Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - namida

Pages: 1 ... 612 613 [614] 615 616 ... 857
9196
In Development / Re: GigaLems - A project I plan on making
« on: February 06, 2015, 12:05:17 AM »
If you're building a Flexi player, see the Flexi documentation (or the tutorial on the NeoLemmix website) for info on that.

If you're just using NeoCustLemmix, put them in the same folder as NeoCustLemmix itself.


By the way - other formats might work, if you rename them to have an IT extension (if they're module type formats such as MOD, XM, etc), or OGG extension (for formats like WAV, etc). This isn't an officially supported feature, and won't work for all types (eg: it won't work for VGM files), but you can try - the former definitely does work, I'm not entirely sure about the latter as I haven't tried.

9197
In Development / Re: GigaLems - A project I plan on making
« on: February 05, 2015, 11:13:24 PM »
There aren't any Genesis musics. The order of the tracks depends on whether the person playing has also got the DOS Music pack; tracks 1 to 17 follow the DOS order if the music pack is present, or the Amiga order if it isn't. Tracks 18 to 23 are the OhNo musics, which are the same order in either case.

However, if you want specific tracks, you can include them with your pack - if you're using the Flexi player, you can build whichever tracks you want into the EXE; if you're using (Neo)CustLemmix, you'll have to include them as either IT or OGG files. Name them "track_##.it" (or "track_##.ogg", where ## is the number you want that track to be. If you have both an OGG and an IT file for the same number, the OGG file has priority; and looping OGGs are supported.

Note that single digit numbers should have a leading zero; eg track_01.it not track_1.it. Three-digit numbers are fine if you need that many (or just want to use high numbers); so track_150.it is fine. Note that the highest track number you can use is 252; the music number can't be set higher than 255, and numbers 253 to 255 have special effects (as does zero):

0 will just use the standard "rotate through the musics one by one", or in Cust, "choose a music at random"; in both cases special musics will be played if certain gimmicks are set
253 is the same as zero, but it won't play a special track on gimmick / frenzy levels
254 plays the Frenzy music
255 plays the Gimmick music

(If you want a custom Frenzy or Gimmick track, the filenames to use are "frenzy.it" and "gimmick.it" (or .ogg).)

For reference; the special music on gimmick levels is determined by:
- Does the level use the SuperLemming or Frenzy gimmick? If so, use the Frenzy music.
- Otherwise, does the level use any gimmick other than Bait-and-Switch or 80px Fall? If so, use the Gimmick music.
- If the level doesn't use any gimmicks (or only uses Bait-and-Switch and/or 80px Fall), just play regular music.

9198
Shit, forgot about this for a bit...

Qualifying levels are:

Crazy 07 "And now, the end is near..."
Crazy 10 "ROCKY VI"
Wicked 05 "Chill out!"
Havoc 12 "It`s all a matter of timing"

Next set is up. This is the last one from the first round... :)

9199
Lix Main / Re: How hard is it to translate Lix into another language?
« on: February 05, 2015, 01:14:03 PM »
Well, my idea was that the filename doesn't matter; it just stores a username in the file (which can be any character). Thus, you just need to generate a default filename somehow. It doesn't really matter what this is either; it could even be random. Thus, a hex representation or a hash would just be the simplest way to generate one, without having to worry about which characters are used.

You could always store somewhere in the settings which username is active by filename (though I guess this could get complicated in itself).

9200
Lix Main / Re: How hard is it to translate Lix into another language?
« on: February 05, 2015, 12:57:07 PM »
It's a plain text file, right? Couldn't you just store the username on the first line or something?

As for backwards compatibility, just look for filenames that don't meet the naming convention (or don't have a username stored in them) and update them to the new format? Or, you could simply store the username as mentioned above (updating existing files that don't have one to take the username from the filename), without paying any regards to the filename (so the user can call the file whatever they want as long as it's in the right place)?

9201
Lix Main / Re: How hard is it to translate Lix into another language?
« on: February 05, 2015, 10:41:22 AM »
Why not just save the filename as a hexidecimal representation (or a hash) of the name altogether? That should be simpler and avoid having to deal with what characters can and can't be in filenames on certain systems.

