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NeoLemmix => NeoLemmix Levels => In Development => Topic started by: nin10doadict on January 29, 2017, 04:40:34 AM

Title: [NeoLemmix] Lemmings Squared (in development)
Post by: nin10doadict on January 29, 2017, 04:40:34 AM
I tried posting this earlier but I think I goofed it up because the post fell into the void. That aside...
Many people like posting packs with hard levels, but I get stumped by them easily. So I'm working on a pack that's fairly easy overall (though this demo has quite a few hard levels in it as well). It has 5 ratings and will probably have about 100 levels when it's finished. Right now there are 47 levels. Here's what I know about the compatibility...
:compat-ver-10-12::compat-yes:
I know it doesn't work with version 1.43. It uses a few tilesets from Lemmings 2, so it probably won't work with 1.47 either.
My goal is to make a pack that players of any skill level can enjoy.

Feedback is welcome and appreciated. Have fun!
Title: Re: [NeoLemmix] nin10demo pack (is a demo, see)
Post by: IchoTolot on January 29, 2017, 10:50:36 AM
Sounds fun! :thumbsup:

Will test it out when I find some free time for it. :)
Title: Re: [NeoLemmix] nin10demo pack (is a demo, see)
Post by: nin10doadict on January 29, 2017, 11:16:58 PM
I just found a break in Brutal 8 that lets you save a skill and a few extra lemmings. I'll fix it for the next demo, but until then, you can try to find it yourself. ;)
Title: Re: [NeoLemmix] nin10demo pack (is a demo, see)
Post by: Gronkling on January 30, 2017, 12:17:52 AM
Here's my replays for all the levels (with talismans) apart from Scary 2 which is much harder than everything else
This pack is mixed quality, some of the levels are not that fun, Scary 9 being the biggest example, but there's a lot of good too such as Scary 5!
Also there's a weird invisible exit on Tough 7 that you can just walk to without doing anything ???
Title: Re: [NeoLemmix] nin10demo pack (is a demo, see)
Post by: nin10doadict on January 30, 2017, 12:37:20 AM
Wow, you tore that apart pretty fast. I guess that's not surprising, considering what caliber of levels you're making. :D You even found one of the two troll shortcuts. (EDIT: Actually you found them both. You are way too good at this game. :'() It's the only way to get the talisman for those levels, hee hee. I'll be removing those in the final version because they're dumb.
There are a few silly designs here. Scary 9 isn't hard or even all that interesting; I might want to scrap it or at least do something different with it. "Build Lem's Legend" originally just had the letters, which made it super-tedious and boring. :XD:
You even found some different solutions than I did, but I'm kinda surprised that you'd struggle with Scary 2. I thought "Cross-town traffic" was way harder. Then again, a lot of these levels were originally for Lemmini, so that made them a lot harder (with the exception of Fall down go boom which got changed a lot.)
EDIT: Holy moly looking at those replays shows me that some of my levels are totally broken... Or like all of them... MUST FIX :lix-trouble:
Title: Re: [NeoLemmix] nin10demo pack (is a demo, see)
Post by: namida on January 30, 2017, 04:38:33 AM
I noticed this has a lot of levels for a demo. To avoid too much spoiling, I just played the first two in each rank.

