Tricky 19 is another example, where a step of height 12 is actually created by erasing from a 32x32 block. It doesn't look odd because the 32x32 block comprises of textures of unit length 4, allowing from shifts and cut-offs in 4-pixel increments without looking strange.
So it would seem the moral here is that with a little thought, you can have both 12 and 16 coexisting harmoniously in the same style. Tame 9 in fact is such an example, with the "big" bricks in unit height 12, but many other elements (eg. the square red bricks, the crates) in unit heights of 8 and 16.
It seems to me that if someone were to create the ONML Bricks style strictly following your approach, the terrains featuring the height-12 bricks would never have been included in that style, and I'm not sure I would see the omission as a good thing.
Huh? Why wouldn't they have been included? I think they would have, just with a height of 16 instead of 12 (basically what I did, and it has the advantage that you can see where miners will end up).
And the Tricky 19 example shows that if you don't have a block of height 12, you just make yourself one.
What I meant to say is, you found some application for a block of height 12. Next thing happening is that you find an application for a block of height 23, 37, 14*Pi, ... and want these blocks as well. If you check the "concrete" folder, it's already pretty full, but if you want a block of some approximate size, you select it and it aligns with the rest. If I were to include all sorts of blocks there, you'd have to look closely or try a couple of times until you find the thing that aligns. In almost all instances, the exact size of the block doesn't matter, so powers of two suffice. It's just a whole lot more comfortable working with these, an with these standard sizes you get a very good estimate for the fall height, or the distance bombers walk before exploding, without having to learn it for every single block size. (Seeing you're the busy beaver and basically misaligned everything in the previous level you made perhaps you don't care about that, but I certainly do. I find it to be a massive chore to work with the original sets where the steel barely aligns with anything, or e.g. in the pillar set, where the designers were high on some rectangular pills of some non-rational side ratio and made the blocks 42x20 instead of 40x20 where they would have aligned at least with each other.)
In the few instances you really want a block of exactly 12, 23, 37, (int) 14*Pi, whatever, you can always use the no-overwrite trick to get a block of custom size. That said, 12 isn't such a bad number when it comes to alignment, so if you want e.g. one of those squarebrick thingies from the main folder of size 12 or 24, I'll make a special block dedicated to ccexplore. Not a whole production series though.
Ok, on to the relevant things now.
After building "The Adventure Playground", I've noticed that the Lix "Underworld" style is currently lacking some important pieces from the original Hell style, e.g. the spikes, the chains, the glowing red rocks. So I'd like to request these. (Of course it's also missing the letters and the diagonal blue bricks, but we don't have to have everything, especially as Lix makes it easy to combine terrain from different styles in one level, so diagonal bricks from the other styles can be used.)
I've attached the traps and hazards I animated for my Cheapo styles. Could any of these be included in Lix? (I realise that a couple of them may be problematic as they incorporate Lemmings graphics, e.g. the clashing rocks uses graphics from the Rock style. Also, I know I'm not much of an artist, so most of them probably don't merit inclusion, but I am very pleased with the fire hazard in particular.)
Well, the new styles weren't done to be faithful recreations of the original sets, though it's obvious that many were inspired by them. Though I agree that this particular set is a bit limited in flexibility, I'll see whether I can recycle something from the scrapped old version, but I think the scrapped tiles are mostly just the originals with a Gauss filter applied. I'll see what I can do, as anything that isn't a block is pretty tricky for me. For the text, I think that's definitely beyond my capabilities, so the only solution would be finding some fitting public domain font.
I've had a look at your traps earlier already; replacing the lemming with a lix isn't a problem, thing is, I can't just take these graphics as they're low-res while lix is high-res, so that'd give a huge clash in style. If you have some high-res version of these, that'd be awesome. If not, I'll try to make something at least inspired by these.
Adventure playground is an excellent looking level btw, I find it hard to combine styles that different and still have it look good (see Alien Invasion
).
Just wondering, did you avoid using the shaded pieces of the top pillar part deliberately, or are you just not aware of them? (Basically, that's me wondering whether I should add the shading to the pillars in LIX before adding it to the list, or keep it as is.)
that's a good one. One thing I noticed right away though (this has nothing to do with your level design) is that when you have a scrolling downward level its really easy to accidentally scroll down when selecting skills. Or is that just me?
I can't really tell, as I've stopped using the skill panel ages ago. You can also disable border scrolling if you using the right-click scrolling instead.
here's another. This is rather easy but I'm trying to figure out a way of making it harder and/or having multiple solutions. If anybody has any ideas feel free.
and I fixed my level "Roundabout"
Ah, Roundabout looks a lot better now, and Elixir is nice as well. The the latter, the climbers climbing out at the top at the right is something one might overlook at the first try (at least I did).
Tell me when they're ready to be included in the list.