part (hindrance in this case) is interesting.

Again, agreed. Solution D, then Solution A, seem best to me personally. Since you're the only person who has replied and you've shown support for A, I'll look at going down that route.

Anyone else?
14
NeoLemmix Levels / Re: Fiat Lem! (Let there be Lemmings!)
« Last post by Armani on April 30, 2024, 07:34:16 AM »
I started playing through this pack! :laugh: And here're my replays for the first rank!

Both Pimolems and Dovelems were one of the very first custom packs I played. I remember the good old days when I found out this forums, ease of designing levels with the NL editor and many many user-made levels. I have a feeling I'm going to love this new pack too! :thumbsup: :thumbsup:
P.S. I recorded the playthrough(mainly for archive purposes): youtu.be/U8c1bJxN9yU

comments on individual levels (click to show/hide)
15
SuperLemmix Bugs & Suggestions / Re: [SUG] New Lemming type - Rivals!
« Last post by mobius on April 30, 2024, 12:24:24 AM »
I'd say a rival exit/exits should automatically get marked in some fashion. I say don't count on level designers always doing things right ;P but also people can just forget things.

on the matter of creating incorrect/incomplete stats with and unusual number of entrances/exists; solution A seems best to me. Still using the rivals; having them play a part (hindrance in this case) is interesting.

As I said in the other topic this is all tentative atm. Unfortunately I haven't been able to playtest with SuperLemmix at all lately :( . I still want to, just finding time is a difficult atm.
16
NeoLemmix Levels / Re: Dodochacalo's levelpacks
« Last post by mobius on April 29, 2024, 09:59:42 PM »
excellent! :thumbsup: I may just have to give this a proper replaying as well soon! The improvements look amazing! :thumbsup:
17
SuperLemmix Bugs & Suggestions / Re: [SUG] New Lemming type - Rivals!
« Last post by WillLem on April 29, 2024, 07:53:44 PM »
Just giving this a bump. Any suggestions/thoughts/comments will be most welcome, having some problems deciding exactly what to do.

Marking the exits is a tough one as well. Do we (a) require an Exit Marker in order to make the Exit a Rival Exit? (b) automatically place a Marker when an Exit is designated as Rival? or (c) hope that level designers place Markers themselves?
18
NeoLemmix Levels / Dodochacalo's levelpacks
« Last post by Dodochacalo on April 29, 2024, 06:29:47 PM »
    See links below.

    Lemmini levelpacks:

    • DoveLems (2008) - 125 levels: Plain (30), Coward (30), Devilish (30), Maso (30) and Bonus (5)
    • Cachapack (2009) & Dodopack (2010) - 10 + 10 levels
    • FranLems (2012) - 40 levels: Doux (10), Tordu (10), Corsé (10) and Sadique (10)



    NeoLemmix levelpacks:

    • IchoTolot's conversion of DoveLems
    • Fiat Lem! (2024) (with Pieuw) - 80 levels: Incipio (20), Proficio (20), Scando (20) and Impero (20)
      Pieuw recently posted a topic about Fiat Lem! (www.lemmingsforums.net/index.php?topic=6708.0)
    • NeoDoveLems, DoveLems Remaster (in progress) - 55 out of 125 levels

      This remasterization is meant to fix every flaw in the original DoveLems for Lemmini, including: backroutes, reflexion ruined by execution, bad level design, awful names, poorly built ratings, etc. more broadly speaking, everything I hated about that 2008 levelpack.
      Keep in mind that the global organization of the levels (order and ratings) in this incomplete levelpack may be different from the final version.

      Here are some redesigned levels you may recognize:

     
     
      [/list]
    19
    Non-Lemmings Gaming / Re: What video game(s) are you playing at the moment?
    « Last post by Pieuw on April 29, 2024, 09:24:54 AM »
    Yesterday I played What Remains of Edith Finch and I absolutely loved it. It's a very short game (~ 2-3h) and the gameplay is ultra linear but the atmosphere and story are incredible. I just wanted to chill but ended up with the feels :'(
    20
    NeoLemmix Levels / Re: Fiat Lem! (Let there be Lemmings!)
    « Last post by kaywhyn on April 29, 2024, 08:00:40 AM »
    @Pieuw

    I'm just posting to let you know that all replies have had their titles changed to be the same as the one you changed in the OP :) Unfortunately, I had to move the topic somewhere else first before moving it back to the NeoLemmix Levels board, but when doing so there is the option to change all subject titles to match the OP's, so I checked that box, and viola, all match now! :thumbsup: I could instead just edit each of the individual posts to match the OP's title, but that would mean every post would have "last edited by kaywhyn at the bottom." :laugh:
    Pages: 1 [2] 3 4 ... 10