Simple 1 - Nice level to start with. :)
Simple 2 - Merely solving the level is very simple... so I went for 100%. :P
Moderate 1 - Nice! I actually had to think for a second on how to solve this before I realised it.
Moderate 2 - Also very nice. :)
Tough 1 - I think this one was easier than the Moderate levels, tbh.
Tough 2 - I think I found a backroute on this one. :P
Scary 1 - This is definitely a backroute.
Scary 2 - Nice level! Not sure if it's a backroute; I didn't use the swimmers, but it doesn't feel like there is any way to use them usefully.
Title: Re: [NeoLemmix] nin10demo pack (is a demo, see)
Post by: nin10doadict on January 30, 2017, 04:47:02 AM
Yeah, Gronkling basically ripped the whole thing to shreds. Backroutes everywhere. So much for me thinking that I was clever. :-[ I think I've fixed most of it. I'm definitely limiting how many more tough levels will be in the pack, because I don't want to have to keep going through cycles of fixing everything that's broken. Besides, the pack is meant to be easy overall.
And yes, the swimmers are red herrings in Scary 2. Totally useless.
EDIT: My God, just when I think I can get away with at least one or two that were solid. Nope. Every single one of my "puzzles" is broken, bar one. That's really discouraging. :'( I understand that you don't want to spoil too much, but after seeing that nearly all of the levels I thought were good interesting challenges were just broken, then I'm sorta glad I did show all the levels I had.
Title: Re: [NeoLemmix] nin10demo pack (is a demo, see)
Post by: namida on January 30, 2017, 05:20:35 AM
A lot of pack designers - myself included - will get a small group of players to test their pack privately before releasing it. You might've noticed my recent packs (Lemmings Plus III onwards) tend to have very few backroutes when they're released, but this is exactly why - because I have them privately tested before release. My newest pack (Lemmings Plus Omega II), which hasn't got a full public release yet (but there is a 9 level demo), the first test version I sent out, nearly 30 levels (out of about 50) had backroutes. Backroutes are not something to be discouraged by; it's just part of creating lemmings levels.
Title: Re: [NeoLemmix] nin10demo pack (is a demo, see)
Post by: IchoTolot on January 30, 2017, 07:26:38 AM
You will also get better in seeing + blocking possible backroutes while creating level over the time. With every new backroute you encounter and fix, you will slowly be more able to see them in advance in the future.;)

Title: Re: [NeoLemmix] nin10demo pack (is a demo, see)
Post by: Gronkling on January 30, 2017, 09:16:53 AM
aw aw dont be sad that i didn't find the right way the first time, a lot of my levels are being DESTROYED!!!!!! in beta testing, but im happy because i know in the final release i can be more sure that my levels will be OK!
Title: Re: [NeoLemmix] nin10demo pack (is a demo, see)
Post by: Gronkling on January 30, 2017, 05:40:08 PM
And I did scary 2, this one's the best level in the demo ^_^
Title: Re: [NeoLemmix] nin10demo pack (is a demo, see)
Post by: Nepster on January 30, 2017, 05:52:15 PM
There are some very nice levels in your pack, but I encountered two levels with traps hidden in terrain. Usually such levels are less well-received (search a bit in the forum and you will find several rants about this).

Unfortunately I forgot to save replays when playing your demo levels. As you already plan to fix them, I will wait for the second version before playing them again and sending you replays.

