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 ... 602 603 [604] 605 606 ... 857
9046
NeoLemmix Main / Possible feature: Achievements
« on: February 22, 2015, 04:35:02 PM »
What do people think about the idea of adding an achievements system to NeoLemmix?

Obviously, there wouldn't be any online database - it'd just be a fun thing that's kept track of in the save file and players of packs can aim for. Of course, it'd be supported in custom packs, as well as me adding some of my choosing to the Lemmings Plus games and Doomsday Lemmings (and perhaps we can look at some community-chosen ones to add to the NeoLemmix players of the official games too).

These could be things like "Save 100% on level x", "Complete level x without using builders", "Find all the secret levels" etc, as well as the more-generic ones for completing each rank.

Let me know what you think about this feature; it's one I considered in the past (in fact, originally I thought about having it debut in Lemmings Plus Omega, but never got around to making it) but didn't implement yet.



Now that this feature is confirmed, I'd like to start gathering suggestions for achievements for the official games. Feel free to make suggestions either in this topic or by PM. Please take into account the limitations of the achievements feature. The primary one is that achievements take the form of challenges on a single level, there can't be any that span multiple levels in any way. It is, however, possible for a single level to have more than one achievement related to it. That aside, the criteria for achievements must be among the following (it is possible to mix-and-match more than one of these in a single achievement):
> Saving a certian number of lemmings
> Completing the level in under a certain time (this can involve seconds and even frames, rather than just whole minutes)
> Limiting the quantity used of a specific skill
> Limiting the total number of skills used
> Keeping the release rate within a specified range

Regarding Copycat Lemmings, I will first contact Essman to see if he'd like to pick them himself, and if not, I'll take suggestions here for that too. EDIT: Essman has said that while he'd like to come up with them himself, he's also happy for some community input. Thus, I'll take suggestions here, but it'll be ultimately Essman's decision which ones do or don't make it into the game.

Remember - for obvious reasons, the challenge must be possible in NeoLemmix. Just because it's possible in DOS / traditional Lemmix doesn't mean it's possible in NeoLemmix; if it doesn't rely on glitches it's probably possible, but this isn't always true, either due to subtle mechanics differences, or differences in the levels themself (for example, the Orig and H94 levels in NeoLemmix are based off the Amiga versions, not the DOS versions; and a lot of levels have further minor modifications to make use of NeoLemmix's capabilities). Some that are very challenging under DOS may also end up being trivial under NeoLemmix, for example one that was suggested was "Complete Taxing 30 with no more than 20 diggers", which would be quite challenging under DOS / traditional Lemmix, but it can be done with only two diggers very easily in NeoLemmix.

Achievements may be rated as Bronze, Silver or Gold, depending on their difficulty. However, let's get a collection of suggestions before we decide on ranking them, or on which ones to actually use. The (virtually-)direct-ports of official games will also get achievements for simply beating their final levels, but these aside, none should be simply "Beat level X" without further requirements.

Original Lemmings
Save 100% on Fun 8 without builders
Save 100% on Fun 10 without floaters, miners or diggers
Save 100% on Fun 27 in under 1 minute
Complete Tricky 11 without builders
Save 99% on Tricky 23
Save 100% on Tricky 25
Complete Mayhem 3 with only 4 skills
Complete Mayhem 13 with no more than 6 skills
Complete Mayhem 25 with no more than 5 builders
Complete Mayhem 26 without blockers
Complete Mayhem 30

Oh No! More Lemmings!
Complete Havoc 20

Xmas Lemmings 91/92

Holiday Lemmings 94
Complete Hail 16
Complete Blitz 16

Covox

Prima

Extra

Copycat

9047
Closed / Re: Player Bugs / Suggestions
« on: February 22, 2015, 04:14:49 PM »
This isn't really the place to ask about that as it's not specifically related to NeoLemmix (indeed, it's even possible there may be some contests where NeoLemmix levels aren't accepted; the rules vary from contest to contest); questions relating to contests should be on the contests board. But to answer your question, I don't plan to run official contests with more than two prizes at the moment - indeed, due to the low number of entries, I may even reduce it to prizes for first place only in the future (but we'll see). However, other users are more than welcome to run contests of their own (whether just-for-fun or involving prizes) on the contests board, so if you'd like to do one - and you're sure you have the patience to stick around and see it through - you could do so. I must say though, that sounds a bit overly complicated. The official contests stick to a single theme, rather than awarding various types of levels.

9048
Closed / Re: Player Bugs / Suggestions
« on: February 22, 2015, 03:29:46 PM »
The invincibility "gimmick" is more meant for testing purposes than anything else, so no. Also, I can think of one way to make a level that's possible to beat with that combination...

Spoiler (click to show/hide)

9049
Levels for v10 or older / Re: NeoLemmix version of "Copycat Lemmings"
« on: February 22, 2015, 03:28:44 PM »
It's mostly behind-the-scenes stuff. However, it's very possible I may also finally get rid of the "Compile Styles" option (and just load styles directly). It won't be anything that'll make the editor harder to use.

