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Messages - WillLem

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1
@geoo

Thanks for the info, I’ll take a look at the assets later.

Conversion via script is a good idea. It would only have to be done once, assuming it works and all goes according to plan, so doesn’t need to be too pretty. Thereafter, the levels would exist in NL format and can be edited as necessary.

I wonder whether the levels could be saved as bitmaps somehow. These could then be used as backgrounds in the Editor, so at least if something went wrong in the script conversion it would be somewhat easier to make corrections as necessary.

2
SuperLemmix / [BUG] Inconsistent Fencer-steel interactions
« on: Today at 12:55:44 PM »
From this closed NL bug.

@Crane - can you remember exactly how you managed to set this up in your screenshots? I'm having difficulty replicating exactly what you have there.

However, I have noticed that this happens, and I wonder if it's one and the same bug:


Left: Fencer seems to be able to continue past the steel | Right: Fencer has found steel and stopped working, but walks forwards rather than turning, and the "chink" sound isn't cued

I'll try to find a fix for this.

3
OK, this is still happening in v2.7.3 (screenshot attached).  I have been able to replicate this numerous times now.  It seems to occur when I browse through the different level pack/groups, expanding and then contracting different levels in the tree structure on the left.

OK, I've added this to the list of known bugs and will try to find a fix at some point.

It will work fine to start with, then will temporarily freeze/lock up, and the level select window will get the "...(Not Responding)" message in the title bar.

I've noticed this as well, it's been happening for quite a while. I've also added this to the list of known bugs; the level select menu in general could do with some debugging and bottleneck fixing. I'll take a look at it and see what can be done.

4
Giving this a bump due to interest in recreation of L2 levels being expressed here.

Such a project would be particularly good for SLX, due to the presence of more L2-like skills, and I may consider adding the missing objects (chains, cannons, trampolines, etc) at some point in the future if this project ever gains momentum, but of course it would be great to see this in NL as well (i.e. so, even if the existing skillset and objects are never expanded upon).

Proposal: what if we assign a number of level designers a tribe each, and task them with manually recreating the levels from just that tribe? I can’t remember how many levels there are in each tribe, but I’m sure it’s no more than 20. There are enough talented level designers on the Forums, we might even be able to give each tribe to 2 designers so that the workload can be divided further.

I’m happy to put myself forward for Beach.

Or, does the DOS version have .lvl files similar to L1/OhNo? Could the levels be assembled from these somehow?

5
would having a level set in SuperLemmix, divided into groups named for each of the L2 tribes, that visually resembled the L2 levels, had the same music/sfx, etc but just using the closest equivalent skills that are already available in SLX - thus avoiding extensive new skill coding/interaction coding/testing - be a feasible option?

Yes, absolutely.

This has previously been suggested by Strato as a project for NeoLemmix, but that was back in 2020 and not much has happened towards it since then, as far as I'm aware.

Given the scope of SuperLemmix to introduce more L2-like skills, features and mechanics, such a project may be better suited to SuperLemmix anyway.

The bulk of the work then would be recreating the levels themselves and SLX-tweaking them as required.

This is indeed the rub. It would require a lot of manual conversion work, since there doesn't yet exist a way to rip the level maps directly from any version of L2 (that we know of).

Ideally, we'd have a team of as many people as there are tribes, and each person would recreate all levels from just that tribe. Even then, it's a lot of manual effort, quality control, testing, etc. It would be an enormous project, and so far there simply hasn't been enough sustained interest to get it off the ground.

With that said, I'll keep nudging the idea forward now and again, and might begin work on the Beach levels at some point if I have enough time. That should help to get things moving if it ever happens, and it isn't a promise by any means.

I don't know if a similar plan would work for L3 as I have hardly ever played that, and not for many years.

I imagine it would involve essentially the same process: manually recreate the levels, assign suitable skillsets to make them playable.



Just going to throw this out there one last time: does anyone know of a way to rip the maps directly from one of the many L2 source disks?

DOS, in particular, seems promising, and we can rip .lvl files from L1's Amiga .adf so I wonder if the same thing can be done for L2 and L3?

6
SuperLemmix Bugs & Suggestions / Re: [SUG] Visual SFX
« on: May 15, 2024, 08:34:57 PM »
I've been having problems replying

Yes, I noticed this. I've taken the liberty of editing the affected posts for readability for now, but definitely post about it in Site Discussion if it continues (it seems to only be a recent thing for you?).

Also, the preview button/Alt-P doesn't actually show me a preview.

