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Messages - namida

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9106
Site Discussion / Re: Delete my account?
« on: February 17, 2015, 03:25:03 AM »
You can always just not use it. If you're wanting to not receive emails from the site, that can all be configured from your profile.

I encourage you to stick around though - just because one idea you put forward wasn't taken up doesn't mean we don't want you here.

9107
Contests / Re: Official Lemmings Forums Level Design Contest #2 (Playing)
« on: February 16, 2015, 01:31:02 PM »
I havent' played the levels yet (I'll probably get around to it tomorrow night), but from looking at them, my thoughts:

Super Starship
Spoiler (click to show/hide)

On The Same Level
Spoiler (click to show/hide)

Tomb of Ramses II
Spoiler (click to show/hide)

Criteria Fulfilled
Spoiler (click to show/hide)

9108
Closed / Re: Player Bugs / Suggestions
« on: February 16, 2015, 05:06:27 AM »
The reason this happens is a simple oversight by me when coding the Mechanic skill; it's because mechanics' removal of trigger areas doesn't take into account the flipping of the object. I'll make sure to fix that in the next update.

9109
Contests / Official Lemmings Forums Level Design Contest #2 (Playing)
« on: February 16, 2015, 04:31:37 AM »
Alright, level submissions for the second contest have now closed, so it's time to start playing the levels and deciding what ones you like and so on!

Here are some rules for this topic:

1. You are allowed to discuss anything you like about the levels, be it your ideas on solving them, your opinions on the appearance of the level, etc.
2. Any details relating to the solution of the levels, unless very vague, must be spoiler-tagged. For example, "I liked that trick" is fine, "I liked that trick near the end" is probably also fine (though use some discretion), "I liked that cloner trick near the end" should probably be spoilered, and "I liked the trick where you clone the lemming then bomb both versions while the zombie is falling" definitely needs to go behind a spoiler tag.
3. Posting replays of your solutions is perfectly acceptable.

(Yes, these are the same as the rules were in contest #1. Why fix what isn't broken? :P)

We have two NeoLemmix submissions, one traditional Lemmix submission, and one Lemmini submission. The downloads are in a ZIP attached to this post; the Lemmini submission uses a custom graphic set so that's included too.

Super Starship by DynaLem
Format: NeoLemmix
Graphic set: Sega

On The Same Level by Giga
Format: NeoLemmix
Graphic set: Rock

Tomb of Ramses II by IchoTolot
Format: Lemmini
Graphic set: Egyptian (included)

Criteria Fulfilled by Nepster
Format: Lemmix (CustLemm mechanics)
Graphic set: Brick


To run the NeoLemmix levels, the easiest way is to simply use the "Load Single Level" option that has recently been added to NeoCustLemmix. Simply press F6 on the title screen, then select the level file.

To run the Lemmix level, you can either open it in the (Neo)Lemmix Editor and use playtest mode, or rename the file to 0101.lvl, place it in the same folder as CustLemmix, and turn on LookForLVLFiles. Either way, make sure you're using CustLemm mechanics (in CustLemmix, this can be chosen in the Configuration screen).

To run the Lemmini level, first copy the custom graphic set into the "styles" folder, then select "Load Single Level" from the menu.


Voting will be opened in about a week. For this one, it'll be done in two rounds (lasting 4 days each); two votes per user in the first round, one vote per user in the second round (out of the top two levels), assuming that it's a straightforward result with two levels ahead of the rest in the first round.

9110
Lix Main / Re: How hard is it to translate Lix into another language?
« on: February 15, 2015, 04:04:19 PM »
Assuming you didn't want to go with a custom "Japanese-ized" name, the transliteration would be リックス "rikkusu". Of course, that's assuming "Lix" is the singular form (I remember there was a debate a while back about singular and plural forms of "Lix", but I don't remember what the consensus was).

If "Lix" is the singular form, but you wanted to invoke the idea of plurality in the name, you could (though by no means have to) add たち "tachi" at the end.

