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Messages - namida

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9196
In Development / Re: GigaLems - A project I plan on making
« on: February 06, 2015, 10:56:31 PM »
You don't use FlexiLemmix to create the SYSTEM.DAT file; you use the NeoLemmix Editor to do it.

Please note that the FlexiLemmix player doesn't just magically know everything you want in your pack. You need to set it up correctly, which is a little bit of work, but (not including the time to make your levels obviously) it should only take 5 minutes or so. I would suggest you read this tutorial on the NeoLemmix Website, which is much more detailed than the FlexiLemmix readme.

9197
In Development / Re: GigaLems - A project I plan on making
« on: February 06, 2015, 10:47:40 PM »
Send me the SYSTEM.DAT file you made for your game, and the other data files you're trying to use with it, and I'll take a look.

Also, I tested the custom music files, in both playtest mode from the editor and with running NeoCustLemmix directly, and in both cases it worked fine. Can you please tell me exactly what happens when you try to use your custom track? Simply "it doesn't work" is not helpful since it seems to work fine for me. Does it give an error message? Does it play, but have no music? Does it use a normal music track instead of your custom one? The more information you give, the more likely I'll be able to find the cause of the problem and fix it.

I'm very keen to help get your problems sorted, as your level pack shows a lot of potential based on the levels you've released so far; but I can't help fix anything if I don't know the cause of your problems.

9198
Closed / Re: Editor Bugs / Suggestions
« on: February 06, 2015, 10:46:00 PM »
You need to add them to the list of styles; currently it can't auto-detect new styles (this is something I need to add at some point).

Open NeoLemmixStyles.ini (note: you MUST exit the editor before doing this, otherwise it'll overwrite it when you close the editor), then look for where the SuperLemmini entries start - they'll have a heading [SuperLemmini_#]. Add an extra entry to the end, following the same format as all the others. The "internal name" should match the name of the style's folder (note that as SuperLemmini is a multi-platform application, this should be considered case-sensitive; it won't matter on Windows but it will on, for example, Linux), whereas the regular name can be whatever you like (it's just used to identify it in the editor).

9199
Help & Guides / Re: extracting Cheapo graphics
« on: February 06, 2015, 09:13:33 PM »
Just for record, I haven't forgotten about this. But I am going to have to make some adjustments to NeoLemmix, to support having more than one window in the same graphic set, as even some of the official Cheapo styles use this, let alone fan-made ones.

EDIT: I have support for it implemented in LemSet, and I have it functionally (but not yet graphically) working in NeoLemmix (ie: they function as windows, but don't yet follow the rules for how windows are meant to animate).

EDIT: Fully implemented now.


There are some types of objects in Cheapo that NeoLemmix doesn't support (basically anything that doesn't appear in the official games, except for Teleporters; also NoSplats are virtually the same as NeoLemmix's updrafts so those could be used as a substitute; also it doesn't support triggered harmless animations (only constant ones) or exits, or SingleTele / TwoWayTele). Most likely, I'll just convert the unsupported ones to objects that do nothing.

9200
In Development / Re: GigaLems - A project I plan on making
« on: February 06, 2015, 09:10:42 PM »
Okay, I'll look into that at some point today.

9201
In Development / Re: GigaLems - A project I plan on making
« on: February 06, 2015, 01:59:37 AM »
What kind of file was it originally? Have you set the "Music Number" for the level to 24? What happens when you try to play?

9202
In Development / Re: GigaLems - A project I plan on making
« on: February 06, 2015, 01:29:48 AM »
Nope, it should be in the same folder as the EXE.

9203
In Development / Re: GigaLems - A project I plan on making
« on: February 06, 2015, 12:53:01 AM »
What's the filename of your music files, and have you set the music number in the level as well? And, do you get no music at all, or do you get the normal music instead of your one?

Let me know these things and, assuming that it isn't just a file naming mistake, I'll look into this.

9204
In Development / Re: GigaLems - A project I plan on making
« on: February 06, 2015, 12:49:46 AM »
I've played through your new update for Warm, here's some things I noticed:

- In the floater tutorial level, you could probably benefit from making the lemmings come out of the entrance facing left. All you have to do is click the "Left-Facing" box on the piece properties in the editor.
- The bomber tutorial level still has the blockers, not sure if this is intentional. Also, it's missing the decorative arrow on top of the exit.
- The way I solved level 10 could be useful for a repeat version of this level (if you're planning on having repeats).
- Level 18... just for the record, this trick has really been done to death by now... (see: "I am A.T." in the Genesis version, "Wall of Wisdom" in LPI, and countless others). Ignoring that, I'd say this trick is also too obscure for a first-rank level, even with a level like this that makes it fairly obvious what to do. And ignoring all of those; there's a backroute here, unless you intended for what I did to be possible...
- Level 24... hmm... I can't help but notice that the name is the same as one of the LPI levels, which also involves getting past steel in a similar method... :P
- Level 25, again, the exit is missing the decoration (the flag in this case); though with the Snow set this isn't so noticable.
- Level 26, that's three levels by this point focused solely on blocking... :/
- Level 27, very nice concept, but the way the one-ways just cut off at the bottom-right is a bit untidy. If you weren't aware, in NeoLemmix you can make one-way walls only apply to certain terrain pieces, so that they neatly appear on the rock piece but not the pole (or all the way down the pole, if you cover it with another one). When you use this option, it doesn't (yet) appear properly in the editor, but when you play the level you'll see it.
- Level 29, just my two cents, but I'd recommend stick to one version of the style instead of using the DOS one in some levels and the Genesis one in others. On NeoLemmix, their trigger areas are the same, if that's what was the motivation for using the other one.


