- "when selecting lemmings have worker/walker/left right priority options":In a crowded area the Lemmini cursor generally points to the 1st lemming out the trapdoor, making him the highest priority.
what is the highest selection priority actually?
- "Bashers and miners don’t turn around when they hit steel.":Indeed they do, but this time they face the same direction they've walked unlike the DOS mechanics.
they just stop working, and they become simple walkers, don't they?
- I thought, too, about such a "break apart" option, but it probably won't be in the game...I have an idea, which basically derives from the PSP version. How about if you highlight a certain lemming with your cursor and then hold the key down. The cursor will follow the lemming without you having to navigate the mouse. Quite clever isn't it? In PSP controls I'm talking about the Square button, but if that can be possible it can be a boon in certain situations.
I have an idea, which basically derives from the PSP version. How about if you highlight a certain lemming with your cursor and then hold the key down. The cursor will follow the lemming without you having to navigate the mouse. Quite clever isn't it? In PSP controls I'm talking about the Square button, but if that can be possible it can be a boon in certain situations.That's basically how Clones works (except in clones it's the only option which is dumb) But yes, this is very useful. For example if you want to just follow one lemming around for a while and need him to do things quickly.
Another thing, and no idea if this is possible//// but you might want to look at Cheapo Lemmings. The guy who made that managed to make it possible to literally draw on your level like in MS paint and add custom graphics.I had a "Load Background Image" option available in the early days of the level-editor, but I removed it because I want:
unsigned Lixxie::get_priority(
LixEn::Ac new_ac, // what skill is to be assigned
int tribes_active, // ignore this for a singleplayer game
const bool personal // consider user settings (queue builders, etc.),
// this is true when playing, false during replay
) {
// returns: 0, if assignment not allowed
// 1, if assignment not allowed, but cursor shall open nonetheless
// 2 bis 99.998 if assignment OK. Higher number = higher priority
//
// priority invert isn't done in this function; if the user
// inverts priority via right mouse button, then still ignore
// return values of 0 and 1, and treat higher returned priorities
// as (10,000 - priority).
unsigned p = 0; // return value
// Nothing allowed at all, don't even open the cursor
if (ac == LixEn::NOTHING || ac_func[ac].leaving) return 0;
// Permanent skills
if ((new_ac == LixEn::EXPLODER && updates_since_bomb > 0)
|| (new_ac == LixEn::EXPLODER2 && updates_since_bomb > 0)
|| (new_ac == LixEn::RUNNER && runner)
|| (new_ac == LixEn::CLIMBER && climber)
|| (new_ac == LixEn::FLOATER && floater) ) return 1;
// Don't plant blockers close to exits in multiplayer
if (new_ac == LixEn::BLOCKER && tribes_active > 1
&& (enc_foot & Lookup::bit_goal_prox))
return 1;
switch (ac) {
// Cancelling blockers has very high priority (only via Exploder or
// Walker assignments)
case LixEn::BLOCKER:
if (new_ac == LixEn::WALKER
|| new_ac == LixEn::EXPLODER
|| new_ac == LixEn::EXPLODER2) p = 5000;
else return 1;
break;
// Stunners may be turned in their later frames, but otherwise act just
// like regular mostly unassignable-to acitivities (case falls through)
// Ascender will do the same on its last frame
case LixEn::STUNNER:
if (get_frame() >= 16) {
p = 3000;
break;
}
// falls through if frame is less
case LixEn::ASCENDER:
if (get_ac() == LixEn::ASCENDER && get_frame() >= 5) {
p = 3000;
break;
}
// falls through if frame is less
// Other activities that require full attention from the lix,
// most skills cannot be assigned except permanents (climber etc.)
case LixEn::FALLER:
case LixEn::TUMBLER:
case LixEn::CLIMBER:
case LixEn::FLOATER:
case LixEn::JUMPER:
if (new_ac == LixEn::RUNNER
|| new_ac == LixEn::CLIMBER
|| new_ac == LixEn::FLOATER
|| new_ac == LixEn::EXPLODER
|| new_ac == LixEn::EXPLODER2) p = 2000;
else return 1;
break;
// Standard activities, not considered working lixes
case LixEn::WALKER:
case LixEn::LANDER:
case LixEn::RUNNER:
p = 3000;
break;
// Builder can re-assign itself if the user has this allowed in
// his settings. This queues another set of bricks.
case LixEn::BUILDER:
case LixEn::PLATFORMER:
if (new_ac == ac
&& (!personal || useR->multiple_builders)) p = 1000;
else if (new_ac != ac) p = 4000;
else return 1;
break;
// Usually, anything different from the current activity can be assign.
default:
if (new_ac != ac) p = 4000;
else return 1;
}
// To break ties:
// Climbers, runners and floaters have higher priority when doing the
// same as a normal lix
// Exploders also have raised priority.