9111
Other Projects / Re: Open source, cross-platform Lemmings engine?
« on: February 15, 2015, 03:59:11 PM »
The whole "dying off" thing isn't a completely solid point either. Newer versions of traditional Lemmix, as well as NeoLemmix and SuperLemmini, and the NeoLemmix Editor, were all made from open-source code that the author was no longer working on.

However, I do agree that if for any reason there was to be a new project, your idea could be worth using for that. I just don't see much likelihood of there being one at the moment; between Lemmix, NeoLemmix, SuperLemmini and Lix, pretty much all bases are covered (except HD, which isn't really seen as a big deal here).

9112
Contests / Re: Official Lemmings Forums Level Design Contest #2
« on: February 15, 2015, 03:05:37 PM »
Less than 12 hours remaining to get submissions in. If you've forgotten to submit (or feel like you can quickly whip one up), better get on it quickly. :P

9113
Non-Lemmings Gaming / Re: What video game(s) are you playing at the moment?
« on: February 15, 2015, 02:13:26 PM »
I've just recently replayed the two Abe games in the Oddworld series, in anticipation of the Abe's Oddysee remake (Oddword: New n Tasty) finally coming out on platforms that I own within the next few weeks; first PC near the end of this month, then PS3 early next month (hopefully). I'll probably wait for the PS3 version, though might just go for PC if it ends up taking too long.

9114
Other Projects / Re: Open source, cross-platform Lemmings engine?
« on: February 15, 2015, 02:11:08 PM »
It's worth considering the different targets of each port too.

Lemmix: This was originally created as a windows-compatible version of DOS Lemmings, and intends to mimic it exactly (and does a damn good job of it), except with some added fine-control features. (In fact, I believe that project was initially done as a playtest mode for a level editor, then was later built into a standalone player when the author realised "why not?")
NeoLemmix: This was created to be based off the same interface and feel as Lemmix (and by extension, the original DOS Lemmings), while removing the glitches that break levels, and adding some new features, without going overboard to the point of basically turning it into L2. To be perfectly honest, I primarily created it with my own level packs in mind, but saw little reason not to make it available for everyone to use.
Lemmini: This was (IIRC) around before Lemmix, and simply aimed to be a cross-platform version of Lemmings that was consistent across all various systems; there was no intention of perfectly mimicing the original behaviour, just of roughly estimating it and providing a playable Lemmings game.
SuperLemmini: This was created as an upgrade of Lemmini, to bring it more in line (though not 100%) with Amiga mechanics, as well as adding some new features (although not to the same extent as NeoLemmix has).
Lix: This is an entirely different ballgame altogether; the purpose here was (as far as I know) to create an online multiplayer Lemmings-like game; originally it was actually using Lemmings but was changed to an original character for copyright reasons.

So, as you can see, each of these projects essentially fills a different niche. I would, in all honesty, somewhat argue that Lemmini has outlived its usefulness due to SuperLemmini (whereas NeoLemmix doesn't so much replace traditional Lemmix in the same way, due to traditional Lemmix's aim of being an exact port), but given that the amount of content available for Lemmini is probably second only to the amount for traditional Lemmix, I doubt it'll disappear anytime soon. (There again, Cheapo had a lot of content, yet it eventually died out - though with that being said, there's currently ongoing work to port existing Cheapo content into the NeoLemmix engine.)

9115
Other Projects / Re: Open source, cross-platform Lemmings engine?
« on: February 15, 2015, 12:17:14 PM »
It's a nice idea, but it's unlikely to see it happen. I doubt there's much interest in having several different sets of mechanics in one app - the only engine I know of that does this is traditional Lemmix, and even that's only to reflect the same differences between various DOS games (and these differences are fairly subtle; far smaller than the differences you'd find between any two out of Lemmix, NeoLemmix, Lemmini, SuperLemmini or Lix).

One other case that should be considered for analyzing touch-control, by the way, would be Lemmings DS. I don't have a DS anymore, but I remember it being good enough to be playable.

9116
Level Design / Re: Lemmings in HD
« on: February 15, 2015, 07:23:44 AM »
SuperLemmini does have a configuration option (in the styles themself, I believe) to "move" the trigger area. I'm not sure off-hand how it works, but if you ask in the SuperLemmini topics I'm sure Tsyu (or someone else) will be able to point you in the right direction. This should allow you to get it working properly in SuperLemmini, if you prefer that.

