I've been trying a bit around to see the main problems that will come with converting Lemmings Reunion to NeoLemmix in the future.
Conclusions after viewing a few test levels:
- I don't see a very huge problem with converting the "classic-tileset" levels. The overall level size needs to be adjusted, as it covers in "NeoLemmix mode" just 1/2 of the standard height now (just one number to be changed
) and the trap triggers need to be "armed" again as most of them aren't triggering anymore and after a test run they should be alright. Of course there are a few levels need to be reworked mostly because of the different blocker behavior.
- Now the
big problem: The custom tileset ones!
I've managed to convert the Lemmini tilesets into NeoLemmix "g_xxx" and "v_xxx" ones (with the new Graphic set editor) and they are recognized by the editor (Creating new lvels works),
but some tiles are converted false (some solid pieces from the Castle set for example have holes now and the Shadow ones have the altered background on the regular one overlapped). Furthermore the sizes seemed to be doubled ---> The hatch and all the other tiles are double the size (funny to see the tiny Lemmings come out there
). This leads to that loading already existing levels will end up in a mash up of the tiles as their size are now doubled.
Possible solutions that come to my mind:
- "Try" to rebuild the levels in a different NeoLemmix tileset (in the best case with a similar theme).
- Wait for the release of the L2 tilesets for NeoLemmix and rebuild the levels again (Pieuw's Castle tileset levels could be medival ones then).<---would love to see that
and of course the final levels with the "all in one" or "epic" tileset need to be rebuild as well.
When I am making progress with the converting I will let you know