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Messages - WillLem

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76
SuperLemmix / [FEAT] Cursor flicker trick
« on: April 17, 2024, 01:23:10 AM »
I've decided to implement the Amiga "cursor flicker" trick. This will come in very handy when trying to get a lem facing a certain direction in Classic Mode; since this mode aims to closely reproduce the OG experience, this is pretty much a necessary part of it.

Clear physics shows it best - note that the directional arrow only faces left when the cursor is flickering to the right of a group of lemmings:



Commit b432a5bbe implements this feature



And whilst we're on the subject, here's a new trick for you - since lem recolouring for athletes is kept active in Classic Mode, assign a Floater or some other permaskill to one of the lemmings in a group, and this lemming will now visually stand out from the crowd! From there, it's very easy to see which direction that lemming is facing in, and whereabouts they are! ;P


77
SuperLemmix Bugs & Suggestions / Re: [SUG] Minor UI tweaks
« on: April 16, 2024, 11:31:12 PM »
1) I think it would make more sense in Level Select for the "Xmas Lemmings" subgroup to be renamed to "Holiday Lemmings" and for the "New Year Lemmings..." collection to be moved inside this subgroup in addition to the "Holiday Lemmings 1993 & 1994" and "Xmas Lemmings 91 & 92" collections.
...
2) In the "Covox Lemmings" collection there are only two levels per difficulty, whereas ... there are six levels ...  Would it be possible please to add these levels into SuperLemmix in a future release?

I've replied to these suggestions here.

3) Please could you modify the 'Sleeping Lemming' mouse cursor that appears between levels so that the blue "ZZZ" at the top contains the actual section that is used to select?

Yes, I was looking at changing the hotspot for this anyway. The blue Zs probably does make more sense.

4) Context-sensitive help in the level selector and settings screens

Sure, we can add more popup hints - I'll aim to get one for each config menu item. This will also probably be a 2.8 feature.

At some point, I'm also planning to make a video tutorial for navigating the menu screens, so this should also help when I finally get around to doing it! :lemcat:

5) A "bye-bye" lemming voice sound effect when exiting the game instead of the current sound effect.

You're welcome to replace the default sound effect to whatever you like by simply swapping out the "bye.ogg" file in SLX/sounds for something else that you prefer. The player supports most audio files (MP3, Wav, Ogg, etc). Just make sure to also title the replacement sound "bye", and it will cue as normal in place of the default.



I've added these suggestions to the SuperLemmix wish list.

78
SuperLemmix / Re: [FEAT] Included Level Packs
« on: April 16, 2024, 11:30:47 PM »
1) I think it would make more sense in Level Select for the "Xmas Lemmings" subgroup to be renamed to "Holiday Lemmings" and for the "New Year Lemmings..." collection to be moved inside this subgroup in addition to the "Holiday Lemmings 1993 & 1994" and "Xmas Lemmings 91 & 92" collections.

Yes, good idea. I'll make this change in the next major update (2.8).

2) In the "Covox Lemmings" collection there are only two levels per difficulty, whereas in the SupperLemminiToo "Save the Lemmings" collection there are six levels per difficulty.  Would it be possible please to add these levels into SuperLemmix in a future release?

The levels you're referring to are part of the Prima Publishing pack, which is included in the DMA Lemmings compilation. In SLToo, these levels were combined with the Covox ones to make "Save The Lemmings".

I'd be happy to update the compilation to gather the more incidental bonus levels such as these together in one place. So, for example, we could combine Prima, Covox and the Bonus ranks from Lemmings and Oh No! More Lemmings all together into one mini-pack within the DMA compilation.

Do people think this is a good idea? Or, would people prefer for these levels to remain separately grouped?

79
SuperLemmix Bugs & Suggestions / Re: [SUG] New Lemming type - Rivals!
« on: April 16, 2024, 01:15:10 PM »
Giving this a bump as it will most likely be the flagship feature of 2.8 and there are a few things that need to be discussed before the feature is fully implemented, which doesn't tend to take long according to my track record so far! ;P

I'm currently thinking that rival lemmings should wear red instead of blue tunics:



"Rival red" is a good alleritative way to remember this particular recolouring scheme, and traditionally red and blue teams tend to be direct rivals (examples: Mario and Sonic, Coke and Pepsi, Manchester United and Manchester City).

The question then becomes: what colour should selected lemmings' tunics be recoloured to? Currently, the defaults are recoloured to red from blue, and we could apply the same in reverse to Rivals, but this would almost certainly become confusing if a group of normal and rival lemmings become bunched together.

Perhaps purple could work, as it's a mix of blue and red. Ideally, this scheme would be applied to both normal and rival lemmings, but then the obvious problem is that it still wouldn't be clear from the recolouring alone whether the currently-selected lem is a rival or a normal. We can prepend the status display in the panel with "R-" (as in the current N- for Neutrals and Z- for Zombies), but that means the player would have to always check this status; ideally, the recolouring alone should be enough.

