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Messages - namida

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NeoLemmix Levels / Re: [NeoLemmix] SEB Lems
« on: December 08, 2019, 05:40:23 pm »
Stormy 18 - Other people who have played this level have not found this as easy as you have, it can be quite difficult to spot the tricks used in this level especially the trick used to contain the crowd. How easy would you say this level is, and where do you think this level should be out of curiosity? Solution is intended anyway

I spotted the crowd control quite quickly, though I did have the "oh, that's pretty clever" reaction to it - so this may have been a "I was lucky to get the right idea at the right time" thing. Figuring out the path to the exit was the trickier part here IMO.

It's hard for me to say where I think it should be, due to the gap since I played most of the previous levels - all I can say is that it feels easier than the other levels around it. Nonetheless, if I'm the only person saying this, then it's probably best not to move it just based on my feedback alone.

Also: Will exits that have animations for being locked use those animations to show they are frozen?

No, as they aren't "locked". Lemmings will even still become exiters upon encountering them, but they'll be frozen on the first frame of the Exiter animation instead of actually exiting. This way, eg. you can let it run, and see how many lemmings actually make it to the exit (by mousing over and seeing eg. "EXITER 13" in the help text).

Challenges / Re: Lemmings SNES all levels max pointed (videos up)
« on: December 07, 2019, 06:09:30 pm »
Maybe if I can work out how to set up Lemmix players on my new HD, I could help out with some of the results again 8-)

All of these are self-contained EXEs. (Except CustLemmix, which works the same way CustLemm did.) They've also got a few fixes with regards to accuracy-to-DOS (most notably, EricLang's code made traps faster than they should be, and didn't implement the nuke glitch) compared to the original code by EricLang.

NeoLemmix Main / Re: Noob - Help with insallation
« on: December 07, 2019, 06:07:10 pm »
Could you tell us exactly what these errors you get while playing say?

I'd think, if the installer got up to the point where it's trying to install level packs, then it's already downloaded and installed the game itself (it always does the game, styles and editor first; then levelpacks afterwards). So these errors likely aren't related to a broken installation - but we should still figure out what's going on.

Since you say you're able to manually download packs, I assume you know how to unzip ZIP files. If it really is a broken NL install, you could try doing a manual install instead of using the installer. You'll need to download these two ZIPs, and extract them to the same folder. The third download here is just a single file, which should be saved to the same folder the ZIPs are extracted to. Make sure the folder you extract them to is not one that requires run-as-admin to write to, as NeoLemmix assumes it can freely create / modify files in its own folder.

NeoLemmix V12.7.3:
Styles and sound effects, November 2019*:
(Optional) Level editor V1.17:

* December 2019 styles update hasn't been released yet. Keep an eye on the Graphic Sets board for the release - Nessy usually posts a ZIP that can be used as an "update"; this ZIP again is just extracted to the same folder as everything else.

For level packs, we encourage creators to ZIP them in such a way that they, too, can simply be extracted to the main folder. However, not every level creator does this, so look at the contents - if the level pack ZIP contains "levels", "styles" etc folders, it extracts to the main NL folder. If it just contains a folder with the pack's name, you'll need to extract it into NL's "levels" folder instead, etc.

Engine Bugs / Suggestions / Re: [BUG] [PLAYER] Diggin' the air
« on: December 07, 2019, 05:37:57 pm »
This is not a case of "the game isn't doing what it's meant to", but rather, "this is an edge case layout that the intended behaviour doesn't handle well".

Digger shadows (and basher, miner and fencer shadows for that matter) only display the edges of the destruction area, not every pixel. (Maybe this should be changed, if feasible. I'll look into it - it should be at least for diggers.)

When this behaviour is taken into account (and when looking very closely, as there will sometimes be 1px visible below the terrain but it's hard to spot), the skill shadow seems to be behaving as it's meant to.

NeoLemmix Main / Re: Plans for V12.8.0
« on: December 07, 2019, 10:02:29 am »
A feature I thought of just came to me about highlit: Two hotkeys that can navigate the highlighter between the previous and next lemming ID. One example where this technique is especially useful is in a tight space where you need certain lemmings to assign skills to guarantee a possible nuke solution. CCX's solution to the Tame 1 new skills challenge comes to mind.

Even highlit in and of itself is generally something that's rarely used (though in the cases it is used, it's generally extremely useful to have, so I 100% believe keeping it is justified - and I also suspect the "skip to highlit lemming state change" feature will increase how much it's used, too). So I have to say that I doubt there'd be much demand for the "change highlit lemming" feature. Still, this shouldn't be hard to implement, so I'm open to implementing it anyway if there is enough demand.

Should we freeze physics on running out of time, allowing for rewind? Or should we keep physics running in the unsolvable state? Anything is better than returning to menu.

For V12.8.0, I've implemented a new behaviour when time runs out: Gameplay continues, except with three minor changes, two of which only apply if the nuke has also been activated (and these are just to ensure that the nuke always ends gameplay):
- Exiters become frozen. Since a lemming isn't counted as saved until it finishes the exiting animation, this essentially means lemmings can no longer be saved.
- If the nuke has been activated, lemmings no longer halt counting down to nuking when they become exiters.
- If the nuke has been activated, ohnoers can no longer become exiters. This avoids a loop: Nuke activates, exiters become ohnoers, then see an exit trigger area and immediately become exiters again.