Again, probably something to mention in Site Discussion if you're having regular issues with it. In particular, we could do with knowing what computer/phone/etc & browser you're using to navigate the Forums, as it may be a browser-specific issue.

Why click-to-remove the panel display messages? Wouldn't this potentially cause confusion ... how will you be able to tell whether the visual prompt in the panel is an old one that you forgot to click to clear, or a current one that needs immediate action?

I should probably have been clearer about that. I meant the messages could be clicked to remove them optionally, for example if the player wants to be able to see athlete info, or any other info that uses this area of the panel's display.

By default, the message will probably be displayed for 3-5 seconds or so, or until the message is no longer relevant, whichever is soonest.

Also, would there be enough panel space for multiple messages with directional indicators to be displayed simultaneously?

Probably not tbh. This is where we hope that such limitations promote a creative solution! ;P

For example, in a case where multiple Builders need attention at the same time, we can either simply continue displaying the same message, or display a custom message ("Multiple Builders are running out of bricks!"). Either could potentially work.

if you have a visual prompt on-screen over a lemming (e.g. "chink!") and the pause button is pressed whilst its on-screen, will that also stop the message disappearing until the pause is released, or will it still time-out and disappear?

We'll almost certainly pause all Visual SFX along with everything else. Hopefully, the rendering will already handle this by default, but I'll know what to do about it if it doesn't anyway.

Thanks for the queries. Keep these coming: questions and comments help the feature take shape :thumbsup:

7
NL 12.13 Exp V8 (commit a9709ba)

EDIT: Attachment removed due to release of NL 12.13-RC

8
SuperLemmix / Re: [FEAT] Included Level Packs
« on: May 15, 2024, 11:50:48 AM »
Would it perhaps be better to merge all of the Playstation-specific levels (PSP and PS3) into one single"Playstation Levels" pack as there are collectively 79 levels.  With one extra level added (perhaps a variation of one of the existing PS levels) you could then have four 20-level Fun/Tricky/Taxing/Mayhem groups as with the other level packs.

It's a good idea in principle, but I'd personally prefer to leave them separate tbh. The PS3 levels are their own complete pack, and have a relatively unique theme in that they often involve non-OG items such as pickup skills and teleporters; combining them with the PSP levels would perhaps be something of a mis-match. Also, it would then leave an unbalanced number of levels for the "Yippee!" pack; it's come out pretty nicely that there are exactly 120 additional levels, my honest thoughts are to keep it that way and not introduce the need to add more levels.

With that said, we still have 11 levels to conjure up for the "Multiverse" pack, which might not seem like a lot but in the context of this project it could end up being quite difficult to get even that many! In particular, we could do with knowing which levels are more interesting in their Mac/SNES counterparts, as that will offer up ready-to-go existing content without the need to do too much extra work. Even then, we may end up needing to create a few alternative-skillset/layout levels anyway, so please do share any specific ideas you might have and they will absolutely be considered for inclusion.

Incidentally, I'm by no means a stranger to the idea of remixing OG levels (see my existing made-for-NL Remix Packs!), so please don't mistake my conservative approach to the DMA Compilation as a lack of creativity. It's more that the idea here is to present a faithful compilation of OG levels rather than custom content. If you're excited about the prospect of getting a bit more creative with it, I'd definitely be up for collaboration on a separate project. For instance:

One Option 3 variation possibility could be maybe doing a 'Reverse Lemmings'-style entrance/exit location swap with skill tweaks as necessary?

I currently intend to re-release The Complete Reverse Lemmings for SuperLemmix at some point and, if you're interested in getting involved with the project, you're very welcome to collaborate. In particular, it would be good to include another set of levels from the replacement/additional/Holiday material, as well as tweaking and refining the existing reverse L1/OhNo! levels, which haven't been looked at for some time. I'll get a topic started for it soon; it's absolutely something we can work on together if you have any ideas and want to get involved! :lemcat:

I, reading Lemmings wiki founded: On SNES version at least 2 ground differences in original levels.
Taxing 14 - Removed one spike and island before "head of Nessy"
Mayhem 30 - island with bear trap is smaller.

Yes, this is the sort of thing we need to look out for. Do you know of any levels with different skillsets but identical maps?

9
Yes, Wednesday, 15th ... 18:00 UTC it is, i.e., 19:00 English daylight savings.

See you tomorrow!

Confirmed, see you then! :lemcat:

10
SuperLemmix Bugs & Suggestions / Level top decision
« on: May 14, 2024, 09:27:52 PM »
Decision time for top-of-level behaviour!

