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Messages - Simon

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4111
Lemmings Main / Re: The Perfect Blend...
« on: April 08, 2009, 01:25:11 AM »
Quote from: timfoxxy_236
I just thought that all games are made with some sort of existing game engine (and therefore would be faster to build and release to the community). However as I can see that its not the case

Maybe it's just a mixup of what everyone thinks upon hearing "game engine".

I wouldn't really call the library Allegro an "engine" because it's basic idea is to be a wrapper for platform specific functions, e.g. it invokes DirectX unter Windows. It's still listed on the Wikipedia page with all game engines, even if I'd call it a library only.

Libraries like these are pretty standard for indie games!

For me, a game engine is rather something that saves you writing a certain separated part of the game (usually game mechanics). If a big game manufacturer wants to make a modern 3D shooter, they will consider using an existing physics engine. If one writes code that moves fancy debris pixels around in an indie game with 2D spaceships shooting each other, we could refer to this rather isolated part of the logic as the particle engine.

-- Simon

4112
Lemmings Main / Re: The Perfect Blend...
« on: April 08, 2009, 12:24:00 AM »
To just make some sort of lemmings sequel is an achievement on its own

Yes, that is true. I now feel bad for saying "you have to [...] to make it perfect." Didn't want to sound demanding - it was just that this topic is called "The Perfect Blend", heh.

Quote from: GuyPerfect
In my case, almost universally, one of the project goals is to create a game that everyone can enjoy.

That is good. A game just feels right even for a veteran if it appeals to everyone. I encourage you to keep this idea for any future development. The only thing to watch out for is to not overload the game with features. This can be hard if you'd like to include something from every game, all the brainstorming in this thread would have to be properly filtered first.

Quote from: timfoxxy_236
I just noticed that Simon has already gotten into one of those engines for a sequel that he has been making. Is it sort of like what Ive been describing?

For L++, I use Allegro and Enet. Allegro is a game library for C(++), it is pretty low-level. It offers routines for graphics, input, timers, sound, etc., but not any physics. Allegro lets one do enough low-level stuff to learn quite a lot about game programming while still being platform independent. An alternative to Allegro would be SDL.

Enet is a simple networking library. It's a bit more comfortable than working with sockets directly, but my client/server logic looks similar to what one would write with bare sockets. So I've again learned something while using it. :-)

Quote from: GuyPerfect
I strongly believe in building new projects from the group up from scratch. Using some arbitrary software package or even code from previous projects promotes laziness more than good practice.

This is correct up to a certain level. The most low-level code that still produces graphics will probably be platform specific. I think it's okay to abstract this away a bit.

On the other hand, I wouldn't ever write a Lemmings clone in Gamemaker. It's point-and-click development that does lots of things for you and has a scripting language for the strange stuff. Many developing decisions aren't made by the creator, the tool does it for him. The resulting games won't run on Linux, not even under Wine, and I think older versions' scripting code won't work with newer Gamemaker versions. I have a friend who could rant about this evil tool every day. ;-)

-- Simon

4113
Lemmings Main / Re: The Perfect Blend...
« on: April 07, 2009, 11:33:30 PM »
What do you want to make exactly? A game for hardcore Lemmings fans - or a game that a broader audience might play?

I read this article linked to from gamedev.net some time ago. The author talks about what he calls "core support": Pick a simple concept and stick with it throughout the game. Everything else in the game should enhance the player experience of that main concept.

Why is a lemming explosion such a nice thing to watch in L1, and why does the rope trap have 39 frames of animation, all while the Exiter animation is rather boring in comparison? Why did the designers add in the awesome nuke button if hitting ESC gets the job done as well? :-)

So whatever you're going to include from L2 or - even more remote - Paintball, try to keep the concept simple. Just as you've said, L1 has cemented what people expect from a Lemmings game. It is manoevering lemmings around hundreds of fun ways to die.

Multiplayer adds to the core perfectly, sacrifice (i.e. kill) some of your lemmings to send your opponents' complete hordes to doom (kill kill kill)!

On the other hand, making a game just for the hardcore fans is fine as well. I love L2 for example, so add in everything from that game and then add even more, I won't ever complain. :-D But then you really have to make it a good tool - with action replay, savestates etc. and the best level editor in the world - to deliver something perfect.

-- Simon

4114
Lemmings Main / Re: The Perfect Blend...
« on: February 20, 2009, 09:48:47 AM »
Hi!

Quote from: Guy Perfect
Quote from: Clam Spammer
Fast forward and replay features are huge for reducing frustration. EricLang's level editing and playtesting program, Lemmix, also inclided frameskip and savestates, which might be worth considering.
In addition to adjustable release rate, these are good ideas. I can't see save states being a part of the main product, though.

In my opinion, a good game is always a good tool as well. Providing savestates would increase the user efficiency of trying new ideas in a level. I'd opt for anything that helps! (in singleplayer at least, heh. :-D)

Quote from: Guy Perfect
I should probably also have mentioned that I would like to make a multiplayer option in some way.

If you're planning competetive multiplayer, I think I've got some interesting ideas to share. While writing L++, which has networked multiplayer, there were lots of unexpected design corrections.