9050
Contests / Re: Official Lemmings Forums Level Design Contest #2 (Voting)
« on: February 22, 2015, 03:24:22 PM »
I wish i can view the superlemmini files

The Lemmini level is just for regular Lemmini, not SuperLemmini.
All you have to do is copy the style's folder into Lemmini's "Styles" folder, then load the level via "Load Single Level" option.

9051
Site Discussion / Re: Smileys for the 2015 forum
« on: February 22, 2015, 12:02:13 PM »
It should be possible, with a little bit of admin magic, to have a setup along the lines of:

Option a. Poster posts, eg, ":)". This shows up as a Lemming smiley or a Lix smiley depending on the reader's preference.
Option b. Poster posts, eg, ":lem)". This shows up as a Lemming no matter what.
Option c. Poster posts, eg, ":lix)". This shows up as a Lix no matter what.

(Perhaps even a fourth one to show up as the opposite of what the reader has set. xD And preferably with better shorcuts than those ones I used as examples.)

9052
Contests / Official Lemmings Forums Level Design Contest #2 (Voting)
« on: February 22, 2015, 07:55:40 AM »
WARNING: Absolutely NO discussion of the contest levels is allowed ANYWHERE on the forums (except in private messages) from this point until voting has finished.

Okay, you've had some time to play the levels, time to vote for your favorites!

Remember, there is no specific criteria you're being asked to consider. It's just which level(s) you liked the most, no matter what the reasons for that may be.

As a reminder, the prizes available to the winners are (with first place getting first pick, and second place getting second pick; other places do not receive a prize, unless one of the first two decides they don't want a prize at all):
a) US$10 voucher (or an item to that value) on any online service such as Amazon, Steam, etc; the restrictions are that the site must accept PayPal (or directly accept debit/credit cards if they're a well-known and reputable website). Alternatively, the winner may choose to simply take the $10 itself through PayPal, or equivalent in a major cryptocurrency (such as Bitcoin, Litecoin or Dogecoin).
b) One month worth of advertising on the forum's news ticker. It does not have to be for a Lemmings-related project, but does have to be something the winner is somehow involved in.
c) Their choice of rules for the next official contest (within reason).


The structure of the voting is:
Round 1 - All four levels are entered, each user gets two votes, the winning two levels proceed to the next round. Voting lasts 3 days.
Round 2 - The two winners from the first round are entered, each user gets one vote, this determines the winners. Voting lasts 3 days.

EDIT: To clarify (and I see some people were already aware of this), two votes is the maximum, not a set requirement. You are more than welcome to only vote for one level if you feel only one level is worthy of your vote.

In the case of a tie in the second round, the first round's results are used as a tiebreaker. In all other cases, I'll determine how to handle them if and when they happen.

Please note - your vote CANNOT be revoked, so take care! This is to avoid any suspicion that I may be removing votes for levels that I don't want to see win, etc. Think (and double-check what you've clicked) before you vote.

Winners will be contacted via private message in addition to results being announced in a new topic.


And once again, please note that strictly NO discussion of the contest levels is allowed ANYWHERE on the boards until voting is finished, apart from via private message - even this, don't abuse it (this is mostly allowed so, for example, people can ask the creator of a level if their solution is a backroute, etc).


If you don't have a copy of the levels yet, you can get them here:

9053
Levels for v10 or older / Re: NeoLemmix version of "Copycat Lemmings"
« on: February 22, 2015, 07:44:02 AM »
That should be fine (although some people might find use for it if you were to release it). I plan to play through this pack properly soon, to see if I can notice any issues - but I think most things have been ironed out by now! :D And if that's the case, it's probably about time to fix the other issues that need to be done for the NeoLemmix update (which don't relate to Cheapo in any way), and put the update and tools out so that people can start converting any Cheapo content they see fit.

I'm not looking forward to getting the editor up to scratch for this, though... it'll need a major overhaul in some regards, but on the other hand, these things were long overdue even without taking Cheapo into account anyway.

9054
Qualifying levels this round are:

Wild 11 "Mutiny On The Bounty"
Havoc 05 "There`s madness in the method"
Havoc 07 "Creature Discomforts"

Next set is up. :)

9055
Site Discussion / Re: Karma
« on: February 21, 2015, 04:46:45 PM »
It looks like the votes are pretty unanimous in favor of removing it...



Also, thanks for mentioning the "lite" theme. This is something I had entirely forgotten about, and will have to get onto at some point. :)

9056
Site Discussion / Re: Smileys for the 2015 forum
« on: February 21, 2015, 04:45:53 PM »
It's completely possible to have seperate sets (a "Lemmings" set and a "Lix" set) and let users choose which one they prefer, if anyone likes this idea.

