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SuperLemmix Bugs & Suggestions / Re: [SUG] New Lemming type - Rivals!
« Last post by WillLem on Today at 12:24:01 PM »
Quote from: WillLem
At present, the plan is to not allow a lemming to be both a Neutral and a Rival.

Do you have deneutralizers? What happens when you neutralize a rival, then deneutralize him: Will he be regular lemming or rival?

Had a bit of a brainwave today regarding this.

Neutrals currently count as +1 in a normal Exit and -1 in a Rival Exit. However, if we allow Neutrals to count as +1 in both Exits, then it would make sense to allow Rivals to become Neutrals. Furthermore, this scenario also makes more sense from a general gameplay point-of-view (i.e. Neutral lems shouldn't care which Exit they're in, because they're Neutral).

So then, assuming the NL 12.XX Neutralizer & De-neutralizer objects work as I imagine they do (I haven't implemented or tested them code-side yet), a Rival that becomes a Neutral and is then De-neutralized will become a Rival again (i.e. we won't remove the Rival tag from the lemming).

If this goes ahead, Neutral will have to be the "preferred" state if a lem is given both tags. This will then render them un-assignable to, save-able in both Exit types, and only potentially a Rival iff the level provides a De-neutralizer.

Given all current mechanics, and what could reasonably be expected from the game as "normal" behaviour, this seems to be the best way to handle the presence of both Rivals and Neutrals in the same level (and, indeed, the same lemming).
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NeoLemmix Main / Re: NeoLemmix V12.13.0-RC Released
« Last post by Armani on Today at 06:53:55 AM »
Still no luck :( I get the same error message over and over
 - clean install
 - open and re-save new png files(helpers for new objects, mask for portal, no lems message)
 - testing with other devices
nothing works so far. AV deactivation didn't help either.

When I download the full RC1 and replace only the executable with the one from v12.12.5, I can run NL v12.12.5 without the unknown image format warning. very strange :evil:
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NeoLemmix Main / Re: NeoLemmix V12.13.0-RC Released
« Last post by WillLem on Today at 12:08:47 AM »
Confirmed the first of the bugs that kaywhyn has reported (regarding fullscreen option); additionally, the Windows Taskbar is also visible.

Can't replicate the scrolling bug.

Notes:

* These bugs are not present in the 12,13 Exp, which is based on NL commit f3d92ea33. So, it's likely they were introduced after this commit
* The bugs are also not present in my working copy of NL. I haven't yet merged the branches 12.13-RC1 and styles-updates into my master branch, so that may help to narrow it down even further (the PNG scans in commit 492a750a8, perhaps?)
* Since Armani's bug is gfx-related, all bugs seem to point to GR32 being the issue; I've noticed a few dodgy ".pas file not found" issues in RAD since updating to V3, but none of them seem to have affected SLX or NL 12.13 Exp and have been either as a result of a missing image or an incorrect PNG interface call by me, so... easy to fix if they do arise
* AV doesn't make a difference with kaywhyn's bug, yet to hear back from Armani if he's tried AV deactivation to help with his
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SuperLemmix Bugs & Suggestions / Re: [SUG] New Lemming type - Rivals!
« Last post by WillLem on May 22, 2024, 11:56:09 PM »
Made some more decisions/progress with Rivals today :lemcat:



Scenario A: The level provides only 1 Lem type (Normals/Rivals), and 2 Exit types (Normals & Rivals).

Resolution: All Exit types are treated as if they're the same as the Lem type, regardless of assignment.



Scenario B: The level provides 2 Lem types (Normals & Rivals), but only 1 Exit type (Normals/Rivals).

Resolution: The save requirement for the level is defaulted to {the total number of Lems that match the Exit type + any Neutrals + any Cloners} or {the existing save requirement}, whichever is lowest.

The save requirement is also adjusted for Exits with Lemming caps. This took a fair bit of doing, and could probably still be optimised further for readability/simplicity, but it's bug-free in every scenario I tested (multiple Exits, multiple Lem types, multiple Lem caps - all behave well).