This is where my preference for shades of the same colour to distinguish between states may come into its own! My proposal, then, is that we adopt the following scheme:

Middle shade: Normal lemming (as it is currently)
Darker shade: Athlete lemming (as it is currently)
Lighter shade: Selected lemming

Then, selected lemmings in each group will always simply be a lighter shade of whatever the default colour is, and athletes will always be a darker shade. I'm currently about 90% sure this is the way to go. Here's how it could look:





Again, user-side mods would remain possible for all states, so if people don't like the defaults they can always change it to something else entirely in their own copy of SLX.

Thoughts on this?

80
SuperLemmix Bugs & Suggestions / [SUG] Panel hints
« on: April 16, 2024, 11:25:55 AM »
it would be nice to be able to optionally display skill labels underneath the skill icons for clarification for new players (e.g. my teenaged daughters, or even myself when it comes to the new skills).

Apologies, but skill panel labels isn't something I'd like to add to SLX. I'm currently trying to reduce graphics loading wherever possible, and so will only add more graphics if it's absolutely necessary. A label for each skill would require an additional 52 images (26 in each resolution) as well as probably needing to resize the buttons; it's likely that low-res would currently simply be too small to write "Platformer" legibly, for example.

However, we may be able to use Windows popup hints instead (the small diaog that briefly shows when mousing-over an item), I'll take a look later today and see if this is possible with the skill panel. In theory, it should be, because these are currently used in the Level Select menu for displaying usernames when mousing-over a record.

If it is possible, then this is something I'll look at adding in the next major update (2.8). And, if implemented, these will most likely be on/off optional (and, off by default).

81
is there any way to increase the size of the skills/map panel underneath each level to fill the entire width of the screen when in high-res full-screen mode, or at least to make it larger, as it appears to be very small at the moment

What's the screen resolution of your computer's display? And, are you using SLX in Full Screen or Windowed mode?

If Full Screen, the panel should display almost the full width of a 1920 x 1080 screen in hi-res. In Windowed, if you hit "Reset Window" in the config menu, this should auto-size the window so that it displays the panel to the full width of the window (again, even in hi-res).

If you have manually made the window smaller than the default size (i.e. the size when hitting "Reset Window"), then the panel may not be able to zoom to full size, in which case you may need to choose not to show the minimap if you want the panel to display larger. At present, there's really no other way around this - we discussed it at length before I settled on dropping 2 skill buttons (there were 16 at one point!). We could drop another 2, but before making a decision like that it would be far better to assess your specific case.

So, some screenshots and knowledge of your screen's size and resolution would help me to diagnose your specific issue and advise accordingly.

N.B. At some point in the future, I plan to enable auto-resizing of the skill panel to fit the window, but this probably won't happen for a while as it's not a simple task. In the meantime, let me know what you're working with and I'll do my best to help.

Additionally, it would be nice to be able to optionally display skill labels underneath the skill icons for clarification for new players (e.g. my teenaged daughters, or even myself when it comes to the new skills).

I've replied to this in a separate [SUG] topic here.

82
Non-Lemmings Gaming / Tomb Raider I, II, III and IV Levelmap Explorer
« on: April 15, 2024, 05:53:11 AM »
Tomb Raider Nostalgia Website

Thought I'd share this. It's a web app that allows you to zoom in and out of the Tomb Raider level maps and view them basically any way you like. If you're a fan of the games and enjoy stuff like this, it's a fantastic resource. Enjoy! :lemcat:

83
NeoLemmix Styles / Orig/OhNo-style styles
« on: April 15, 2024, 05:48:04 AM »
Which of the custom style sets are closest in character and quality to the orig and ohno styles? Those have a very specific vibe to them which is difficult to replicate, it would be good to see some other styles which aim for a similar aesthetic.

84
SuperLemmix / SuperLemmix 2.7.2 | Editor 2.7 | Styles 2.7.2
« on: April 15, 2024, 04:51:42 AM »
2.7.2 Hotfix Update :lemming::lemming::lemming:

A number of bugfixes and updates this time around, well worth getting this as it's way more stable than the previous 2.7 iterations.

Changelog

:lemming: Infinite Skills hotkey is now Numpad 8 by default (it was previously Insert, which was a bad idea due to the existing Windows functionality of this key)

:lemming: Restored "level attempted" treeview icon in level select, so a different icon will be shown when a level has been attempted but not completed - this is experimental for now, if people don't like it we can always go back to not using it

:lemming: Improved visibility of treeview icons - e.g. when a check mark overlays a talisman icon, it's now much more visible than previously

:lemming: Timebombers, Radiators and Slowfreezers now have dedicated panel text when hovered over

:lemming: Bugfix - Restarting now always resets "game was paused" status, so restarting a level will never fail a "Play Without Pressing Pause" talisman (I thought I'd already done this, but it needed a different approach to the one I used previously)

:lemming: Bugfix - meanwhile, pressing Rewind now counts as a fail when attempting a "Play Without Pressing Pause" talisman

:lemming: Bugfix - Jumpers now have a "bounce allowance" of 3 bounces when Jumping against a wall or other terrain; once they have bounced and turned 3 times, they will fall when they next hit terrain