9057
Level Design / Re: Official Tilesets vs. Custom Tilesets
« on: February 21, 2015, 03:01:27 PM »
In the case of LPII and LPIII, I used custom tilesets to make these packs stand out, as well as because I'd just put together a tool to make custom sets (in LPII's case) so wanted to make use of it, since I was unsure if anyone else would. For LPIII, it was also the fact that no existing tilesets at that time had the new objects. On the other hand, for LP Omega, I felt that using the LPII / LPIII sets would be good enough. For Doomsday Lemmings, it was again partly to use a new feature (non-palette-based tilesets), but more than anything I just didn't feel any existing tilesets fit the theme well enough - Dirt came close maybe, but not close enough for my liking.

I've never really tried making levels with anyone else's custom tilesets yet, apart from a few levels back in the Cheapo days. Nowdays I'm pretty much only creating levels for NeoLemmix (and even there, I haven't created anything new, apart from one test level, since Doomsday Lemmings), and there are no custom styles for that yet apart from my own (and the Sega set if you count that one, though in some ways it's an official one); perhaps if some do arise at some point, I'll have a go with them. :)

When it comes to playing levels, I'm not so fussed. You can make a good-looking level in almost any tileset if you try, and same goes for making a challenging and/or fun level; these things matter more than whether the tileset is custom or official IMO. Plus, since I don't tend to be a huge fan of Lemmini, there isnt' that much custom tileset content out there at the moment on Lemmix or NeoLemmix - though that very well may change with the release of NeoLemmix V1.29n and thus the possibility to convert a large portion of the existing Cheapo content over to it.

9058
Levels for v10 or older / Re: NeoLemmix version of "Copycat Lemmings"
« on: February 21, 2015, 02:52:24 PM »
It's no worries! There's always subtle differences between engines - even the DOS versions of Orig and OhNo have some mechanics differences between each other, and DOS CustLemm has some differences again. Even within NeoLemmix, which attempts to be as consistent as possible (outside of "Cheapo Mode"), LPIII and LPIII Bonus Pack have one slight difference from all other players (specifically relating to the spawn point of lemmings dropping from entrances), while custom-built players have the option to choose between the instant and timed bombers (though use of timed ones is discouraged; but the option is there). In general, most levels are playable across any engine that supports all the features they use, unless they rely on unusual quirks or glitches.

Also, I remember back many years ago when I first discovered Cheapo and was bugging you on an almost-daily basis for "how do I do this" or "can you do this for me" and you helped out probably far more than you should've (maybe you remember the horribly-drawn "Lightning" graphic set I asked you to put together an STT file for?) - so I guess in a way, this is returning the favor! :D

That being said, if there's any other differences you know of off-hand that may affect the levels significantly, let me know so I can account for them sooner rather than later. :)

9059
Levels for v10 or older / Re: NeoLemmix version of "Copycat Lemmings"
« on: February 21, 2015, 02:33:58 PM »
Uploaded attempt 6. This reverts the conversion of trap trigger areas to the way it was handled in the older versions (ie: same trigger area but moved down one pixel, to account for the difference in where Cheapo checks for trigger areas vs where NeoLemmix checks for them), with a manual tweak to the bear trap in the dirt style as this seems to have a difference between Copycat Lemmings and Cheapo. There's also a tweak to Fun 12 to set the bear trap there to No Overwrite just as it was in Copycat Lemmings; this is again a Copycat/Cheapo difference.

Finally, flipped objects should no longer be moved slightly off-position. :)

I haven't yet made that attempt to optimize the file sizes. That's the next goal, if no more issues arise (and I think it's safe to say they should mostly be ironed out by now).

I myself finally played this to some detail - not the entire game or even close; I so far played the first half of Fun, and the first handful of levels of Tricky and Mayhem (as well as a few other random ones). Definitely some great levels in here! :D

9060
Levels for v10 or older / Re: NeoLemmix version of "Copycat Lemmings"
« on: February 21, 2015, 12:21:02 PM »
This happens on the genuine version too; it's not unique to the NeoLemmix port. When he mentioned that before, I assumed he was talking about not being able to step up them when he should be able to; thus why I got confused and thought it was the same issue.

On a side note, I've looked at the other two issues listed under known issues:
- The objects not getting "no overwrite" properly: This is actually a difference between the true Copycat Lemmings levels and the Cheapo versions of them these were based on. And in fact; this trap not working (the one in Fun 12) is also an issue that's also present in the Cheapo versions of these levels, but not the genuine Copycat Lemmings. Thus, I guess there's nothing wrong with the code setup that was making this trap not work; instead this level is what's faulty - my initial method of "just move the trigger area down by one pixel" is perfectly fine!
- The horizontal flip issue, I still haven't come under any cases where this affects any Copycat Lemmings levels; regardless, I've added code to work around this issue as I can almost guarantee there will be Cheapo levels where this does come up involving custom styles (or possibly even the ONML ones).

EDIT: The first point, on even closer investigation, it appears the issue with Fun 12's trap might actually be with a difference in this object's trigger area between Copycat and Cheapo.

Pages: 1 ... 602 603 [604] 605 606 ... 857