// (If batter is to be assigned, exploders may have lowered priority
// instead, this is also a user setting.)
p += (new_ac == LixEn::BATTER && useR->batter_priority
? -updates_since_bomb : updates_since_bomb);
p += 400 * runner + 200 * climber + 100 * floater;
return p;
}
when a climber reaches the top of his climb, if he’s far enough back; he can build and make a ledge so climbers behind him will fall. I personally actually kind of like this aspect; it seems natural and doesn’t readily lead to any major level design problems (…at least not as much as other things). It's a cool trick, but on the other hand it is sort of odd I guess and may not be real easy to figure out for players. this also depends on the builder.
-if there's any way to adjust the way terrain is highlighted in the editor that would be nice. What I mean is notice how a the steel pieces in your picture; the yellow square extends too far to the right. This is especially an issue in Lemmix when using the 'Align' function.Actually, yellow squares match exactly the size of the sprites: if they (seem to) extend too much, it's because the steel pieces are surrounded by a transparent color which is an actual part of the image (this is a choice from Lemmings' original graphic designers). So you won't be able to resize the yellow border in the editor, but it's not really annoying because using the "Clone" tool on X and/or Y makes perfect alignements really easy (the user freely sets the distance between 2 items => please see the very 1st screenshot of this topic: steel pieces couldn't be more well aligned, and it was done in no time).
A hold-down button for FF is a good idea. I don't see the point in having a 10-second time skip as well... that's really just a poor man's substitute for FF.
the designer can make custom preview messages or notes on each level and hints that can be accessed while playing in the level (see Cheapo).- done for the message part (see the bottom part of the screenshot). I will handle hints later.
why do some of the snap lines appear on the mini-map? It's only a small problem, but maybe that's one you could fix.Yes, I had a quick look at this issue, and didn't want to spend too much time on it because it's not a big problem. Actually, it happens because the mini-map is a mini view of what is on screen (grid lines included... ). Since it's not too annoying, I'll check this issue later...
Also do you only have the dirt terrain set or are the other sets available too?Yes, I test the level editor with 2 tilesets only: brick and dirt. It's easy to add more, but since the app is not ready yet to create full levels, I just use these 2 tilesets atm
You’ve added a lot of really helpful featuresActually, I've just added one more cool feature: additionally to the already-coded standard selection method (click on an item to select it), there is now a rectangular marquee selection tool (drag your mouse to select the items which are fully located inside the purple rectangle you're drawing / see screenshot below). Very nice feature to make quick selections!
Instead of having a “no-overwrite” option, be able to order any terrain or object back or front as many places as you want. Makes it much easier and quicker to create levels.This is exactly what the "Swap (insert_position)" option is for. Entities with a low "Insert#" have been inserted early in the level, while entities with a high "Insert#" have been inserted lately in the level (and, hence, they could mask early entities). Using the "Swap (Insert#)" of two entities helps to arrange entities' visual priorities.
Make it easier to “partially overwite”I'm not sure to add this one: sorry...
Make it easier to “partially overwite”I'm not sure to add this one: sorry...
Will it load Lemmini level files?
this already looks like it's going to be a great program anywayThanks!
As for the no-overwrite function and this weird terrain layering trick, something that'd be notably easier to handle would be if you take an entity (say a single or multiple terrain pieces) together with a bunch of erase pieces that erase part of it, and allow to turn this stuff into a new entity, so the new entity will be a bunch of terrain with something bitten out of. Basically it then acts like a new terrain piece. Then have the eraser terrain piece only act on the terrain pieces of the entity while not affecting other entities (terrain). It'd also allow to group terrain pieces together into one which sometimes might be desirable.
Of course, you'd have to adapt the level file format accordingly, and .lvl and .ini don't support this (but exporting would still work fine as long as you don't use these functions).
Can you add support for .lvl files too?I took a look at the .lvl file format, and now that the level-editor is looking good, I'll add support for these files.
you take an entity (say a single or multiple terrain pieces) together with a bunch of erase pieces that erase part of it, and allow to turn this stuff into a new entity, so the new entity will be a bunch of terrain with something bitten out of. Basically it then acts like a new terrain piece.You meant this, right?
make the basher/miner/digger, maybe even bomber’s masks visible during gameplay. I was thinking of having a colored rectangle appear when you move the cursor over the lemming for that skill. This could also be an option you turn on and off.In the early version of the game, I've already coded this for debug purposes when dealing with collisions. So, ok, I'll keep this feature.
Earlier you said you'll be making your own terrain, which is great but could you possibly keep the old terrain as well. I lot of us love the old terrain still and it would be necessary to load Lemmix and Lemmini filesMy goal is not to re-code Lemmings: there are already the original Lemmings games (old+newer) + adaptations such as Lemmini. I have nothing new to bring in re-coding the Lemmings we already know. Plus, as you know, in the Lemmings games, there are a lot of glitches ; and trying to re-code them wouldn't be a fun/interesting part. So, when the editor is finished, I want to make a new Lemmings-like game, with new graphics ... but maybe it's too ambitious... we'll see... (actually, what started as a little "challenge" turned into a very time-consuming project).