9202
NeoLemmix Levels / Re: [Fangames] Lemmings Plus Series
« on: February 04, 2015, 04:57:34 PM »
Alright, both of these are done and have been uploaded now. Even if you've played LPII to death, I would advise giving the later parts of Genius another go in the new version... ;)


Aside from the above mentioned levels in the bonus pack, two other levels had modifications - Challenge 7 to fix up a minor misplacement of a terrain piece (I have no idea how that mistake survived for so long xD), and Rush 4 to make it tidier and one part of the execution less-precise.

9203
NeoLemmix Levels / Re: [Fangames] Lemmings Plus Series
« on: February 04, 2015, 04:00:51 PM »
IMO, most gimmicks are obvious almost right away (and indeed, that's how I intended them to be), with the obvious exceptions of the ones first used in Sneaky 4 and Playtime 10 (and, in a sense, Dodgy 18). The player still has to work out how to deal with the gimmick (or in many cases, actually make use of it rather than just working around it), as well as work out the exact details of how it functions - all they're given in most cases is a brief overview of the concept.



For LPII, the levels that were modified are:
Cheeky 2 - Tidied up the one-way arrows
Cheeky 3 - Tidied up the one-way arrows
Cheeky 8 - Majorly decreased the difficulty (save requirement reduced to 40%, skillset increased to 50 of each)
Sneaky 6 - Tidied up the one-way arrows
Cunning 9 - Replaced fake exit with the fire object
Cunning 18 - The entrance on the right side is now left-facing
Cunning 19 - Majorly increased the difficulty (save requirement increased to 100%, first four skills reduced to 0 each, last four to 2 each)
Genius 2 - Somewhat increased the difficulty (save requirement increased to 100%)
Genius 13 - Somewhat increased the difficulty (save requirement increased to 85%; yes, this is possible on the NeoLemmix version*)
Genius 20 - Slightly moved the exit position to keep it in line with certain terrain features
There's one other level too, but I'll leave that one as a surprise. It's very noticable.

* I actually can't think of any reason why this 85% solution wouldn't work on the traditional Lemmix version too (give or take 1%), though I didn't try it. If it does, then this is a MAJOR oversight by all of us - the current record stands at 79%! EDIT: I checked, and it won't work on the traditional version due to a difference in the skillset (which was nessecary because the traditional version's solution won't work on the NeoLemmix version due to differences in builder mechanics). However, I can confirm 86% is possible on the NeoLemmix version, though I don't plan to change the requirement to this, it's fine as it is.


For the bonus pack - I haven't actually made the modifications yet, just identified where they're needed (and this doesn't include Rush or secret levels as I haven't looked at them yet):
Reverse 6 - One less builder (as it's not needed in the NeoLemmix version)
Flight 3 - Tidy up the one-way arrows

9204
NeoLemmix Levels / Re: [Fangames] Lemmings Plus Series
« on: February 04, 2015, 10:35:39 AM »
Done LPII up to the end of Cunning.

About Cheeky 8, while it keeps its same position, it and Cunning 19 are swapped in terms of how difficult they are. Cheeky 8 has been made a lot easier (50 of everything instead of 25, and only 40% requirement), while Cunning 19 has been made a lot harder (3 minute time limit, 100% required, skillset is only 2 each of builders, bashers, miners and diggers (none of the other skills)). This is possible due to one key difference in how the No Gravity gimmick functions in NeoLemmix. The other three gimmick levels remain as-is.

EDIT: Done up to Genius 5 now. Genius 2's save requirement has been increased to 100%, all other levels remain unchanged. I gotta say... no matter how many times I've beaten it (and the fact that I made it), Genius 3 is one of those levels that I can never quite remember how to do...

EDIT: All of LPII is done now. Most of the bonus pack is done too; only Rush and the secret levels still remain.

9205
Lemmings Main / Re: Ideas for Skills
« on: February 04, 2015, 08:08:27 AM »
The Eraser - When assigned, it erases any steel areas, traps, or water within a certain radius of the lemming.

The InvinciLem - A lemming given this ability simply cannot die.  Traps, water, and splat falls have no effect on him.  If he falls off the bottom of the screen, he will re-appear at the top.  (I can think of a zillion uses for this last feature alone.)