9117
Level Design / Re: Lemmings in HD
« on: February 15, 2015, 06:53:16 AM »
Ok, I understand what you are saying.
But they are literally walking straight across the door opening, so I'm not sure that this is the problem.

I will try normal Lemmini later though, to see if this is the cause.

It is. You'd probably find that if you moved the exit downwards by about half a lemmings' height, they'll go "through" it perfectly fine.

9118
Level Design / Re: Lemmings in HD
« on: February 15, 2015, 06:45:59 AM »
Hi,

I've just noticed a bug in Fun Level 2 (Sólo los paracaidistas viven).

For some reason none of the Lemmings will exit via the door.
They just seen to walk backwards and forwards in front of it instead.

This was using SuperLemmini 0.99, so I'm not sure if it is specific to this or not?

Thanks.


If the graphics pack was designed for regular Lemmini, then this is expected. Basically, in the images that define the "trigger area" (the place where the lemming has to be to interact with the object), the two define it in a different way - Lemmini checks "is the middle of the lemming within the area", while SuperLemmini checks "is the lemming's foot within the area"? (The latter may seem strange, but this is actually how the official games / Lemmix / NeoLemmix handle it too; Lemmini's method is unique.) So, the graphics pack would have to have its trigger areas modified to account for this.

I believe SuperLemmini has some option to automatically shift the trigger areas, but I'm not sure entirely on how it works.

9119
In Development / Re: NeoLemmix Community Pack
« on: February 14, 2015, 06:22:20 PM »
I do plan to do some major overhauling to the menus at some point (for all players, not just this pack), but it won't be the next release. Possibly the one after that, though. :)

9120
Other Projects / Re: Lemmings HD remake?
« on: February 14, 2015, 01:35:56 PM »
Somewhat. Lemmix and NeoLemmix do support RGB-based graphic sets and VGASPECs, and from the next release, NeoLemmix will also support RGB-based MAIN.DAT files, which essentially means all in-game graphics will (or at least can) be RGB-based.

However, there are three reasons why that may not quite be adequate for back-porting the graphics from PS3 / Vita versions:
1) Although they support RGB, it's not full 24-bit color. It's only 18-bit; essentially this means it's still limited to the same color pool as the DOS games were, it's just not limited in how many of them at one time can be used.
2) Most likely, the PS3 / Vita (and even PS2 / PSP) sprites make use of alpha blending. (Neo)Lemmix doesn't support this; alpha is limited to "transparent pixel" or "solid pixel" in these, there's no inbetween.
3) The biggest one of all is resolution, or in less-technical terms, how many pixels are on the screen at a time. Although (Neo)Lemmix does zoom to nearly fill the screen, internally the graphics are still a 320x200 resolution, just like the DOS games. Even many other clones don't do much better than this; Cheapo was 320x240. Lemmini and SuperLemmini can display more area at once due to being in resizable windows, but effectively function at a 640x360 resolution (not including the skill bar, unlike the others which *is* including it) - it's somewhat hard to directly compare them. I'm not sure where Lix stands, but it's probably similar to (Super)Lemmini. By comparison, the minimum resolution that's usually considered "HD" is 1280x720, or a non-widescreen equivalent would be 960x720 (meaning that you could fit 9 copies of a NeoLemmix screen on a non-widescreen HD screen space, with full detail, and still have a strip of 60 pixels each above and below to spare). Since "HD" usually also implies widescreen, that'd also have to be taken into account. To put this as simply as possible; without resizing (and thus losing some detail), a PS3 / Vita lemming is most likely about 3 times the size of a (Neo)Lemmix one.


I don't really plan on expanding NeoLemmix beyond those; it'd involve reworking so much of the core elements that it'd probably be more effective to create a new clone from scratch for this purpose. Which I'm not saying I'd never consider, but it's not on my todo list any time soon; chances are if I feel like creating something from scratch, it'll probably be a completely original game (and most likely not an IRS).

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