You meant this, right?Pretty much, even though I had a recursive definition in mind. Can't see it from the picture, do erasers inside a group ONLY erase terrain within their own group (that's what I had in mind)? So realizing this trick now is just erasing a bit from the piece of dirt, grouping them, and then putting the steel block behind it? It still works if afterwards I group the steel block with the other two things? (That's why I was thinking recursively, but maybe there are other ways to do that.)
-> new "Group" option added: see the list of level's entities: one group is made of the 15 first items (including "eraser/noOw/OoT" attributes), and, then, acts as a single normal item (the very first tree on the left is made of 15 items, whereas the 5 next trees are single items / inserted item #17 is selected)
only one more thing: If you're making sound/music whether using old or new, could you use a file format that is easy to work with like mp3, wav, MIDI etc. That would make it easy for users to create their own music and or soundsHow on earth is MIDI easier to work with than MOD? Just because you can find all your favourite pop songs as MIDI on the internet, but not as MOD? You can convert any MIDI easily into a tracker format like .IT or .XM (which I'd expect to be supported if MOD is supported). Vice versa? Not so much.
[yes I know MIDI sounds different on different machines, and some of you think mp3 is bad again these are just minor things; it's better imo to have to deal with that then MOD files Lemmini uses, or some other obscure file format that's difficult to work with] Plus is a game so it doesn't need to sound pristine
do erasers inside a group ONLY erase terrain within their own group (that's what I had in mind)? So realizing this trick now is just erasing a bit from the piece of dirt, grouping them, and then putting the steel block behind it? It still works if afterwards I group the steel block with the other two things?Yes, erasers affect their own group only and nothing else (see screenshot below). But, keep in mind that groups are neither supported in .lvl files nor in Lemmini's level files, so this feature will be only available in my game (as well as the "90° Rotation" and "Left/Right Inversion" options)
only one more thing: If you're making sound/music whether using old or new, could you use a file format that is easy to work with like mp3, wav, MIDI etc. That would make it easy for users to create their own music and or soundsHow on earth is MIDI easier to work with than MOD? Just because you can find all your favourite pop songs as MIDI on the internet, but not as MOD? You can convert any MIDI easily into a tracker format like .IT or .XM (which I'd expect to be supported if MOD is supported). Vice versa? Not so much.
[yes I know MIDI sounds different on different machines, and some of you think mp3 is bad again these are just minor things; it's better imo to have to deal with that then MOD files Lemmini uses, or some other obscure file format that's difficult to work with] Plus is a game so it doesn't need to sound pristine
(And sure not format-wise. I know someone who wrote a music converter for a Genesis music format, and he used MOD instead of MIDI because the format of MIDI is such a mess, apparently.)
And just nitpicking, why didn't you list OGG vorbis? It's just as easy to work with as MP3 (unsurprisingly, both are just compressed wave formats), and my impression is that the free MP3 encoders (LAME, particularly) don't quite produce the same sound quality as an OGG encoder for the same file size (commercial encoders might be a different story, but yeah, commercial). And I'm saying this not being one of those sound connoisseurs who'd just love to have a single music file occupy their entire hard drive because QUALITY!
As for vertical one-way walls, I feel the behaviour would be a bit inconsistent if you can't bash through them: you can dig vertically through a horizontal OWW, but not horizontally through a vertical one? But I agree it'd make them more useful unless you put in gravity for lemmings in all directions.
Alright, that looks nice.You can even group a whole level as a single item actually...
I notice that the only option I couldn't see is the Screen Start. Where can you find it on this editor?What is the "Screen Start" option for, please?
there was one more thing I wanted to add...Feel free to submit your ideas for the editor, I'll see what I can do.
I notice that the only option I couldn't see is the Screen Start. Where can you find it on this editor?What is the "Screen Start" option for, please?
In the editor, there is a "File > New Level" option (it clears the current level in the editor), as well as a "Start Pos X" option (in the game, sets the player's position on X when starting a level).
Can you add support for .lvl files too?
<<if you’d like to make your own thread for this I’ll move this post there>>Yeah, if we're going do discuss my modified version of Lemmini, a new thread is best. I'll have it posted soon.
how compatible is your program right now? For example, If I were to make a level with it, save it as INI, could I then open the level up in Lemmix and it would work? (at least somewhat. It doesn't have to work perfectly).The current version of the editor allows to load .lvl, .ini & .xml (level editor's native format) files.
Also since I noticed that rock level loaded, does that mean other terrain styles have been added? Or is this just a product of being able to open lvl files?
