As for the hints, it'd probably be a matter of press a button (maybe H?) and a popup box with the hint appears.
As for the hints, it'd probably be a matter of press a button (maybe H?) and a popup box with the hint appears.
Will it also be possible to have more than one hint in a level?
>Play a sound when a locked exit opensThis will be in V1.27n-C
Hm. Indeed, I would like to have [the teleporters and receivers] labelled *somehow*. I don't know if that's the best approach to it though...
In test mode of NeoCustLemmixNeo, it seems that even with the Classic Zombies gimmick on and setting the pre-placed lemmings and trapdoors' S values to 64, they still come out as regular lemmings.
This doesn't happen with the regular Zombies gimmick.
Even if what I'll be cooking up is justifiable by objective arguments, nobody will be used to it yet. ... And Neolemmix has other skills, with other skill usage statistics.Apart from the missing jumper, the most common skills are more or less the same and once your key system is implemented as the default in Lix, people will hopefully start getting used to it.
I realize this was a poll you asked way back but; I'm in favor of hints.
Sorry for asking more dumb questions but I couldn't find an answer to this; does NeoLemmix player currently support playing MOD music files? If not what kind of files are usable?
You can add a pre-play text to any level, which will be displayed between the usual preview screen and actual gameplay. (For example, see any gimmick level in Lemmings Plus II, or any of the training levels in Lemmings Plus Omega). To do this, create a text file titled "iXXXX.txt", where XXXX is the rank number and level number, eg i0101.txt for Fun 1.
For post-level texts, it's the same, but pXXXX.txt instead of iXXXX.txt.
Each line in these files may be up to 40 characters long, and you can have up to 18 lines.
What are you talking about?The Out of Bounds error
Will fix that for the next update. :)Thanks!
Couple of new features I've added for the next update; they aren't too visible in a screenshot so we'll have to wait until a video (or an LPIV demo) using them surfaces...
> Constantly-animating objects can now be set to start from a pseudorandom frame; this will avoid the effect of all of the same object within a level animating perfecty in sync with each other. (Of course, this behaviour could be desired for certain object types (such as one-way arrows), hence why it's an option.)
> Added a new type of object, "moving background piece". These are like usual no-effect constant-animation objects, except they can move! :) Their maximum movement speed is 255 pixels per direction per 17 frames of gameplay, and they can move in a straight line, or diagonally at a 22.5 degree or 45 degree angle. Their speed/angle of movement is defined by the level, not by the object itself, so you can even have a sort of "parallax" movement if you want.
(Eeep, posted this in the Editor topic by accident earlier.)
Also, I'm finally getting around to replacing some of the kludgier parts of NeoLemmix (written back when I had very little idea what I was actually doing) with more well-written code. This probably won't have much effect on the average user, but will make the source code a lot tidier. It's possible it may result in very slight performance increases.
Since I'm putting together two large level packs I have a few questions:
To upgrade the levels can I / do I need to do a batch conversion of all levels to this new format?
Is it better to do this right away or wait?
I vote yes on saving drowning lemming into a simmer.
on steel areas; I'd just like to point out that while mostly redundant they do have a use:
for example in a snow level of mine I have a section of steel partially covered with icicles. It's obvious the area is steel and I want it not diggable, but with auto steel some gaps can be made since some icicles go all the way through the steel. Thus I put in some old steel pieces.
I vote yes on saving drowning lemming into a simmer.
on steel areas; I'd just like to point out that while mostly redundant they do have a use:
for example in a snow level of mine I have a section of steel partially covered with icicles. It's obvious the area is steel and I want it not diggable, but with auto steel some gaps can be made since some icicles go all the way through the steel. Thus I put in some old steel pieces.
Yeah, I know they're not entirely redundant. Your example can in fact simply be fixed by using "Simple Autosteel" option; though more complex cases (for example, Taxing 7) really do need steel areas, due having a mixture of this (terrain overlapping steel that should still be treated as steel) and terrain that should *actually* overwrite steel.
EDIT: The trigger area for them needs to overlap the ground the lemmings land on. See attached modified version of your test level.
Couple of new features I've added for the next update; they aren't too visible in a screenshot so we'll have to wait until a video (or an LPIV demo) using them surfaces...
> Constantly-animating objects can now be set to start from a pseudorandom frame; this will avoid the effect of all of the same object within a level animating perfecty in sync with each other. (Of course, this behaviour could be desired for certain object types (such as one-way arrows), hence why it's an option.)
> Added a new type of object, "moving background piece". These are like usual no-effect constant-animation objects, except they can move! :) Their maximum movement speed is 255 pixels per direction per 17 frames of gameplay, and they can move in a straight line, or diagonally at a 22.5 degree or 45 degree angle. Their speed/angle of movement is defined by the level, not by the object itself, so you can even have a sort of "parallax" movement if you want.
Yes, they've been added for a long time. They're options when making custom graphic sets - though the random start frame, I should probably go through and apply it to some objects in the default ones too... (eg: exit decorations, flags)
is there an option to have the skill bar turn white when at zero like in old Lemmings? I kind of like that better (it's easier to see for one thing) than the 00.That can give me the option to turn the white spaces to say "OUT" when a skill # reaches 0
is there an option to have the skill bar turn white when at zero like in old Lemmings? I kind of like that better (it's easier to see for one thing) than the 00.
> Lemmings move left one pixel when splatting (possibly only when facing right?)
Currently known low-priority bugs:
> When cheat mode is used to access non-existant secret levels in NeoCustLemmix, they act like clones of the first levels of each rank
Are you meaning as in actually have terrain appear mid-gameplay? This currently doesn't happen - if, say, the level had terrain appear between 12:30 and 12:40, if you started playing at 12:29, and were still playing at 12:30, the terrain wouldn't suddenly appear - but if you restarted the level (even just by pressing R) at this point, it would appear.
Can we please modify the sound effects? I hate the old Amiga sound effects.
Initially the idea behind the clock gimmick was to have a level in Omega where subtle changes occur at random, meaning you had to try until they were favorable. But I felt this would be too unfair, so I instead made it so that the changes were more obvious and the level was fairly clearly impossible without them.QuoteCan we please modify the sound effects? I hate the old Amiga sound effects.
It's a good thing NeoLemmix uses the Windows sound effects then. :P
But thanks, I'll keep in mind for V2.00n to support switching sets of sound effects (at least for system sounds; trap sounds etc would most likely be treated as part of graphic sets rather than part of the core sounds).