Link to newest beta:
http://www.vertigofx.com/jrkstudios/lem/lemmings_19.exeContains 19 levels (3 unfinished) without any particular order
Backstory:The only Lemmings game I possess is the SNES one. It had me enchanted when I was younger.
In older times (still some time ago) I found out about Lemmings on other platforms. I tried Lemmings for PC but I didn't like the interface. I've always wanted to make own Lemmings levels too (I remember having drawn a lot of them on paper long ago, I lost all of em in the meantime), and I found LemEdit and Lemmix. However, LemEdit was pretty hard and annoying to use and Lemmix also had some flaws, so I couldn't really enjoy doing Lemmings levels to the max.
Some time ago I got ahold of a program developing software (Multimedia Fusion 2) and I've seen other great games made by it, so I decided to remake the SNES version (I haven't seen any remake with the SNES interface before).
It's gone pretty well in the beginning, though I had to rip most of the GFX from the emulator while playing the ZSNES Lemmings. I also ripped the font as I couldn't find the SNES one anywhere. It wasn't too hard to do the basic movement engine but when stuff like assigning actions or displaying numbers appeared, I often racked my head. Luckily I had an online friend who helped me out and the MMF2 community also gave me hints along the way. Finally I've come towards completing a pretty stable engine with nearly all the SNES Lemmings features implemented already. (This project was started October 27th and I didn't have any major prior knowledge about the software I was using.)
Demo (engine and physics testing):http://www.vertigofx.com/jrkstudios/lem/lemmings.exe (always updated to the newest build if available)
Test level to test interactions with obstacles, goal and steel. (Only recently implemented those.)
Release rate 50, Amount of Lemmings 100. Don't panic when nothing happens after all the Lemmings are gone, didn't do that yet. Just restart with R if you like.
I've been looking for sounds so I haven't implemented them yet (except when you assign a skill to a lemming).
Controls?:Scroll left: Left Arrow or A or move cursor to left edge
Scroll right: Right Arrow or D or move cursor to right edge
Switch between skills: Up/Down Arrow or W/S or F3-F9 or click on them (for some reason MMF2 won't take F10 yet, I hope it's going to be fixed)
Release rate: F1 (decrease) and F2 (increase) or click and hold +/- on screen
Pause: 0 (Numpad) or Space
Restart: R
Screenshots?: Eh, the game should look 100% like on the SNES (judging by screenshots themselves) as all the GFX are ripped.
Differences from the original SNES game:-Frame rate. The remake is a bit faster in fps, and thus the lemmings' animations aren't exactly spot-on-spot. I hope I can fix that in future.
-Bombers CAN bomb through steel.
-Controlled by mouse!
-Can't get the release rate exactly like in the original game, only similar. Does anybody know the exact formula of how fast the lemmings are emitted per release rate point?
-...can't think of anything else at the moment
Known bugs:-Trouble with displaying the bomber countdown number above the correct lemming. Don't worry the lemming itself will explode after 5 (game) seconds, uninfluenced by the countdown number.
-Sometimes when a builder hits a wall, he goes backwards while doing moonwalk. Absolutely no idea what causes this.-Blocker is quite buggy. The second time a lemming hits the same blocker, it starts to moonwalk. Again, makes absolutely no sense.-Building a bridge into trapdoor/exit will make the bridge appear behind the object. I know what's the problem but if I fixed this then you could make a hole into them by bashing, mining or digging.
-When a lemming falls into liquid right before a wall, during their drowning animation they will appear in the wall. Won't be a hard fix, I hope. Just a graphical issue.
-Sometimes a basher stops bashing and turns around when bashing while walking up a bridge. Again, no idea, but it doesn't happen often.
-Game starts lagging (slowmo) when about 40 lemmings are out. This is due to the tremendous amount of fastloops used in the conditions. When I finish the engine, I'll try to take some away and build the game hardware-accelerated to try to get rid of the lag.
-A couple of very minor things I can't think of at the moment.
Missing:-Traps for each level style
-Sound effects and music
-Nuke.
-Minimap at bottom right + its engine
-Lemming identifier + number at the left when you hover over a lemming with the mouse ("Faller", "Walker", ...).-Level select and level end screens-Levels! The only reason I made this remake was that I could make Lemmings levels SNES style, and that other people played it.
-Motivation to learn for the history exams tomorrow.Planned extra features:-NO additional skills.
-Some extra traps and landscape features with lemming interaction.
-A whole new generation of levels. Wow I'm so looking forward to this. Don't know how many I plan to do. Probably a gazillion, or only until I run out of ideas.
-The game has a score system that hardly anybody noticed. I'm trying to give it more of a use.
-Perhaps a level editor... perhaps. If my friend helps me.
-If I'm going to make a level editor, then I'll be determined to have it feature online playability, like sharing levels and levelpacks online and such.
Please report any bugs you find not listed on this known bugs list
...and now, have fun
EDIT: Oh by the way a friend of mine reported that the mouse cursor (neither standard one nor Lemmings one) showed up. If that happens then please tell me.