Finally got around to making some decisions about Top-of-Level behaviour, and implementing it as best as I possibly can.

In short, the Top Pixel (i.e. Y = 0) is now a virtual downwards-forcefield, much like the sides are one-way forcefields.

Here's how it works:

If a lem somehow reaches (Y <= 0) (currently more or less impossible*), they cannot be assigned skills. So, the forcefield nudges them downwards into the level by 1px, regardless of whether or not there is terrain there. This is so that the lems remain visible, active in the level, and assignable-to.

Meanwhile, any terrain pixels along the top row are virtually extended upwards, so that Walking lems encountering these pixels will act as if they've met a wall, and turn around (this can be regarded as a side effect of the force-field, essentially preventing access to the topmost pixel).

Jumpers, Swimmers and Gliders-in-Updrafts are nudged down to keep them within the visible level area (and, to keep them assignable-to).

Climbers and Hoisters are cancelled (and turned) mid-action before they reach the top.

Ballooners bob around at the top (they are turned by the forcefield sides, and nudged down by the forcefield top) until the balloon is popped, as per current behaviour.

Freezers have additional top-of-level checks to prevent Frozen lems accessing the top by stepping out of the partially-erased ice cube (a current bug in 2.7.3, now fixed). Additionally, Freezers' bottom-of-level checks have been re-implemented, simplified and improved. So, Freezers are once again assignable anywhere in the level.

Fencers are also cancelled once they reach the top of the level.

All other skill actions are unaffected by the forcefield, since they are either sidewards, downwards, or in-place oriented and therefore don't (necessarily) interact directly with the top pixel.

I'm about 99% sure that this is as glitchproof as it can possibly be, and all skills/actions behave as you might expect given that the top pixel is now a non-solid forcefield. If anything does come up during testing/gameplay that seems broken, I'll do my best to fix it.

CheckLevelBoundaries and various other parts of LemGame have been refactored for readability and to implement the above - see Commit 70b045b25 for changes.



*There are currently 2 known ways to get a lem to Y = 0:

1) Assign a Freezer such that any nearby lems will ascend out of the Freezer cube, and thus arrive at Y = 0. Possible fixes: i) move these lems away horizontally instead (could cause terrain phasing bugs elsewhere), ii) apply Blocker field to lems in the "Freezing" state (more preferable since Freezers are often used for this purpose anyway, but doesn't work for falling lems), iii) disallow Freezer assignments at (LemY <=11) (easy but too heavy-handed, and won't work for Slowfreeze lems), iv) erase top pixel of Freezer cube if LemY (<=11) (easy, consistent with other construction skills, looks wierd), v) set an ice cube map wherever there is a Freezer, handle accordingly (most versatile solution, but more work and more rendering load).

2) Pre-place a lem outside the level area. This has been addressed in Commit d8df70e5b - if a lem is pre-placed outside the level area on any edge, they are automatically saved!
;P

11
Wednesday, 16th, from 16:00 UTC is good. I'll have time until 21:00 UTC. Please choose a definite starting time beforehand, and I'll confirm it.

I assume you mean Weds 15th? I should be able to make 1900 GMT (so, 1800 UTC?) that day, possibly even earlier. I've added it to the calendar. W

12
I'm sitting in Mumble. Join anytime.

Hi Simon, I've ended up being super busy this evening with IRL stuff. If you're free another evening this week I'll make sure to get it in the calendar. I could try to do the PR by myself, but would much prefer to do it with your guidance.

I agree with Simon here regarding the use of an enum. There *should* always be one and exactly one of the options active, but an enum will consistently enforce it across the entire codebase. Even if everything's correct now, this has maintenance benefits long-term.

OK, I'll give it a try. Can't promise anything, because I currently have no idea what an enum is, let alone how it works or how to properly implement it. With that said, lack of prior knowledge hasn't exactly stopped me so far ;P

I'll aim to get something done before Simon and I next meet.

13
OK, after giving this a few days' background thought, I think it would probably be best to just keep the top of the level as a forcefield, same as the sides.

However, I'd like to implement it as concisely as possible. At present, the side forcefields are only 3 lines of code each, and deleting the top row of pixels is a small block of code comprising only 4 lines. The top forcefield should be similarly non-verbose.

I've found a much simpler way of disallowing skill assignments at Y = 0: simply add the lemming to the existing list of non-assignable lems (i.e. Zombies, Neutrals, etc) whilst at this position. Much better than handling it per-skill.