The former is somewhat similar to the Mechanic skill in NeoLemmix; the last part of the latter exists in NeoLemmix but as a gimmick rather than a skill (if you aren't familiar with NeoLemmix and/or the Lemmings Plus series, a "gimmick" is a twist to the mechanics that applies to an entire level; they vary from subtle changes such as how the skill counts work, to things as major as having to kill the lemmings instead of save them, or even having zombie lemmings - the latter has an entire (small) game built around it).

9206
Reviews / Re: Level Review - Lemmings Plus I (formerly LPDOS)
« on: February 04, 2015, 06:07:33 AM »
The only changes in levels that have been covered so far that relate to things mentioned in the review are:

Mild 8 - That pesky not-behind-the-steel-block acid is fixed.
Mild 22 - Those redundant blockers are no longer there.

9207
Closed / Re: Player Bugs / Suggestions
« on: February 04, 2015, 05:42:52 AM »
Indeed it should. I'll make sure to fix that in the next update.

9208
NeoLemmix Levels / Re: [Fangames] Lemmings Plus Series
« on: February 04, 2015, 05:32:26 AM »
Lemmings Plus DOS Project I's conversion has been done. And yeah, since it has less and less similarity to the DOS versions each time (as well as that that was originally a codename), I felt it was time to drop the "DOS Project" from the name. So, it's now called "Lemmings Plus I". (Though I'm sure people will still know what you mean if you use the old name.)

The links have been added to the original post. The following levels have been changed relative to the last (unofficial) NeoLemmix version:

Wimpy 25 - Slight layout change due to Danger 23's modification.
Medi 1 - Slight layout change due to Psycho 13's modification.
Danger 23 - Backroute fix.
Danger 24 - Difficulty increased a lot.
Psycho 5 - Difficulty reduced slightly.
Psycho 13 - No longer impossible.*
Psycho 14 - Difficulty increased slightly.
Psycho 17 - Difficulty increased slightly.
Psycho 18 - Difficulty increased slightly.
Psycho 30 - Screen start position fixed.

* Just for peace of mind, this level was NEVER impossible in any official release; it was just impossible in some of the unofficial NeoLemmix releases. This is a prime example of why they're considered unofficial - they aren't fully tested in-depth to the same extent official releases are.


The last traditional Lemmix version is still available on DropBox (so is the new version if you'd rather download it from there); there's also replays for the new NeoLemmix version there.


EDIT: So far, LPII has been tested as far as the end of Cheeky Sneaky (excluding secret levels, both their access and the levels themself).

9209
NeoLemmix Levels / Re: [Fangames] Lemmings Plus Series
« on: February 04, 2015, 01:51:17 AM »
They'll still be included in the same way they are now.

Testing is up to Psycho 21 now. A few levels have had some changes; two relate to either being impossible or near-impossible under NeoLemmix mechanics (you have to keep in mind; the last time LPDOS was fully inspected under NeoLemmix mechanics was, IIRC, before LPIII was released, and there have been quite a few small mechanics changes since then), while others are some difficulty tweaks on levels that are excessively easy for their position. One is a backroute fix I couldn't resist applying.

The full list of changed levels so far is:
Danger 23 - The aforementioned backroute fix. Also affects Wimpy 25.
Danger 24 - Made this level MUCH harder.
Psycho 5 - Made this level slightly easier (it's still very hard).
Psycho 13 - This level (or at least its intended solution) was impossible under NeoLemmix mechanics in its current state. Also affects Medi 1.
Psycho 14 - Made this level slightly harder.
Psycho 17 - Made this level slightly harder.
Psycho 18 - Removed one skill that isn't nessecary to the solution and could potentially open backroutes (though I'm not currently aware of any).

EDIT: One other level had a change, albeit a purely cosmetic one - Psycho 30's screen start position had become messed up somewhere along the line; it's been set back to what it should be now.

9210
In Development / Re: GigaLems - A project I plan on making
« on: February 04, 2015, 01:17:36 AM »
I'd suggest look into LemMain and the Lemmix Flexi Player (which is available in both traditional Lemmix and NeoLemmix flavors). They'll help a long way with actually getting your game into a standalone player EXE, instead of just lots of LVL files that people have to load manually.

I won't entirely make the player for you; but if you need some help working out how to use it, feel free to ask. :)

Pages: 1 ... 612 613 [614] 615 616 ... 857