EDIT: My God, just when I think I can get away with at least one or two that were solid. Nope. Every single one of my "puzzles" is broken, bar one. That's really discouraging. :'(
Don't worry about that. Out of my 111 levels in NepsterLems, I believe only three or four of them never had any backroute-fixes (for puzzle levels) or other improvements (for open-ended levels).
Title: Re: [NeoLemmix] nin10demo pack (is a demo, see)
Post by: nin10doadict on January 31, 2017, 04:48:31 AM
Thanks for the encouragement! I was just getting worked up; some other stresses in my life weren't helping. I just need to take it easy with this and not get all messed up in the head. :D Hopefully with practice I'll get better at seeing ways my tricks can be circumvented. I've updated a variety of the levels to try to iron out backroutes (more steel! It needs more steel! ;P), but I'll save showing that off for later. One thing I do want to share is the updated Scary 9, which puts much greater limits on your skills and how many you have to save. It may still be broken, but I think this makes it a lot more interesting and a fair bit harder. If it isn't broken it will probably move up in rating.
Title: Re: [NeoLemmix] nin10demo pack (is a demo, see)
Post by: nin10doadict on February 07, 2017, 01:46:31 AM
Progress has reached 60/100 levels built so far, so I think it's time for an update. I've decided on a name for the pack (Lemmings Squared) and have built a few levels around this theme. Included is an updated version of one of the previously revealed levels that hopefully fixes the backroutes. Also included is a picture of what might be the hardest level I've made so far, if it isn't broken. I'll probably post another update when I reach 70 levels total.
Title: Re: [NeoLemmix] nin10demo pack (is a demo, see)
Post by: nin10doadict on February 19, 2017, 04:38:02 AM
Up to 70 levels now. Not revealing anything special here, but progress is also ongoing to spruce up the decorations so the levels look less like I'm trying to make them all fit in a GameBoy cartridge. ;)
Title: Re: [NeoLemmix] nin10demo pack (is a demo, see)
Post by: nin10doadict on February 27, 2017, 02:06:42 AM
Up to 75 levels, and I've been stalling long enough on asking this. What dimensions do I need to use for the title screen graphics? Does it have to be specific dimensions for each graphic? I should probably start working on these at some point.
Thanks to ColorfulArty for playing some of my levels and finding a few more backroutes in them. :D
Title: Re: [NeoLemmix] nin10demo pack (is a demo, see)
Post by: nin10doadict on March 01, 2017, 07:40:38 PM
Ok, I have a title graphic, but... How do I make the transparency work properly? I've tried both options that it prompts me with when I insert it with Flexi, but they both still display the black blocky background on the title screen.
Title: Re: [NeoLemmix] nin10demo pack (is a demo, see)
Post by: Nepster on March 01, 2017, 07:47:19 PM
Either use a 32bit png (with alpha channel) or a 24bit png with a specific pink as background color. The attached 32bit png should work.
Title: Re: [NeoLemmix] nin10demo pack (is a demo, see)
Post by: nin10doadict on March 02, 2017, 12:36:55 AM
Yup, that worked nicely. Thank you! :D
Level progress is up to 76/100...
Title: Re: [NeoLemmix] nin10demo pack (is a demo, see)
Post by: nin10doadict on March 15, 2017, 04:47:11 PM
Level progress is up to 88/100.
I'm having a bit of trouble making a talisman work. I'm trying to make it so you get the talisman if you beat the level without changing the release rate, but I can't seem to make it work in the toolkit. Regardless of what I set the parameters to, the game refuses to give me the talisman under any circumstances, even if I don't change the release rate in my solution. :-\ Does anyone know how to make this work?
Title: Re: [NeoLemmix] nin10demo pack (is a demo, see)
Post by: GigaLem on March 15, 2017, 06:56:00 PM
Nice to see progress but, Since you have a final name for the project, can you edit the first post and rename the first post to "Lemmings Squarred"?
Title: Re: [NeoLemmix] Lemmings Squared (in development)
Post by: Nepster on March 15, 2017, 08:08:05 PM
I'm having a bit of trouble making a talisman work. I'm trying to make it so you get the talisman if you beat the level without changing the release rate, but I can't seem to make it work in the toolkit. Regardless of what I set the parameters to, the game refuses to give me the talisman under any circumstances, even if I don't change the release rate in my solution. Does anyone know how to make this work?
Can you give me your System.dat, your .nxp files and tell me for which level the talisman is, either by attaching the files here or via PM? Without any further information, it is very hard to guess where the problem lies.
Title: Re: [NeoLemmix] Lemmings Squared (in development)
Post by: Nepster on March 16, 2017, 04:46:22 PM
I checked the level in question and I have no problems obtaining the talisman. This holds both for the stable version V10.12.12-C and for the latest experimental version V10.13.16_4308379.
Could you please update to the latest NeoLemmix version and then check again whether the talisman works or not? If not, could you please send me a replay that should obtain the talisman but doesn't actually do so? In that case it would help me to have the single levels of your first rank (as contained in the "levels" subdirectory of your System.dat file), because then I wouldn't have to decode the talisman file by hand, but could just look up the talisman in the flexi toolkit.
Title: Re: [NeoLemmix] Lemmings Squared (in development)
Post by: nin10doadict on March 30, 2017, 01:44:46 AM
Level progress at 94/100.
Just finished designing a custom graphic. The final level is going to be rather work-intensive to design (still have to make the music for it too), but it's just that, one other boss stage, and a few other gaps to fill in before it's ready for a full release.
Title: Re: [NeoLemmix] Lemmings Squared (in development)
Post by: namida on March 30, 2017, 11:33:08 AM
Either use a 32bit png (with alpha channel) or a 24bit png with a specific pink as background color. The attached 32bit png should work.

This is outdated information. You still need to use a 32-bit PNG file if you're directly modifying the project's source files, but if you're importing through Flexi, you can use any bit depth PNG or BMP file (GIF is no longer supported). When importing, it will ask you to pick "Alpha Channel" (for 32-bit files, or those that otherwise have some kind of transparency information already in the file such as most PNG files) or "Transparent Color" (for those that do not, such as most BMP files). When using transparent color, while "death magenta" is the default, you can pick a different transparent color simply by clicking a pixel of that color in the preview image.