Meanwhile, the forcefield turns Walkers, and nudges all other movement actions (Swimmers, Gliders-in-Updrafts, Ballooners, even Jumpers!) downwards into the visible frame. Climbers are cancelled around 7px from the top to prevent them from entering the Hoisting state.

Freezers at the top-edge and bottom-edge have also been considerably bugfixed and refactored. I've removed some fiddly Freezer code which previously prevented them from falling out of the bottom of the ice cube when assigned off the bottom edge of the level, and fixed a bug which caused them to ascend out of the cube when assigned too close to the top for enough of the ice cube to exist; in these cases, the assignment is now simply disallowed. This might seem a bit heavy-handed, but it eliminates a lot of fiddly code and fixes the associated bugs.

So far so good; it's still not quite as concise as just deleting the top pixel, but it feels much more consistent with what's happening at the level edges.

All of the above implemented/re-implemented in commit c0433cf6b



Question: What should we do about lemmings with countdown timers?

It is still possible to reach the top of the level if this particular setup is achieved:



Note that the purple bar along the top has been destroyed enough from the bottom in order to create a 6px ascendable step from the Builder bridge, but remains intact along the top so that when lems accessing the top are turned around, they simply walk along the still-complete bar.

Since skills are not assignable to any lemmings at this position, getting them here isn't necessarily particularly useful. However, since we now have Timebombers, Slowfreeze and Radiation, it is theoretically possible to send a lemming with a timer above the level, to have them later detonate.

Slowfreeze is, again, not much use here: any terrain above the level is always automatically destroyed, so detonating a Slowfreeze lem here is a waste.

Timebombers and Radiators, on the other hand, are much more potentially problematic: they can destroy the terrain from above. Whether or not this is a problem depends entirely on the layout of the level, of course, but it does raise the question of whether or not we want to allow this.

I would tend towards not allowing it, for the simple reason that the lems are not visible from the top of the level. Whilst I'm all for encouraging the skill of judging a countdown timer to get a "just right" Bomber assignment, once the player can't see the timer digit or the lemming, it verges on the unfair.

The question then becomes what to do about it. We can do one of 3 things:

1) Set the timer to 0 immediately, so that the lem detonates instantly on contact with the top of the level.

2) Suspend the timer until the lem re-enters the visible area.

3) Cancel the timer altogether, so the lem is no longer a Timebomber/Radiator.

The first of these options is more or less what would happen if we remove the currently-implemented "LemHasTurned" flag, which tracks that a lem has already been turned by the forcefield, so shouldn't turn again. This would result in a lem infinitely turning on the same pixel point, and eventually detonating.

The second of these options is elegant, and keeps everything visible, but could potentially result in some very questionable level design. Levels that make use of this could be interesting, but would ultimately feel too much like "glitch levels", i.e. relying on some obscure mechanic for the level's solution - not really what we're aiming for here.

The third of these options would likely be very confusing to the player and feel like an unintended bug, and so is very unlikely to be chosen above one of the other two options. I've mentioned it simply for completeness.

The first option seems, then, to be the best. Let's sit with it for a day or two and see if it feels right.

Suggestions and feedback very welcome.

14
I absolutely agree!:thumbsup:

Glad to have some agreement on this :thumbsup:

The reason oh-noing is expected is because the lemming’s position marker is inside the wall, i.e. on terrain.
This is different from Swimmers and Shimmiers, for example, who have no terrain under / at their position marker.

Indeed. But, if anything that's what convinces me that it's moreso a by-product of the physics rather than a conscious decision or what makes good sense.

If it were the other way around (so, the lemming had to be moved 1px into the wall especially so that it entered the ohno phase), would this change be made, or would the ohno phase be left as a bypassed state?

15
SuperLemmix / Re: [FEAT] Included Level Packs
« on: May 11, 2024, 03:16:03 PM »
Let’s go with “Multiverse Lemmings” for the 109 port replacement levels. We can fashion the logo using letters from the various ports.

Rather than just have 109 levels though, which obviously doesn’t split nicely into groups without remainders, we should add 11 levels to make it 120 and have 4 groups of 30 levels.

To achieve this, we can do one (or a mix) of the following:

1) Choose our favourite 11 levels from L1 and remake them using OhNo! styles.
2) Choose 11 levels which are interesting in their Mac/SNES versions due to different RR, different numbers of lemmings, etc, and include those versions (only modifying the alternative elements, otherwise keeping the maps the same).
3) Include 11 L1 levels with different skillsets (but identical maps).

Suggestions welcome.

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