Although I use identical game mechanics for singleplayer and multiplayer, a multiplayer level calls for a very different skillset. The Amiga/SNES two-player mode used the regular skillset of Climber, Floater, ..., Digger. This is ideal for the singleplayer mode, however:

Lemmings control should be a little more direct in multiplayer than in singleplayer.

With more direct control, not every single level has to be a huge bunch of terrain, and we get a better chance to recover from other players' sabotage attempts. Thus, I implemented some skills from L2. As you are keen to improve upon what's already there in L1, such a concept might fit to your game as well!

Exploder with knockback - This is the main way to dislodge enemy blockers, at the expense of an own lemming. One can even use it to punish players who hoard all their lemmings directly under the entrance hatch, which could be very boring. Sneak a few lemmings in, BOOM, everyone's flying all over the place. :-D

Before I included this Exploder, we had to limit the blocker skill strictly. Blockers placed on steel were absolutely permanent, and if the goals weren't set on steel, you could simply dig away all the gound under enemy goals. Remember, removing terrain is easier and faster than re-building it. For this reason, the original Amiga/SNES levels often didn't feature blockers at all, which limits the level terrain possibilities harshly. For almost every terrain, blockers are needed to control lemming flow. But the stronger they are, the better of a strategy hoarding/trailblazing (using a single hero) becomes. Thus, this exploder regulates it again, which is what we want.

Walker skill - This works exactly as in L3: It reverts workers back to walkers, including blockers, or turns walkers around. This is the more direct lemming control mentioned above. It's pretty important if you need fast and accurate control of a few certain lemmings, which is common in multiplayer.

Jumper skill - This allows to extract a single lemming from a well-hoarded crowd, and generally makes it easier to get around. However, if we were going to include the Jumper in every multiplayer map, along with walker, blocker, knockback exploder, a lot of the eight possible skill panels are already full. :-) The map creator must be able to choose what skills to give, like for singleplayer levels.

More building skills - This should remedy the fact that it's easier to destroy terrain than to build up to new places. Platformer and especially Roper seem like ideal additions to a multiplayer game.

Level design - Every player wants to make a path from his hatch(es) to his goal. Thus, for maximum fun, have the players' paths cross each other - early, and often. Of course, give enough space and freedom to allow different strategies, but always make them interfere with each other by having crossed paths!

Quote from: GuyPerfect
Revolution's connecting edges made things a lot more interesting, though I'm not sure there's any good way to present that with a flat display...

For multiplayer, this is very important because it balances the starting positions.

I don't know how to implement it the best way. I myself just scroll freely over the edges and let the stuff from the other side scroll into view, so that one can't notice any seam. Of course, this feels odd at first if the level size is one screen, but you can scroll freely in all four directions. :-D

-- Simon

4115
General Discussion / Re: ...And A Happy New Year!
« on: January 03, 2009, 03:52:55 PM »
Heh, I got the very same idea the day before yesterday. :D

http://www.gravity-strike.de/forum/read.php?4,5294,5297#5297

-- Simon

4116
Lemmings Main / Re: Is lemmings really over?
« on: November 05, 2008, 03:16:03 AM »
Putting Lemmings on the PSP seemed like a logical move. A full-price puzzle game for the PC is pretty difficult to push into the market nowerdays, I think. You might find real puzzler gems in the bargain bin of a computer store, but that's often scratchware done by smaller companies.

It's not that likely, but if Sony is going to release another big Lemmings game on the PC, I hope they don't alter too much. I like L2 very much, but even I would be sceptical about tons of new skills or game mechanic twists these days. ;-)

I don't follow the Lemmix/Lemmini community that well - I did play ccexplore's awesome port of the Genesis levels, but that's it been for me until now, in spite of several clever level designers out here. In my opinion, however, such community-driven games are the very best way to keep Lemmings alive at its core. :-)

-- Simon

4117
Help & Guides / Re: lemmings 2 ending
« on: October 29, 2008, 02:49:33 AM »
You need at least 30 lemmings from each tribe along with a full gold talisman. You will get the golden piece for a tribe if you achieve a gold medal on all ten levels.

Most levels require to save every lemming in order to get gold. If the intended solution loses a few lemmings, then you'll get gold for losing at most that many. :-)

As you already have 30 lemmings from each tribe in the ark, you'll only have to replay levels without a gold medal, not the levels after them. If you save 50 on Sports level 1, finish the tribe and later get 58 (= gold medal) on Sports 1, you don't have to replay Sports 2 with 58 instead of 50 if you already have gold there.

-- Simon

4118
Fan Corner / Re: Art 'n' Such
« on: October 05, 2008, 01:17:31 PM »
Heh, got so bored that you actually filled the whole piece of paper? Awesome! :-D

I once drew the attached card for a game of 1000 Blank White Cards. It's a parody on Magic the Gathering where there are blank cards in the pile among older, already drawn cards. If you get a blank one, you can draw anything on it during game play and use it later. Google or Wikipedia know more. ;-)

The German text on the card translates to: "Well, almost, right? - The card you're playing will only count as... ALMOST beging played... - Play this card anytime!" Thus, it makes a player discard his card during his turn instead of playing it from his hand.