Everything should be freely mappable to user-definable hotkeys.done.
how compatible is your program right now? For example, If I were to make a level with it, save it as INI, could I then open the level up in Lemmix and it would work?Yes, it works
Perhaps having a "draw Bezier curve" feature (similar to how you already have "draw line segment" and "draw freeform curve" features) would give the average user the roughly similar ability to make smooth-looking curves, without having to brush up on their math.
Hey, take your time. I think this is the most full-featured level editor I've seen to date, it looks pretty impressive.
Hey, take your time. I think this is the most full-featured level editor I've seen to date, it looks pretty impressive.
I second that. I would totally use this when it's released.
looking good I'm excited Those mathematical designs look crazy cool.Thank you By the way, using "Bezier Curve" or "Circle Path" features shouldn't be too hard to use: for example, drawing circles of entities is as easy as:
Build in a feature/menu option that allows you to "test level in_" Lemmix/Lemmini and eventually your own game when it gets made. It should have you enter in your custom file path to the program. So then testing your level will be as easy as pressing a button. Instead of saving it, opening up Lemmini or whatever program then opening and finding the file to play it.Yes, I have to think about such a feature for my own game.
///yeah, I just realized you may need to work on the other programs to get this to work, so may not be doable. But it's definitely doable for your own game.
Maybe the picture is blurry but I feel like your current set of helpers is missing some important ones? Such as:I agree on this. Maybe you could add the blocker's height and width as well, although I don't know what the height is for the lemmings to jump over the blocker (Or in another case, the restricted number of pixels where a builder turns round from the blocker). It might get too overly complicated though, so if you at least take ccexplore's points and work on them it shouldn't be a problem.
- A completed builder's bridge. Bonus points for also marking the pixels that are checked for ceiling detection, making it possible to tell exactly how far a bridge can go before the lemming detects ceiling and stops building.
- the maximum safe-fall distance (the numbers in your screenshot doesn't seem to be quite right?)
- A little less important, but helpers in the shape of basher and miner terrain-removal masks could be helpful, just like the bomber mask you currently have. Also for the bomber helper, the row of pixels corresponding to ground level (or equivalently, the portion above and below ground level) should be distinguished in some fashion (eg. color) so that the helper can be applied much more accurately.
Maybe the picture is blurry but I feel like your current set of helpers is missing some important ones? Such as:I've just added all the helpers you asked for!
- A completed builder's bridge. Bonus points for also marking the pixels that are checked for ceiling detection, making it possible to tell exactly how far a bridge can go before the lemming detects ceiling and stops building.
- the maximum safe-fall distance (the numbers in your screenshot doesn't seem to be quite right?)
- A little less important, but helpers in the shape of basher and miner terrain-removal masks could be helpful, just like the bomber mask you currently have. Also for the bomber helper, the row of pixels corresponding to ground level (or equivalently, the portion above and below ground level) should be distinguished in some fashion (eg. color) so that the helper can be applied much more accurately.
As for the fall distance - it's correct for ONML/CustLemm mechanics. This editor appears to scale everything to 2x normal size, thus 126 would be correct (as fall distance is 63 in that).I have created all Helpers in 1:1 size and x2 scale (hence the fall distance in 63px as well as in 126px).
For certain guides, I believe there should be a 'snap to terrain' option where certain guides target the terrain. The fall height marker in particular is quite an important in this regard, even though it marks the edge of the ground.The level editor features 1) a snap grid, 2) a "Zoom" window (x2, x4, x8), and 3) 1-pixel-by-1-pixel accurate moves, so, yes, you'll be able to place any item very precisely at the exact place you want it to be.
maybe you covered this but; do you have helpers for the Lemmini specs as well? For example builder bridges and deadly fall heights are different from DOS/custlem to Lemmini.I think (I hope ) it's ok
Any chance you can incldue a 60/120px fall guide as well? I generally prefer to work with Orig mechanics...Yeah, sure! I've just added these ones (60+120)
...Why not just allow the ability to load custom ones? That way, people can have whatever helpers they want. =P
Icing on the cake is you can freely create and use your own Helpers to meet your needs!!!!
Icing on the cake is you can freely create and use your own Helpers to meet your needs!!!!
-Menu properties like remembering your last opened folder and things like that would be nice.Yes, you're right. I have to fix this: it would be convenient.
-I'm having a little trouble opening ini files. I only tried one so far so, I'll do more testing.Is it possible to provide me a download link for the level which causes troubles? I'm afraid it is the only solution for me to find and fix this bug. Thank you!
specifically; when I opened a ini level it came out in the wrong terrain and glitched, even after selecting the correct terrain in the lower left menu.
-the whole program is rather slow, idk if this is normal or just my computer.Yes, I think I can optimize some code to speed up things, but I didn't want to postpone again the release of the level-editor. I'll see what I can do!