Now overall, I think these are some very nice levels! They're all quite simple (apart from Level 20, which could be tricky for a new player), but they're mostly fun to play and are very nice-looking. I look forward to seeing the rest of the pack, especially once it gets harder.

I've PM'd you my solutions. Note that I played all the levels again, so even for levels that I sent you solutions before, I've probably solved at least some of them differently this time.

9205
In Development / Re: GigaLems - A project I plan on making
« on: February 06, 2015, 12:05:17 AM »
If you're building a Flexi player, see the Flexi documentation (or the tutorial on the NeoLemmix website) for info on that.

If you're just using NeoCustLemmix, put them in the same folder as NeoCustLemmix itself.


By the way - other formats might work, if you rename them to have an IT extension (if they're module type formats such as MOD, XM, etc), or OGG extension (for formats like WAV, etc). This isn't an officially supported feature, and won't work for all types (eg: it won't work for VGM files), but you can try - the former definitely does work, I'm not entirely sure about the latter as I haven't tried.

9206
In Development / Re: GigaLems - A project I plan on making
« on: February 05, 2015, 11:13:24 PM »
There aren't any Genesis musics. The order of the tracks depends on whether the person playing has also got the DOS Music pack; tracks 1 to 17 follow the DOS order if the music pack is present, or the Amiga order if it isn't. Tracks 18 to 23 are the OhNo musics, which are the same order in either case.

However, if you want specific tracks, you can include them with your pack - if you're using the Flexi player, you can build whichever tracks you want into the EXE; if you're using (Neo)CustLemmix, you'll have to include them as either IT or OGG files. Name them "track_##.it" (or "track_##.ogg", where ## is the number you want that track to be. If you have both an OGG and an IT file for the same number, the OGG file has priority; and looping OGGs are supported.

Note that single digit numbers should have a leading zero; eg track_01.it not track_1.it. Three-digit numbers are fine if you need that many (or just want to use high numbers); so track_150.it is fine. Note that the highest track number you can use is 252; the music number can't be set higher than 255, and numbers 253 to 255 have special effects (as does zero):

0 will just use the standard "rotate through the musics one by one", or in Cust, "choose a music at random"; in both cases special musics will be played if certain gimmicks are set
253 is the same as zero, but it won't play a special track on gimmick / frenzy levels
254 plays the Frenzy music
255 plays the Gimmick music

(If you want a custom Frenzy or Gimmick track, the filenames to use are "frenzy.it" and "gimmick.it" (or .ogg).)

For reference; the special music on gimmick levels is determined by:
- Does the level use the SuperLemming or Frenzy gimmick? If so, use the Frenzy music.
- Otherwise, does the level use any gimmick other than Bait-and-Switch or 80px Fall? If so, use the Gimmick music.
- If the level doesn't use any gimmicks (or only uses Bait-and-Switch and/or 80px Fall), just play regular music.

9207
Shit, forgot about this for a bit...

Qualifying levels are:

Crazy 07 "And now, the end is near..."
Crazy 10 "ROCKY VI"
Wicked 05 "Chill out!"
Havoc 12 "It`s all a matter of timing"

Next set is up. This is the last one from the first round... :)

9208
Lix Main / Re: How hard is it to translate Lix into another language?
« on: February 05, 2015, 01:14:03 PM »
Well, my idea was that the filename doesn't matter; it just stores a username in the file (which can be any character). Thus, you just need to generate a default filename somehow. It doesn't really matter what this is either; it could even be random. Thus, a hex representation or a hash would just be the simplest way to generate one, without having to worry about which characters are used.

You could always store somewhere in the settings which username is active by filename (though I guess this could get complicated in itself).

9209
Lix Main / Re: How hard is it to translate Lix into another language?
« on: February 05, 2015, 12:57:07 PM »
It's a plain text file, right? Couldn't you just store the username on the first line or something?

As for backwards compatibility, just look for filenames that don't meet the naming convention (or don't have a username stored in them) and update them to the new format? Or, you could simply store the username as mentioned above (updating existing files that don't have one to take the username from the filename), without paying any regards to the filename (so the user can call the file whatever they want as long as it's in the right place)?

9210
Lix Main / Re: How hard is it to translate Lix into another language?
« on: February 05, 2015, 10:41:22 AM »
Why not just save the filename as a hexidecimal representation (or a hash) of the name altogether? That should be simpler and avoid having to deal with what characters can and can't be in filenames on certain systems.

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