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Messages - LJLPM

#16
Hi LanaAndCo and WillLem,

Thank you for your kind words :)
I don't have much free time, but your ideas about jLevelBuilder sound interesting, therefore, yes, I'll try make the compact version a real thing (maybe at the end of the month... It will be difficult for me to give it a try sooner...)
#17
Hi,

- Sorry for the late reply!!
I haven't noticed there was a new message in this topic.
I'm glad you succeeded in solving the issue you had.

- Unfortunately, I can't often work on my Lemmings-like game for Android (https://www.lemmingsforums.net/index.php?topic=1758.0): at some point, I'll probably release the Android game, for free, in its current, unfinished, state (it won't be finished/polished but it's fully playable for loading and playing one-shot custom levels).

Because of this situation and because there are some good news about SuperLemmini, I've decided to release the latest version of jLevelBuilder (v1.88).
You can download it for free here : http://www.lesjeuxlesplusmieux.com/jlevelbuilder.html

jLevelBuilder is mostly designed to fulfill my needs for creating levels for my Android game, but you can use it to design classic Lemmings' ".lvl" levels and Lemmini's ".ini" levels, too. (SuperLemmini's specific features don't exist in jLevelBuilder, though).

jLevelBuilder doesn't include Lemmings/Lemmini's tiles, so you have to manually place them in the "jLevelBuilder_beta_1.88\resources\tilesets\Lemmings" folder (with the dedicated config file too, such as "dirt.ini"). Without the tilesets in the relevant folders, jLevelBuilder won't launch (@WillLem: hence the issue you had).

Unfortunately, there is no documentation about jLevelBuilder's features, so you'll have to play with the buttons/menus to find what's going on :) ... but many features are quite obvious when designing levels for Lemmings.

One last thing: jLevelBuilder v1.88 is a major update compared to the previously-available v1.76. There are many new features!

Hope you will find jLevelBuilder useful for making levels for (Super)Lemmini (".ini" files) or for classic Lemmings (".lvl" files). :)

(note: some features -such as "rotate tiles"- are enabled, but they are not compliant with Lemmings/Lemmini, therefore don't waste time trying to use them in your levels. And jLevelBuilder can't create full level packs à la NeoLemmix: it can only be used to create single levels)





#18
- ok! Thank you for the explanation :)
- unfortunately, atm, I don't have free time to play Lemmings (or other video games)... :(
#19
Tech & Research / Re: NeoLemmix: technical doc
February 07, 2021, 01:20:42 PM
Thank you very much! :)
It's perfect.

I'll see what I can find about tileset management too, because I would like to accurately load NeoLemmix levels!! (for instance, "Exit" Object is a single sprite, now)
#20
In "The lemmings Have Grown [Morning walk 05]", level's title is "Chimie de Laboratoire" : is it intended, since "Laboratoire de Chimie" (Chemistry Laboratory) is more commonly used.

I follow Icho's daily videos, and there are nice levels, indeed! Great job!! :)
#21
Tech & Research / NeoLemmix: technical doc
February 07, 2021, 10:56:54 AM
Hi,

Next friday, I'll have a full day available to work on my Lemmings-like game for Android.
I would like to load NeoLemmix levels with the best possible compatibility.

Is there somewhere where I could find recent (up-to-date?) technical documentation about levels' structure in NeoLemmix? (I think about the keywords which are used in level files, or Objects' flags, etc...)
I would also be interested in getting documentation about NeoLemmix's tilesets (pieces of info about tilesets' structure + downloading up-to-date tilesets and spritesheets, in order to perform relevant tests).

Next friday, I won't be able to do all the things I would like to do of course, but I hope to do the most I can.

Thank you very much!
#23
I'm watching IchoTolot's YouTube videos about new experimental skills (btw great new skills and videos!), and I would like to know if it's possible to download these levels somewhere?
Actually, I would like to use them as test levels in my Android game, too. It would be a nice test! (level loading, collisions, new skills...)
Currently, new skills are not available yet, but I'm working on it :)
Thank you!
#24
OK, thanks! :)
#25
OK, thank you for the pieces of info!

About the hitboxes in NeoLemmix, they always consist of a single pixel, or not necessary? (for example, hitting a roof depends on a single pixel only ?)

I'm thinking about some serious changes in the Android game (double sprites' scale, simplify the handling of hitboxes, ...), and I'm weighing the pros and cons (hence my questions), because it's not an easy decision...
#26
In NeoLemmix's spritesheets, why has the empty margin (from the png's left/right side to the actual left/right sprite) not the same width for left and right Lemmings sprites, please ?
(the left margin for left sprites is always wider than the right margin for right sprites)

In .png images, I would have thought left and right sprites would use a full symetrical approach, sliding right sprites 1 px more to the left.

Thank you for the explanation!
#27
Tech & Research / Hitboxes in Lemmings and NeoLemmix
January 17, 2021, 10:00:27 AM
Hi,

Yesterday, I got back to work on my Lemmings-like game for Android :)
The work has been on hold for 2 years :( and, unfortunately, I won't be able to work regularly on the game, but I'll try to work on it the more I can!!
The good news is the game still works like a charm on my newer smartphone (nothing broke between different devices and different Android versions)
Another good news is playing the game after this long pause allowed me to see things I want to improve :)
One of those things could be to simplify the code which deals with Lemmings' hitboxes...

In Lemmings/SuperLemmini and/or NeoLemmix, where are -(at 'pixel' level)- :
- 1) the hitboxes which trigger a fall from a wall's edge, from stairs, etc... ? (if pixel at Lemming's back foot (see "scheme.nxmi") is empty?)
- 2) the hitboxes which trigger a fall when hitting a roof ? (at Lemming's head?)
- 3) the hitboxes which trigger a turn around when hitting a wall or a Blocker ? (at Lemming's back foot? head? body?)
- 4) any other hitbox(es) I may miss?

Thank you for your help!
#28
Other Projects / Re: [Android] Lemmings-like game (WIP)
November 23, 2020, 12:10:07 AM
Thank you! Yes, I enjoyed publishing updates : it was very motivating to see the game take shape :)
About the missing screenshots: yes, it's too bad they disapeared (the free online service I used to host the game's pictures removed most of the links :( )
#29
Other Projects / Re: [Android] Lemmings-like game (WIP)
November 20, 2020, 09:28:54 AM
Hi,

Sorry for my late reply !!! :(

In the Android game, Stacker stands on top of the stack he's building (single column), and he doesn't flip back and forth between looking left and right.
But I like the idea of flipping the Stacker's side (it could lead to interesting uses) : I'll think about it :)

Currently, I really have no time available for getting back at work on the Android game, unfortunately :( It's paused but I definitively want to work on the Android game asap!!
#30
Other Projects / Re: [Android] Lemmings-like game (WIP)
October 11, 2020, 02:17:08 PM
Sorry, I don't know Stackers' behaviour difference between NeoLemmix and L2 (never played L2).
Could you explain the difference, please ? ;)