I Don't mean to be a downer, just trying to point out problems sooner rather than later.And you're absolutely right! Thank you very much!
Menu properties like remembering your last opened folder and things like that would be nice.Ok. I've just fixed this one -and I definitively should have done this earlier since it was very easy to do!-
It looks like it's going to make the whole level building experience a lot easier.Thanks!
I'm wondering, are there any tools out there to rip (and resize - without any antialiasing, preferably) the terrain pieces from the Ground0o/Vgagr0 files from DOS?Sorry, I don't know. Maybe someone else?
Okay, I tried it out a bit and, while it looks neat, it also tries to take up more space than is available on my screen, pretty much making it unusable. On the right-hand side, the window itself cuts off part way across a button. Perhaps all the menus at the bottom could be better done as seperate popup windows, to reduce the size of the main one? Or alternatively, under tabs?
I really wanted this editor to be usable by the maximum number of people, so I had to work on the GUI's size, and I've just finished working on the ability to resize the GUI (and that was quite a work, actually ).
Now the level editor could virtually work on any size of monitors: so whatever size is your computer's screen, you will be able to fully use the level editor The config file is initially set with relevant data to launch the editor using large width & height. But you can freely edit the config file to set a smaller (or bigger!) size for the GUI, depending on your needs.
2) SET YOUR OWN CONFIGURATION (optionnal)
you can freely modify the "config.ini" and the "keyconfig.ini" text-files located in software's root-dir.
For example, if you want to adjust GUI's size according to your screen's dimension or if you want to change default directories, then go editing "config.ini".
Key configuration is best modified directly from the level-editor's GUI ("Options" > "Key configuration")
You'll find backups of the original files in the "_backups_" folder.
It would be nice if it could get the resolution and adjust size basd on thatGood idea! I'll try to add it for the next release!
I don't see a "close level" option, although it's not immediately important.What would do a "close level" option?
-I'm noticing that when opening snow LVL levels; objects seem to be moved to the right a little.Actually, snow LVL levels behave exactly the same as other LVL levels. Maybe there's a small offset to the right, but if it's the case, then it should exist for any other LVL levels (bubble, rock, etc...).
-I can load ini files fine now, i dont think that's a problem; Sometimes when loading any kind of level it glitches, the screen is empty and the terrain says special., Or it just loads in another incorrect terrain.I think the bad loading is the result of a buggy previous action you did (but what is the buggy action is mystery). I have to investigate on this problem... If you can think of/determine a previous action which failed, then it may be a lead: thank you.
You had explained "scenes" and those extra things in this thread right? I have to look over that again, I don't know what all those things mean.Sorry for not having been very clear on this one: scene=level state.
why does zooming require I new window to open up?There's no particular reason ; I just wanted to be able to keep on eye on the 1:1 level while having a zoomed view, too.
I prefer being able to zoom in and out with the main window.I will see if I can do something for that, but I can't promess this feature will arrive...
I think the bad loading is the result of a buggy previous action you did (but what is the buggy action is mystery). I have to investigate on this problem... If you can think of/determine a previous action which failed, then it may be a lead: thank you.
I'm wondering, are there any tools out there to rip (and resize - without any antialiasing, preferably) the terrain pieces from the Ground0o/Vgagr0 files from DOS? (If not, I might look into making something myself... I know there's extractors for these files, so then it's just a matter of converting them into GIF.)
The reason for this is simply that I've heard hi-res graphics aren't always pixel-perfect accurate to the traditional ones.
@möbius: ok; thank you for your reply. I can confirm that tilesets in Lemmix, Lemmini, etc...'s folders don't interfere. Only the styles/tilesets in jLevelBuilder's own directories are handled. So we have exactly the same tilesets used in the level-editor. Please, could you also confirm we have the same number of items in each style (these values include .gif images (including helpers) + stylename.ini). Thank you!
- brick=101 items (.gif, .ini)
- bubble=106
- crystal=80
- dirt=93
- fire=107
- marble=101
- pillar=105
- rock=108
- snow=78
- special=33
I only opened up a few levels and they were all levels that I made with Lemmix personally, except for one by Clam in the snow/Custlemm style. This one plus another snow I made had the "moving objects" issue.If these levels are public/freely available, could you tell me where I can get them, please?
EDIT: I just noticed it seems you can't access the command menu or key configuration if no level is open yet.yes and it seems ok to me, but I'm open to suggestions and pieces of advice
1) I never had this kind of bug. Maybe your Java version is out-of-date? Please, could you see if the bug still occurs after having installed the latest Java from http://www.java.com ? Thanks.My Java version seems to be current, and I haven't changed the config.ini at all. My screen resolution is 1366x768, in case that's relevant.
(or did you make some invalid changes in the "config.ini" file perhaps?)
2) that's normal: you can no longer select a new tileset after you have selected one for a level (and this is automatically done when you load a level).That makes sense, although some people do like changing the tilesets of finished levels.