:lemming: Bugfix - fixed various water object bugs related to position checks; all water objects are now handled separately, and Swimmer>Jumpers do an additional terrain check to prevent "clip-Jumping" through water-overlapped terrain

:lemming: Bugfix - Talisman icons are now displayed correctly when set by style rather than level pack or default menu gfx

:lemming: Bugfix - "No Auto Replay" is now "Auto Replay" internally as well as in the config menu - the internal logic has been reversed where necessary, and this has been thoroughly tested

:lemming: Bugfix - fixed cursor file path; only the hi-res postview cursor was working, they should both work now

:lemming: Bugfix - restored original digit alignment; turns out these are handled per-object, which makes way more sense

Other updates:

:lemming: Styles - updated digit alignment for orig and ohno exits, and default pickup

:lemming: Editor - added "Cleanse Levels" menu item - this automatically re-saves all levels in a specified pack to ensure compatibility and tidy up the text file; this has been added mainly for use alongside the QuickMod tool, but it may also come in handy for pack creators, particularly when updating an older pack



To get this update, please download SuperLemmix as normal from here - please note that, due to updates to styles and menu gfx, the update must be downloaded in full.

A reminder of what's new in SuperLemmix 2.7

85
Giving this a bump due to interest in recreation of L2 levels being expressed here.

Such a project would be particularly good for SLX, due to the presence of more L2-like skills, and I may consider adding the missing objects (chains, cannons, trampolines, etc) at some point in the future if this project ever gains momentum, but of course it would be great to see this in NL as well (i.e. so, even if the existing skillset and objects are never expanded upon).

Proposal: what if we assign a number of level designers a tribe each, and task them with manually recreating the levels from just that tribe? I can’t remember how many levels there are in each tribe, but I’m sure it’s no more than 20. There are enough talented level designers on the Forums, we might even be able to give each tribe to 2 designers so that the workload can be divided further.

I’m happy to put myself forward for Beach.

Or, does the DOS version have .lvl files similar to L1/OhNo? Could the levels be assembled from these somehow?

86
SuperLemmix / Re: [DISC] NeoLemmix>SuperLemmix Levelpack Compatibility
« on: April 12, 2024, 09:16:47 PM »
It's now possible to update all water objects in an entire pack using the SLX QuickMod Tool - choose "Update Water Objects" and all water objects will be automatically converted to their SuperLemmix counterparts.

Note: this only works for orig and ohno styles; levels using custom styles will need to be updated manually using the instructions here.

Additionally, it's now also possible to use the SLX QuickMod tool to mass convert:

All Stoners to Freezers
All Bombers to Timebombers (and vice versa)

87

Here's an unofficial conversion of Geoffster's GeoffLems for SuperLemmix. All maps are identical, and only a handful of changes have been made between the NeoLemmix version and this version, noted here:

:lemming: Timebombers replace Instabombers so that the "Classic 8" skillset is as it was originally.

:lemming: All original time limits have been restored.

:lemming: Bonus rank with 2 additional levels has been added.

:lemming: Several Talismans have been added.

Thanks to ericderkovits for additional work on this conversion. The pack has been cleansed and fully tested in SLX 2.7, so it's good to go. A zip of replays is also provided.

Enjoy! :lemcat:

88
My point wasnt about how close to L2 it is, rather the fact that the skill could and likely would be used for a secondary purpose thats completely not terrain removal. It seems a bit inconsistent to me but those are just my two cents.

This is one of those "depends on the layout of the level" arguments. Any skill can be used for its non-primary purpose, and in fact many skills are used that way in order to create difficulty and more interesting interactions (e.g. using a Builder to turn a lemming, using a Basher to cancel a Builder) - the point being that it depends on the level designer, not the skill itself.

With that said, I agree that skills should have a single basic action and not do multiple things, ideally. We all seem to agree, though, that the Propeller should arrive at the top of the tunnel. So, unless we arbitrarily nerf it by having it always fall, it will have the secondary benefit of height gain. Is this acceptable?

89
Level Design / Re: list of level titles for taking
« on: April 11, 2024, 01:01:54 AM »
Some level title ideas (I'll add to this list when I think of more):

Tender Lemming Care
Green is the Colour
Blue is the Colour
Lateral Sinking
Lateral Drinking
Swim City
Pizza Toppings
Have It Your Way
Lem Turismo
Grand Lem Auto
The Lem Andreas Fault
Made in Lemmingland (or, substitute 'Lemmingland' for wherever you made the level!)
Night of the Lemming Dead (Zombie level, obv) - already taken!

More suggestions:

Lem Raider (use the lemminas_laracroft sprites for this one! ;P
Unagi, Lemming-san
Area 52
Discount Lemmings
Dairy-free Lemmings
Decaf Lemmings
Lost in Lem Vegas
Big Trouble in Lemming China
Lembusters

90
Yes, the Propelling lem will always arrive at the top of a successfully created tunnel.

The question now seems to be: what about when the tunnel isn't finished due to the lem hitting a steel block, or the top of the level (i.e. the situations in this image that result in transition to "faller")? Should the lem fall (potentially fatal), or propel safely back down?

I'm currently about 50/50 on it, either would be fine code-side.

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