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Messages - ccexplore

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5596
Other Projects / Re: myvgaspec:
« on: August 16, 2005, 02:29:29 AM »
Quote from: Timballisto  link=1123741312/30#32 date=1124152818
Is it possible to have more than only four special graphics levels in a pack?

5597
Other Projects / Re: myvgaspec:
« on: August 16, 2005, 02:15:01 AM »
Quote from: JM  link=1123741312/30#31 date=1124139464
In some games like Save the Lemmings there are graphics like that 1 on the Covox level that may want to be edited. They are extended graphics aswell.

Oh alright.  I had a conversion program (that's how I got the BMPs for the 4 regular VGASPEC levels, over half a year ago).  I'm too busy right now, but maybe later tonight/tomorrow I can upload it.  The only caveats:

1) it's command-line only.
2) It generates a 4-bit BMP.  You'll need to use Paint to convert it to a 24-bit BMP before myvgaspec will accept it.

5598
Other Projects / Re: myvgaspec:
« on: August 15, 2005, 07:40:31 PM »
Quote from: JM  link=1123741312/15#28 date=1124128958
Is there a program that converts VGASPECx.dat files into BMPs?

Do you really need one?  After all, I already released the original VGASPECx as bitmaps (it's one of the posts on this thread).  And the new ones you created will have come from a BMP anyhow.

What will happen though is, once I put color reduction in place, I will probably have the program output the color-reduced version as a BMP as well as the VGASPEC, so you can do further editing on it (and remake the VGASPEC afterwards) if necessary.

5599
Reviews / Re: CustLemm Level List Game
« on: August 14, 2005, 11:57:31 PM »
Quote from: Leviathan  link=1114567084/285#297 date=1124062576
I'm working on a level called "highway to hell",so it has to involve lemmings going up and using the hell set :)

Going up?  Considering the destination your highway leads to, are you sure you haven't gotten things, um, the other way around?  ;P

5600
Levels for other engines / Re: Level pack topic
« on: August 14, 2005, 11:51:10 PM »
Quote from: guest  link=1089136533/255#263 date=1124062914
Actually, it *might* be possible to save 100% on level 1. If it had 2 more builders then it is very likely that it would be possible.

I'm not at my home computer now, but depending on how far the entrance is away from the wall on the right, 1 more builder might suffice for 100%.  You need at least 7 builders to reach the exit as far as I can tell (though maybe I should actually sketch it out to make sure I can't get away with less).  You can get a bridge wall with 3 builders, but then you need another builder to release the crowd.  Hence my figure of 11.

Nevertheless, the fact is we're only given 10 builders.

5601
Levels for other engines / Re: Level pack topic
« on: August 14, 2005, 11:10:21 PM »
Quote from: Shvegait  link=1089136533/255#260 date=1124060605
Do you mean it's impossible to save 100% across the whole pack (as in, save 100% on all 10 levels combined), or to save 100% on each individual level (as in, save 100% on just at least 1 level)?

Based on the previous few posts (which discussed, amongst other things, the impossibility of 100% on level 1), I'm almost positive he meant it is impossible to save 100% on all 10 levels combined.   ;P

5602
Levels for other engines / Re: Level pack topic
« on: August 14, 2005, 09:40:58 PM »
Quote from: guest  link=1089136533/255#256 date=1123974261
Level 1, however, is difficult, perhaps you could do it. ;P

It is? :???: I couldn't find anything particularly tricky about passing it.  On the other hand, I don't think it's possible to get 100% either.

5603
Reviews / Re: CustLemm Level List Game
« on: August 14, 2005, 09:33:25 PM »
Two more levels to go on this set, correct?

5604
Other Projects / Re: myvgaspec:
« on: August 14, 2005, 04:59:37 AM »
Quote from: Mindless  link=1123741312/15#24 date=1123989438
@ccexplore: *hint* setting your gender in your profile makes it easier to refer to you ;)

Why, I'm happy with "it".  ;P

Well ok, I'm a "he" (looks down there and check...yep).  ;P

5605
Lemmings Main / Re: Explanation of Lemmings file compression
« on: August 14, 2005, 04:55:45 AM »
Quote from: covox  link=1123253327/15#19 date=1123993068
Thanks greatly for the offer, however I'd feel more confident if all the code is pure C. But then again, I haven't had time to compile test my attempt yet, so I may come crying back :)

For the decompression I actually have a C version.  I don't have and can't give you a C++ version for the compression though, because it uses <list>, and C, of course, lacks any sort of standardized library for collections.

Then again, since you mentioned "open source", it may be best anyway if you write the code yourself based on Lemmingologist's posts (mine might be a bit too close to what's in the original game itself to be safely open-sourced).