Earlier during the dev, I made some tests with such a feature, but results are barely interesting actually. (moreover, tilesets don't have the same number of items which isn't convenient for tileset switching)2) that's normal: you can no longer select a new tileset after you have selected one for a level (and this is automatically done when you load a level).That makes sense, although some people do like changing the tilesets of finished levels.
Thanks! I have found & fixed the bug: it was easy!
It's because in these .ini files, style = "Marble", "Crystal", "Fire", ... (expected was "marble", "crystal", "fire", ...)
I'll upload the fix tomorrow.
Ok, I'll see what I can do for "CTRL + O" : thanks for the suggestion!
By the way, the 3rd level you provided ("06°) I Won't Say I'm in Lem.ini") is identical to the 4th ("07°) Overkill.ini") except it uses a bad style (dirt instead of fire).
I don't see a key or option to be able to assign a key to quickly load or open a level. (control O, control W and those standard keys would be nice)now done
It has been fixed in the upcoming new version (same bug as möbius reported)
- all opened ini levels default to the dirt tileset
- when loading lvl levels, some objects are too far to the right; this always seems to happen to the same object types and with the same distance
The only lvl files I've tested are Plinto. Among other things, both parts of the exit in brick levels are 32 pixels too far to the rightYou have perfectly identified the bug, and thanks to the Plinto's levels, I have succeeded in fixing it (it was easy: bad calculation for setting Objects' xPosition)
marble levels are consistently given the special tileset.Fixed, too (=> stupid error in code: grrrr...)
I was making a level and accidentally deleted the whole thing by pressing F4. Perhaps you should add some kind of tool tips feature or an optional warning message for this sort of thing. Or just make it so you can't load a save if there is no save yet.You're absolutely right!
I really like the borders on X and Y option. (not going below the screen)Thanks. Uncheck the "Border on X/Y" options, and then use the keyboard's arrows, if you need to place/move items out of level's limits (but level's limits are not infinite and are limited by Lemmings' level format: the level-editor will block your moves when you reach the furthest allowed limits).
I'm a little confused about the "snap-to feature". I thought this was to snap terrain pieces together so they can line up next to each other easily, but it seems to be only in regards to the grid. I don't think I'm understanding it yet.Snapping is easy:
There is a bug with moving objectsNo there's no bug , but I should have explained it somewhere (I really have to write this README!!! )
when moving left or right, it goes farther right than it should or less left I'm not sure but it's not equal. Then, I can't hold down control and move objects slightly to the right at all. But I can every other direction.
Up and down seems to work fine, both normal and with control held down.
and moving terrain and steel works fine.
-This is important: when cloning (or copying) things, the original thing should be deselected. As it is, you always have to unselect everything manual so you can move the copied thing without moving the original thing. If there is a good reason for having it the way it currently is that's fine, but an off/on option would be nice.I like to create an item, clone it, and then move the original item + its clones to the place I want them to be.
The shift V function is very nice, very versatile.Yes, I agree
It will just take some while getting used to You might want to explain this one in a little more detail somewhere. (maybe you already did and I didn't see)No, you're right, I didn't talk too much about this feature.
Having the zoom ability in normal screen mode would really be nice. It seems very restrictive as it is now.Didn't check this atm, but, personally, I like to have my Zoom window always opened over the lower-left part of the GUI. I didn't find it restrictive: it's always here and available!
I was making a level and accidentally deleted the whole thing by pressing F4. Perhaps you should add some kind of tool tips feature or an optional warning message for this sort of thing. Or just make it so you can't load a save if there is no save yet.The beta 1.11 is now available, and it makes the QuickLoad/QuickSave operations safer (confirmation message + can't load an empty slot: nice additions, thank you for your feedback on that).
-This is important: when cloning (or copying) things, the original thing should be deselected. As it is, you always have to unselect everything manual so you can move the copied thing without moving the original thing. If there is a good reason for having it the way it currently is that's fine, but an off/on option would be nice.1) OK. I have added the feature you asked for
Having the zoom ability in normal screen mode would really be nice. It seems very restrictive as it is now.It took me some time but I dit it!
No there's no bug , but I should have explained it somewhere (I really have to write this README!!! )
According to Lemmings's level-format, Objects' posX must be a multiple of 8:
The trigger area is managed by DOS L1 in squares of 4x4 pixels.So, guys, if you're ok with that, the next version will set Object's auto-snapping to 4x4 by default (and 4x4 for Steel, too).
The trigger area is managed by DOS L1 in squares of 4x4 pixels.So, guys, if you're ok with that, the next version will set Object's auto-snapping to 4x4 by default (and 4x4 for Steel, too).