Meanwhile, I've decided to leave the Exit marker data as it is. So...
  • SLX first looks for an Exit marker in the style's "effects" folder (if the folder exists). If it doesn't find one, if uses the one from the default style's "effects" folder (which, at present, is the blue/red flag)
  • Marker position is tied to the individual Exit's .nxmo - this makes the most sense, since a style may feature multiple Exits, and each one will need its own marker position
  • Marker frames are specified in the style's theme.nxmi file - still fairly unsure about this one, but for now it's better than adding more paperwork in the file system
Not much longer now and this one will be ready for fully showcasing, testing, and implementing as part of a level pack project. Next step is to make sure that the styles with custom sprites have Rival recolouring data. That's a job for tomorrow :sleep:
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Non-Lemmings Gaming / Bots Are Stupid (programming game)
« Last post by Forestidia86 on May 22, 2024, 09:36:41 PM »
Bots Are Stupid is a puzzle programming game, in which you to guide your bot via a set of commands to the exit. Despite the differences it reminds me of Lemmings since e.g. move right lets your bot just continue to run right and sometimes to its doom if you don't interfere with other commands. It can be sometimes finnicky with the timings and I haven't played far yet. As extra goals the number of lines and the time needed for the bot to get to the exit are shown.
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NeoLemmix Main / Re: NeoLemmix V12.13.0-RC Released
« Last post by kaywhyn on May 22, 2024, 05:54:16 PM »
I'm not certain what's going on here, but anytime I run 12.13 RC it always starts in windowed mode even though I have the "full-screen" option checkbox enabled. In my case, it's almost full-screen, but I can still see an inch of my desktop on the right-side of the screen. Other than that, I can see the taskbar and Windows programs/applications at the bottom, meaning I don't have to press the Windows key to get out of NL. The only fix I have for this is to uncheck the full-screen option, hit apply/ok, then check the full-screen checkbox again, hit apply/ok. Then it becomes completely full-screen. However, this isn't preserved between sessions. I have to do these steps again every time I start up 12.13 RC.

Also when it's not full-screen, in-game levels don't scroll to the left even when I have moved the cursor all the way on the left side. I can still use the mini-map to click and go to the left. Scrolling to the right works as usual.

I will report back with a MRC on some packs in coming days/weeks! ;) 
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NeoLemmix Main / Re: Crane's ideas about porting NL to Unix-likes
« Last post by Simon on May 22, 2024, 04:20:59 AM »
Sounds great. I'll happily try the Lazarus build. Crane, let me know when you have something to test.

The GR32 port wouldn't be urgent for me. Everything here runs on x86_64.

-- Simon
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NeoLemmix Main / Re: Crane's ideas about porting NL to Unix-likes
« Last post by namida on May 22, 2024, 03:16:45 AM »
NL is written for and tested on said configuration. I know it doesn't work out of the box with Lazarus / FPC; but there IS a lot of overlap and it is likely realistic to port it to Lazarus. That appears to be what Crane is attempting (and based on what he's said on Discord, making fairly significant progress towards).

The biggest obstacle is GR32 not being optimized on non-x86 hardware (resulting in poor performance), but I believe Crane has been working on that. This is less of a concern for simply "build on/for Windows in Lazarus" or even for "build for Linux".
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NeoLemmix Styles / Re: New Styles - Lemmings Faithful
« Last post by mobius on May 22, 2024, 02:14:23 AM »
Incredible work! these look like original game material. :thumbsup: If/when I continue work on my levelset, I must use these.
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Removed lemming fixed in commit 0e7ea49. Teleporting lemming fixed in commit 50b52b7.

There is still a slight oddity for one frame with a Laserer who goes through a portal. Given that a very specific and unusual setup in the level design is required to achieve this, and it would be a fair bit of effort to make a fix that doesn't risk breaking other things, I'm leaving that case as-is.
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