Author Topic: Changes Planned in my tilesets with the new format(L2/3, Lemmini conv., Dune)  (Read 3825 times)

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Offline IchoTolot

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With the upcomming format change, I've decided to couple that update with a few other changes that are mostly very minor, but as a preperation for you and a reminder for me I've made a list:

1.) The sarcophagus of the Egyptian set will be removed as an object and return as a terrain piece!
Level using the object won't be broken as it will simply disappear from levels. So only optional decorative fix is needed.

2.) The libra of the Egyptian set will be removed as an object and return as a terrain piece!
Level using the object won't be broken as it will simply disappear from levels. So only optional decorative fix is needed.

3.) I will add an animation to the Egyptian staff object that shall clarify that this is an decorative object.

4.) In L2 Egyptian the large object containg the staff thing (currently O 12) which acted as a placeholder for that unfair trap taken over from Lemmini can finally go as the order is not relevant anymore after the format change. As the staff is still there in it's normal form and the placeholder is a no-trigger object everything should be just fine.

5.) Adding numerous L2 Sports tiles. Raymanni noticed a few tiles missing and it should be no problem to add them.

Image of the tiles attached!

6.) I still want some animation for the trees of L2 Shadow. Some leaves moving in the wind or a slight glow in them. But here I would need some help. If anyone has made an animation please send it to me!

7.) Will add a slight glowing animation for the no light lamp of L2 Shadow. This shall clarify that this is an decorative object. + some general visual improvents

8.) Object 3-6 of the Shadow set will be removed as an object and return as a terrain piece!
Level using the object won't be broken as it will simply disappear from levels. So only optional decorative fix is needed.

Objects can be seen here: http://www.lemmingsforums.net/index.php?topic=2643.msg57285#msg57285

9.) Better piece names for Dune and my tilesets listed here: http://www.lemmingsforums.net/index.php?topic=3330.0
100% internal change.

10) Deleting the decorative Lemmings in Shadow, sports and egyptian.
Levels using the object won't be broken as it will simply disappear from levels. So only optional decorative fix is needed.

11) Oudoors bush eyes will be merged into the no edge-bush version
Levels using the object won't be broken, but the decoration would need to be rechecked.

The changes will start when the experimental version becomes "safe to convert". When I finished the changes I will send the updated tilesets back to namida so that the exp player uses the updated versions as well.
« Last Edit: November 11, 2017, 01:54:46 PM by IchoTolot »

Offline Colorful Arty

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I've always wondered why you shouldn't be able to climb up flamethrowers, since it's the flames that are deadly, not the gun itself.
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Offline IchoTolot

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I've always wondered why you shouldn't be able to climb up flamethrowers, since it's the flames that are deadly, not the gun itself.

Do you want to touch a metal pipe out of which a huge flame comes out? :8():  See how that goes ;)

Furthermore this would make the object's trigger weird in general with the trigger not beeing connected to either one of the edges, thosefor the placement would be weird to set up without leading into not intended behaviors (lems falling through the gun) and you would have to know exacty what is deadly and what's not. If everything is deadly the case is simple and leads into no weird edgy behaviors.

Offline namida

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The alternative option, which is still a bit untidy, would be for the "gun" part to be solid terrain. I believe this is what happens on the Sega Master System version, though I've never investigated the flamethrowers there closely enough to say for sure.
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Offline IchoTolot

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The first post is updated containing all planned changes now for my tilesets when the new format version becomes "safe to convert"!

BE SURE TO CHECK THEM OUT, TO IDENTIFY YOUR LEVELS THAT MUST ADAPT AFTER THE CHANGES!
« Last Edit: September 01, 2017, 04:30:25 PM by IchoTolot »

Offline IchoTolot

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With the new experimental version I would like to hear some opinions on the new l2_shadow tree and lamp animations as well as the new l2_egypt staff animation.

Are they looking good?

Are the lights in the tree not too distracting?

Is the last "full blink" of the egyptian staff too much?

Now is the time to make some adjustments if there's something people don't like about them! Alos as described in the first post a loz of the old decoration objects can now be used as normal terrain!

Offline Ryemanni

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I think the last blink on the staff is indeed a bit too much. It would look a lot better without it in my opinion. :)
It also doesn't make much sense to me why the tree is blinking. I would prefer if the leaves gently shuddered because of the wind for example.
The lamp animation looks good!

I could also try to make some shivering animations for the trees to show what I mean. :laugh:

Offline IchoTolot

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I think the last blink on the staff is indeed a bit too much. It would look a lot better without it in my opinion. :)
It also doesn't make much sense to me why the tree is blinking. I would prefer if the leaves gently shuddered because of the wind for example.
The lamp animation looks good!

I could also try to make some shivering animations for the trees to show what I mean. :laugh:

Alright, I will send Nepster an updated version of the staff animation probably tomorrow, without the last full blink. (he had the same opinion)

In the tree there are small red fruits which I made blinking. I must say I personally like the animation very much, but if you can come up with a better leaf-based animation then also fine. I must say here: I tried the leaf thing and failed horribly, so I won't be able to make this happen.