Of course, this does depend on exactly how Lemmix processes the trigger areas - it may have to be recoded to consider each individual pixel rather than just each 4x4 region. I believe the original game works on 4x4 regions, and since Lemmix aims to emulate it as closely as possible, it's quite plausible Lemmix also works this way. That being said, it's equally plausible that it in fact does consider each pixel individually, and simply rounds to the 4x4 areas when manipulating them (like when placing blockers) - especially since the editor supports Lemmini format, which I believe is not subject to these restrictions?
I've begun editing terrain pieces in Lemmini so aligning things will be easier for your editor. I've put up with those stupidly placed boundary boxes for long enough
If I could code, I would change the the 4x4 object set-up...
1) What is the expected/normal theme of the level instead of "special"? (dirt, fire, snow, ...)
The latest update seems to no longer be able to load a level I made in the first release. It misidentifies it as a special graphics level. I checked with a hex editor and the problem is not the level file itself.I found the reason: it is due to a bug in the first release, and it is now fixed.
Another level (which was made in LemEdit), it doesn't load all the steel areas correctly - some are missing.This one is strange... Be sure to have your keyboard's "numlock" key activated, and press "9" (numpad) to display all the Steel items in the foreground. Could you still confirm you're missing some Steel pieces?
Thanks for the info, Simon!The latest update seems to no longer be able to load a level I made in the first release. It misidentifies it as a special graphics level. I checked with a hex editor and the problem is not the level file itself.I found the reason: it is due to a bug in the first release, and it is now fixed.
- if your hex editor allows you to edit data, then just change the value of the byte located at address 0x001A from whatever-it-is to "02".
Another level (which was made in LemEdit), it doesn't load all the steel areas correctly - some are missing.This one is strange... Be sure to have your keyboard's "numlock" key activated, and press "9" (numpad) to display all the Steel items in the foreground. Could you still confirm you're missing some Steel pieces?
If there's really a bug here, I definitively have to try/load your level to find the problem.
By the way, thanks to your message, I realized that default "Auto-Snap" settings needed to be scaled x2 because the level-editor uses hi-res sprites and a "x2" scale as in Lemmini (therefore, in the next version, Steel will auto-snap to 8x8 and Objects will snap to 16x8). This way, you'll be sure to design Lemmings1-fully-compliant levels!
1) What is the expected/normal theme of the level instead of "special"? (dirt, fire, snow, ...)
Dirt.
All four vgaspec levels have the large single terrain piece, plus objects from the dirt set, recolored according to each vgaspec's palette. Any normal tileset should work with vgaspec.
-- Simon
0x001B actually. For some reason, 0x001A was set to 82, and 0x001B wasn't set. Anyway, I had thought I'd already tried this - but I'd been changing 1D, not 1B, which obviously isn't going to help my cause very much... xDYes, 0x001B. So 0x001A should be set to 0, while 0x001B should be set to 2 (and 1D won't help, yes).
I think I've identified the problem based on this and a closer look at my level. Namely - the size limit for a steel area in Lemmings is 64x64. However, your editor attempts to enforce this - but again, doesn't take into account it's own double resolution. I notice that steel areas that exceed 32x32 in size are cut down to that, but smaller ones remain perfectly fine.You're absolutely right. Fixed!
0x001B actually. For some reason, 0x001A was set to 82, and 0x001B wasn't set. Anyway, I had thought I'd already tried this - but I'd been changing 1D, not 1B, which obviously isn't going to help my cause very much... xDYes, 0x001B. So 0x001A should be set to 0, while 0x001B should be set to 2 (and 1D won't help, yes).
Tell me if it works.
If it doesn't work, then you could provide me with the level, I'll make a tmp quick'n dirty fix in the editor to re-save your level in a good way, and I'll upload the fixed level on my website. It won't be a problem.
Perhaps add a manual refresh button, too?By default, the list is enabled, and it's refreshed in real-time whenever a change is made in the level (it is CPU-consuming).
Fair enough. I realise this is a somewhat tricky suggestion, but what about a refresh button, and automatically clearing the list (unless auto-refresh is on) as soon as any changes are made to the level other than by using the list?"Keep It Simple, Stupid" : http://en.wikipedia.org/wiki/KISS_principle
If you're going to simply leave it as on/off as you're saying now... I would strongly suggest you at least put the option next to the window, rather than in the menu bar. It might get annoying having to go to the menu every time... (And yes, knowing you, I realise there's probably at least 7 different keyboard shortcuts for it, but knowing me, I probably won't even remember one of them.)You're right.
could we at least have an option to turn it off for the more-advanced level designers who know what they're doing?It's already there (http://www.lemmingsforums.com/index.php?topic=794.msg17576#msg17576).
Since it's double resolution... 16 x 2 for objects, 2 x 2 for terrain, and 8 x 8 for steel.Yes, that's it.