5606
General Discussion / Re: can YOU solve a rubik's cube?
« on: August 14, 2005, 02:42:16 AM »
I haven't either, and I'd be lucky if I can even get one side the same color :)  (Well, short of breaking the thing apart and reassembling it, hehe.)

Of course, a quick search on the web should net you hundreds of ways to solve the cube, but I imagine that's not what you really mean by your question.

5607
Lemmings Main / Re: Explanation of Lemmings file compression
« on: August 14, 2005, 02:31:55 AM »
Quote from: covox  link=1123253327/15#16 date=1123979319
Currently I'm writing a C port of your proceedure (tried starting from scratch using your instructions, my method invoked far too many dynamic memory hissy fits :/).

You can skip this step if you want, I already have working C++ code for compression and decompression.  (But I hope you will credit me for it if you do decide to use it.)  E-mail me for more info.

5608
Other Projects / Re: myvgaspec:
« on: August 14, 2005, 02:26:42 AM »
Quote from: Conway  link=1123741312/15#19 date=1123980444
So you can't actually edit the level in LemEdit? But you have to draw the entire level terrain as a bitmap then save it in MyVGAspec, then transfer a level already using that style into your set using LemEdit?

Well, you can edit the level in LemEdit, but since LemEdit doesn't recognize the VGASPECx format, the terrain won't display.  (I do have a partial solution to this though, stay tuned.)

The vgaspecX format is kinda like the Cheapo's handling of terrain.  There is no concept of terrain piece, instead the entire terrain is stored as a single 960x160 bitmap.  So yes, you'll have to draw the entire terrain as a bitmap.  I know it can be annoying, sorry.

Quote
I suppose it would be simpler if it were possible to edit the VGAGRx.DAT files

Oh sure it's easy for you to say "simpler"... ;P  Maybe later down the road.  Just not now.  ;)

5609
Other Projects / Re: myvgaspec:
« on: August 14, 2005, 02:20:47 AM »
Quote from: Mindless  link=1123741312/15#20 date=1123985523
With the information posted on this board, you could actually write your own editor.

True, but a style editor would probably have more UI involved, so it'd be more work on my part.  And the color limits now applies to every terrain piece and interactive object animation frame you wish to include (meaning together they cannot go over the limit), so it becomes more necessary than ever to have a proper color reduction algorithm implemented so that the bitmaps can share the same palette while minimizing the effects of reduced color.

So in other words, later, much later.

5610
Levels for other engines / Re: Level pack topic
« on: August 13, 2005, 09:26:44 PM »
Quote from: guest  link=1089136533/240#252 date=1123961964
I can get 79/80 but not 80/80 because the lemmings are too close together. Where did you put the miner/digger to get past the traps?

I was going to say "check your IM" and then I realize you-know-what.  ;P  So let's do this instead (highlight to read).  [Warning: it's a complete spoiler]

1) First lemming out will bash across the balls, starting as far right as possible while still being able to bash across with just a single basher.  Make the third lemming a blocker right over the entrance.

2) Watch the second lemming closely.  He'll of course catch up to the basher and then turn around.  Now, after he reaches the blocker and turn around again, watch for the lemming coming after him (I believe it's the 8th one out).

3) As a delay, make the 8th one bash that little bit of ball on the left that the first lemming didn't bash (because he started bashing further down to the right, remember?).  If done right he should end up making 3 bash strokes.

4) Now go back to the front line with the first basher.  You should notice that shortly before the basher completely breaks through, one lemming will actually pass on ahead while the basher is still bashing.  (This has to do with the holes in the ball.)  He'll be the leader, then follow by the basher (X), and then followed by the lemming from step #3.

5) Now make the leader dig, preferably as close to the first slicer trap as you dare.  Actually, as long as there's about 3-4 pixels from the left edge of the dig pit to the edge of the wall, you're fine.

6) Then make following lemming (X) mine just a little before the digger's pit.  This is why the digger's pit should be close the slice trap, so that there's room for a tiny bit of mining.  This serves as a delay.  X should mine just 1 single stroke or so and then drop into the digger's pit and stop mining.  But that's sufficient to allow him and the crowd behind him to be fully trapped by the digger's pit.

7) Now just switch the digger to a basher when he digs deep enough (8 pixels down).

8. To free the blocker at the entrance, wait until there are no more lemmings that are heading left towards the blocker.  Then make someone who comes out of the entrance dig immediately upon landing (hold the right mouse button down while left-clicking, so that you'll select the walker instead of the blocker).  Dig just once and then bash, so you'll free the blocker without breaking through the 2-pixel thin floor.  Done!

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