-- Simon

4119
Lemmings Main / Re: Lemmings++
« on: August 13, 2008, 12:25:08 PM »
Hi,

yep, that's my networking Lemmings variant. ;-)

I've recently put my public e-mail (remove "DELETETHIS") and ICQ number into my profile. Everyone who'd like to play a test game is invited to add me or drop me a line!

In the next days, I'm going to update L++ with a working options menu and a few bugfixes. In a small number of my LAN test games, I still experience desyncs... I hope a game over the Internet won't be much worse.

-- Simon

4120
Lemmings Main / Re: Name these two skills/activities
« on: July 05, 2008, 05:55:26 PM »
Yep, L++ is written with Allegro, which is cross-platform. I got it to compile on my account in the math department and tested it with a bunch of friends in the Linux-only computer pool. :-D

Unfortunately, I have to study for some exams this month. If I have the time in August, I'm going to finish some yet half-done things and build a small webpage with downloads.

-- Simon

4121
Lemmings Main / Re: Name these two skills/activities
« on: June 23, 2008, 07:36:33 PM »
Hi there again,

I thought I'd share an impression of a recent testing session (Link)!

I have a rough networking mode going, and it even supports more than two players. The windows in the following screenshot are all in different positions because they freeze the game whenever they're not active. Skill order in the panel is wrong in this level, but it's just for testing free button configuration.

At the time, I'm working out the source of some evil desyncs. If I get things going well enough someday, I'll let you know. Unless it's a bit more bug-free, testing with folks over the internet can wait. ;-)

-- Simon

4122
Lemmings Main / Re: Improvements to Lemmings
« on: March 19, 2008, 10:10:58 AM »
I forgot about non-mouse control. Highlighting might make life easier on a PDA, even if there's directional selection. I'm sorry I can't judge this as well as you, I've never played a game on a PDA... but I tried SNES Lemmings, where highlighting seemed even more useful. It's a nice usability feature, even if it costs a lot of extra code.

If you don't want to draw a lot of extra stuff, then you could color the lemmings with permanent abilities different from everyone else. L2 did that, I wonder why they dropped this simple idea later!

-- Simon

4123
Lemmings Main / Re: Improvements to Lemmings
« on: March 19, 2008, 02:57:54 AM »
Yup, these improvements are what I miss in some originals as well.

I already use the fast forward in any Lemmings game like mad, so I added a "Damn Fast Forward Button" in my own programming project. Regular FF makes the game 4 times as fast as normal speed, and DFF is again 8 times faster than regular FF. It's probably only usable to cut the crowd's time to the goal.

However, more important than super-fast speeds is slow-motion - to pull of pixel-precision tasks. A lemmings game should feel like a tool to write your solution with, not something that makes solving in practice even more difficult than solving in theory.

Another important point are action replays. This saves a lot of boredom and luck-dependence. I missed it a lot in the longer levels of Lemmings Revolution. In the other hand, it might acutally be a challenge of skill to play shorter levels without the replay feature.

L3D was the only game that showed you the number of lemmings required during the game. For L1, ONML, Xmas 91-94 and Revolution, you had to remember this number from the overview/the map. You should always be able to see no. of lemmings at start, no. of lemmings required, and the "in" and "out" values. If the trapdoor is empty, you can then calculate the no. of deaths via lems_at_start - (lems_in + lems_out). :-)

The highlight feature is very nice, but I found directional selection an almost equivalent solution, i.e. holding the left arrow will only select left looking lems. Together with holding the right mouse button to select the lem with the lowest priority, can anyone think of a case where highlighting is still better? Walkers with climbing ability should have a higher priority than regular walkers, but a lower one than builders without climbing ability. Heh...

What I really want to see someday is a networking mode, inspired by the two-player mode on the Amiga. You can't count this as an improvement of the original game, though, as it alters the game's goal: Thinking is way less important than reacting on the opponents' actions. If I ever have network support in my game, I'll let you know. ;-)

-- Simon

4124
Lemmings Main / Re: Name these two skills/activities
« on: February 22, 2008, 06:45:35 AM »
Thanks for the ideas! I really couldn't come up with anything short, and the Stunner is my instant favorite.

The frames for the flyer/slipper were captured from the flying lemming. And yes, it might actually be the same as the ice slipper... I've just checked. The slipper's animation (attachment) is bit different.

L2 has always seemed a bit experimental, a lot of its ideas have never appeared in the later games again. Some should have, think of the Laser Blaster. :-)

-- Simon

4125
Lemmings Main / Name these two skills/activities
« on: February 19, 2008, 05:13:25 PM »
Hi there,

I'm programming a lemmings variant as a hobby using C++ and the Allegro graphics/game library. I'm not attempting to make an exact replica of the original mechanics, we already have Lemmix for that and I haven't bothered yet with reading the DOS level format. I redrew a lot of the skills as well. ;-)

Recently, I've inlcuded the Jumper skill from Lemmings 2. After that one, I've come across two other L2 activities that don't seem to have a name. I've attached pictures of each. Does anyone know how they're ususally called, or does anyone simply have a nice idea?

-- Simon

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