By the way - not a huge deal, it's most likely just a result of me being used to LemEdit, but I find the way your editor handles steel to be somewhat odd. Additionally, at least one of the default steel pieces has a horizontal size that's not a multiple of 4 (or rather, of 8, since double resolution) - 62, IIRC.I didn't try LemEdit. I should give it a try.
What I'd really like is a feature that makes inserting terrain pieces onto the map quicker/easier.It's already here.
In Lemmix, its slightly tedious; you must press insert then open the window and search through all the list to change it to the one you want. Or copy/paste a whole lot.In jLevelBuilder, inserting Terrains or Objects in a level is very easy!
I don't remember how it works in Jbuilder. IT'd be nice if you could drag and drop items from the panel on the left (in your latest screenshot)
The poll is missing an option for "Haven't tried it yet".
Can the Lemmings be replaced with other animals/characters?
It might be fun to see different critters in place of the Lemmings!
Or even to use console game characters lol
Maybe if not in the free jLB, then perhaps in an advanced/paid editor.
If you're using a Lemmix-based engine (Lemmix or NeoLemmix) or the original DOS games, you can customize the sprites by editing the MAIN.DAT file (using a tool called LemMain (http://www.neolemmix.com/old/lemmain.html)), though currently there's some heavy limitations on the palette usable for this. I'm considering reducing these limitations in a future NeoLemmix update, just haven't got around to it yet.
I would argue that it doesn't hurt to have the option there. More so than completely custom sprites, people may see recoloring the sprites for certain styles as beneficial, and that isn't a huge effort by comparison.
In the v1.0, it's pretty sure, the "load custom sprites" feature won't be there (because, atm, I focus on the game's core features). Then, when the game is released, I'll probably have to update/tweak/fix things according to the players' feedbacks. After that, I may update the game with new features, so I've added your inputs to my TODO list.
I don't have much free time, but your ideas about jLevelBuilder sound interesting, therefore, yes, I'll try make the compact version a real thing (maybe at the end of the month... It will be difficult for me to give it a try sooner...)
Sorry for the bug when handling ".ini" files : I've fixed it.
I didn't know you could already use custom tilesets, thank you very much! :cute:
We need a purpose-built editor really.
Actually, I've already worked on it, and it can generate ".ini" config files for custom tilesets (once again, it only handles Lemmings1-compliant tile properties).
It will be included in the next version of jLevelBuilder.
...just to know, what features would you expect for editing Lemmings1/Lemmini's custom tiles ?
:lemming: Support for switching between editing and playing (maybe you can hook jLB up to SL so that when you hit "play", it opens the level in SL for testing)I'll see if I can do something with SL, but I really don't know what's possible about that atm... That's a good idea btw.
:lemming: Customisable hotkeysIt's already here :) Go to "Options > Key Configuration"
:lemming: Simplified interface (it's best to just have the most-used features as buttons, and hide the less-used stuff in menus.Unfortunately, I don't have much free time for coding Lemmings-related stuff, so spending time on re-working the interface isn't a priority. But it's a good idea that I keep in mind, for sure.
:lemming: Resizable window (absolutely essential for jLB due to the size of the interface)
:lemming: Support for tileset mixing (this probably also needs to be implemented in SL itself)This feature is unlikely to happen because of how tilesets are handled. Sorry :(
It's already here :) Go to "Options > Key Configuration"
spending time on re-working the interface isn't a priority. But it's a good idea that I keep in mind, for sure.
:lemming: and about custom-tile editing/handling, what features would you like to see in jLB ? (classic Lemmings 1's tile support, only)
Tile grouping would be good :thumbsup:You can already perform 'tile grouping'.
It is mentioned here (https://www.lemmingsforums.net/index.php?topic=5612.msg92200#msg92200). We need a purpose-built editor really. I think that would turn a lot of people back on to SuperLemmini in general.I'm working on such a built-in editor which will allow to set - and dynamically view as a red rectangle - Objects' trigger area (see red arrows on the screenshot below / note: some Objects' properties are only relevant to my Android game that I'm slowwwwly working on from time to time...)
You can already perform 'tile grouping'.
In jLB, grouped tiles are called 'Favorites' : select some tiles you want to link, and then click on the "Make Favorite" button.
In the "Entity Type" list, you'll be able to find all your Favorites, and, since Favorites are saved in your tileset directory, you'll also be able to re-use them accross different levels.
I'm working on such a built-in editor which will allow to set - and dynamically view as a red rectangle - Objects' trigger area
* Meanwhile, the Zoom>Open 'Zoom' Window doesn't work as expected, i.e. clicking within it doesn't relocate the zoomed areaI'm not sure to understand the issue.
Actually, this option simply opens a new "zoom-in" window that you could use side-by-side to the main UI, in order to fine-tune your work (while keeping the main screen at standard 1:1 scale factor)
Thank you for your kind words ; I'll try to fix the issues you've noticed.
I'm not sure how useful this is though, in all honesty....actually, I've never used this feature, too :)