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Messages - WillLem

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1
NeoLemmix Styles / Re: New Styles - Lemmings Faithful
« on: May 04, 2024, 08:25:43 PM »
These are just the sorts of styles we need - clear theme, beautifully crafted, high versatility. Excellent work, Dexter :thumbsup:

2
This one seems very similar to this idea, which seemed to have a good amount of support from multiple users. Namida also seemed to think that the codebase would support it in all but auto-scrolling the screen according to the user's mouse movements.

As of 2.7, SuperLemmix now has .nxrp file association - i.e. if you right-click a .nxrp file in Windows and associate it with SuperLemmix.exe, then double click the .nxrp, it will open SuperLemmix and auto-load both the level and the replay (albeit to Preview screen rather than opening the level directly - this is so that the user can make sure that the correct level has been loaded). There is also the Mass Replay Checker, which already auto-plays replays, it just doesn't render them.

In theory, we could harness these capabilities to play multiple replay files back-to-back. We'd generate and store a list of replays from a specific directory, and then auto-load each one in turn, always bypassing the Preview/Postview screens (or, perhaps, displaying them for 5 seconds or so between levels).

Not out of the question, and we may even be able to address the issue of screen movement not being saved in the replay - it seems like this would almost be a must for this feature anyway. At the very least, auto-loading replays shouldn't be too difficult even if we can't also record screen movement. We just generate a list, then iterate through the list matching each replay to a level file, load the level, load the replay, move on to the next one. It'd probably be best to skip any cases of "level not found" as well.

With that in mind - as of 2.8, SuperLemmix will have the ability to write a replay's Mass Replay Check result to the filename (I'll see if it's also possible to write the result to the replay file itself), that way we could have the proposed auto-play/"screensaver" feature only play successful replays.

Then, it would be up to the user whether they wanted to load only replays for a specific pack, or for a random selection of levels. The button would open a file browser, and you'd select which folder of replays you wanted to play.

I've added this one to the wish list.

3
NeoLemmix Main / Re: NeoLemmix Experimental 12.13
« on: May 04, 2024, 07:12:43 PM »
Version 6

All commits squashed to Exit-To-Postview Behaviour Parts I, II and III, which will feature in the Pull Request.

This version is correct to commit 00a392b on origin/master, which includes the GR32v3 update - note that this update will NOT feature in the PR as it will mismatch with NL 12.12.5 codebase

4
12.13 Exp (Build 4098 | Commit 00a392b)


5
Improved icon graphics, plus they're now centred over the object:



Very happy with this, and now I can concentrate on the Player-side implementation of the Rivals feature.

Implemented in Commit 0d857fb

6
Giving this a quick bump. The Forums are super busy at the moment, which is great to see! :thumbsup: I realise I'm creating a lot of topics myself - nothing new about that, I suppose!

I just want to give people an opportunity to speak up if they have an opinion.

7
NeoLemmix Styles / Re: Orig/OhNo-style styles
« on: May 04, 2024, 01:27:29 AM »
@Dexter - that last one (the pillar one) looks incredible, probably the closest thing I've seen to an OG style so far. It almost looks like it could have been one of the vgaspec levels.

My own style creation skills tend towards remixing/tweaking what's already there rather than creating something entirely from scratch; I admire anyone who can work from a completely blank palette. I can do that with music, but even then I tend to use familiar themes and melodies, and like to stick to tried-and-tested instrument groupings/voices.

Anyway, here are some ideas I had whilst I was driving the other day; I thought I'd share them here in case it sparks anyone's artistic engines. Pieuw's comment about the OG styles being a "toolbox to build anything" has been the inspiration here, and seems like it would be a good thing to keep in mind throughout creation of any lemmings style.

Plasticine Factory - the idea here would very much be abstract shapes and blobs, but long thin pipes of plasticine could also work, as long as they taper at the end like plasticine snakes tend to. These could be complemented by more generic "factory / laboratory"-type items like metal/plastic tubes, grilles, etc.

Gold / Treasure - think a mixture of ohno_brick and orig_crystal, but with gold bullion, gold chains, ornamental spindles, coins, and of course jewels and other items. Bonus points if the items aren't too specific, and can be joined together to make larger items.

Glass / Ice - this would be a mixture of spiky, jagged shapes and smooth curves. Use of semi-transparency could make this look quite magical.

Lego - this lends itself very well to the idea of "make anything from this" - it has already been done by Arty, of course, but that doesn't mean we can't revisit the idea and expand on it.

Many of namida's styles also have a lot of potential. Martian, Purple and Circuit spring to mind as "make anything" styles which also have a distinct and unified theme, and Lab and Honeycomb are probably the closest to feeling like OG styles.

I'll keep looking, there are many styles in the custom archives that I haven't even seen yet.

8
You're not exiting the monster, you're continuing into tests that care for (not success), but not for (not talisman) and overwrite the result that depended on your test for success:

I see what you mean, but this happens in the very next block:

Code: [Select]
                if Game.GameResultRec.gSuccess then
                begin
                  if Game.GameResultRec.gGotTalisman then

This makes me wonder whether gGotTalisman does indeed imply gSuccess. However, a quick search elsewhere in the codebase doesn't make it clear that these conditions are definitely mutually inclusive.

So, I've committed and pushed your suggested change. You're right, let's not assume anything.

I'll have time for code review tonight, Friday 3rd, 17:00 UTC, or anytime on the weekend.

Weekend is good for me too, shall we aim for 1700 UTC Saturday?

9
Very happy to report that drawing object helpers in the Editor is coming along very nicely, so it looks like Exit marking will be completely automatic.

Here's how it'll work:

The Exit flags will be removed from the default style's "objects" folder and placed instead in the "effects" folder. They will no longer be decorative objects, and instead will mark Exits as Normal (blue) and Rival (red). (We could maybe use the green one for Zombies, but that's for another day! ;P).

When an Exit has the relevant property, it will be marked using an overlaid icon in the Editor (as shown here but with much better graphics), and a flag in the Player (style creators will be able to customise their own Exit markers by placing a graphic with the same name in the style's "effects" folder - this means that there can only be one marker per-lem-type per-style, which is a good thing!).

All level creators need to do is check the "Rival" checkbox on Hatched, Pre-Placed Lems, and Exits. The Editor and Player will do the rest between them 8-)

10
Managed to get this far with it today, pinching myself as this time yesterday I wasn't even sure this was possible:



The icons are also slightly resized so that they appear the same size relative to the object when zooming in; this seems better. The next step is to add individual icons for each skill, and center the icons rather than draw them left-to-right. That's after snooker, sleep and cleaning my car.

11
Better position, plus the square stays the same size when you zoom in. At first I thought I'd need to fix that, but actually it makes sense to keep it the same size so it's still readable at any zoom factor:

Zoomed out:



Zoomed in:



Next step, better images and proper positioning!

12
Getting somewhere! The little square is a test placeholder, obviously drawn in completely the wrong place, but each anchors to its object when moved around!


14
This will do in the meantime. In a lightbulb moment I realised that the Editor already has a way of writing text above objects, i.e. the object's index when there is (> 1)!

So, harnessed this to write the skill flags. We can make it optional if people think it would be too distracting:


15
does gGotTalisman always imply gSuccess?

As far as I can tell, yes. We first check for Success, then check for a Talisman, wherever it's relevant. So, if we're checking for a Talisman then we have to have reached a Success result.

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