I've also made one very minor visual tweak to better fit this: Exiters are now drawn behind all other lemmings. This factor has higher priority in determining render order than any other factor, except for "selected lemming" (it even has priority over "highlit lemming").

I've also implemented more color coding of the time limit. Currently we have two colors - green indicates infinite time, red indicates limited time.

The new system has four colors. Green still indicates infinite time. Yellow indicates limited time now. Red indicates limited time and that the player has less than 15 seconds remaining. Purple indicates that the time limit has run out, and the player is now in overtime (at this point, the time starts counting up again, to show how much overtime the player has used).

TODO: I'm thinking a sound should also be played when time runs out.
EDIT: And so now, one does.

NeoLemmix Main / Re: Plans for V12.8.0
« on: December 06, 2019, 10:56:55 pm »
A couple of other nice features I'm working on / have implemented:

- "Overtime" mode. When the time limit runs out, instead of gameplay terminating, you can keep playing - the only catch is that exiters no longer do anything (they just stand there, in front of the exit, frozen), so you can't actually save any more lemmings. This could be useful if you want to see how far you fell short by, or try things out without worrying about the time limit while you're just experimenting. Note, a minor physics change here: While implementing this, I noticed a bug that the game runs for 1 frame more than it should before terminating. The code for this new time limit handling does NOT replicate this bug - it cuts off exactly when it should.

- "Skip to highlit lemming state change". A hotkey that when pressed, jumps forward until the highlit lemming either changes to a new action, or is saved / dies (for the purpose of this, becoming a zombie counts as dying).

Challenges / Re: Lemmings SNES all levels max pointed (videos up)
« on: December 06, 2019, 09:26:58 am »
Surprised that Genesis lets you make safe landing with just one builder, I guess either the initial position of the lemming from the entrance is lower, or the way they calculate fall distance starting from the entrance is slightly different resulting in a higher survivable fall there.

IIRC, you can do it with one builder on DOS, if you bash into the wall at the right first (then start building from inside the basher tunnel). Of course, that doesn't play nicely with the "bunch up the lemmings" idea...

Lemmings Main / Re: This Mobile Lemmings level is impossible?
« on: December 05, 2019, 11:26:38 pm »
I don't know for sure, but several users have commented that they believe the mobile game's levels are procedurally generated - and thus it's completely possible that sooner or later, it would spawn an impossible one.

(I haven't played this game - and don't really intend to - so I can't offer any more advice than that. As far as I'm concerned, on a personal level, this game is not Lemmings.)

NeoLemmix Levels / Re: [NeoLemmix] SEB Lems
« on: December 05, 2019, 08:15:18 pm »
Solved one more.

Spoiler (click to show/hide)

EDIT: And two more.

Spoiler (click to show/hide)

NeoLemmix Main / Re: EXPERIMENTAL BUILD: High-Resolution Mode
« on: December 05, 2019, 07:42:11 pm »
As I'm pasting all these downloaded experimental files onto the same folder and overwriting the corresponding folders every time, I want to keep the stable player. I've been changing the title of the EXP player to "NeoLemmixHighRes.exe" every time I download its zip folder. It will still work perfectly after this change.

There's a risk of breaking your stable version if you do this with experimentals / RCs that have data files (as opposed to just a standalone EXE - though even this could end up affecting your save data / config from the stable version). What you can do is create a copy of your stable folder, and use that.

Lemmings Main / Re: Joke ideas for skills and objects
« on: December 05, 2019, 07:40:19 pm »
A skill that's only worthwhile in combination with at least one other skill is NOT worth implementing.

A thought that came to mind just now: I feel this only holds true when it's a case of "in combination with one or two specific skills". A skill that requires interaction with other skills, but can interact with a large number of them in various ways, could be worthwhile. As an example, imagine a variation on the Walker that's identical except you can't assign it to a lemming that's currently walking (thus, you must assign a skill first, except in the rare case of assigning it to a preplaced Shimmier / Blocker) - this would still be justifiable (if it weren't for the similarity to an existing skill, of course).

NeoLemmix Main / Re: EXPERIMENTAL BUILD: High-Resolution Mode
« on: December 05, 2019, 07:04:48 pm »
Uploaded a new high-res build. There's several bugfixes / small tweaks, but the major change is that it now has WillLem's high-res sprites for the "default" style (not yet for Xmas; however, there are some tweaks that were needed to the low-res sprites to better accomodate the high-res ones; these changes have been made to Xmas as well. To be clear, custom styles do not need to copy these changes, whether or not they're providing high-res sprites). These are still somewhat of a WIP at the moment - in particular the Fencer and Shimmier need fixes.

Attached to first post. If you already have the first high-res experimental, you can extract the new one over that (no need to re-set-up a stable version then extract over that).

NeoLemmix Graphic Sets / Re: NeoLemmix 24-bit/Hi-Res Graphics & Sprites
« on: December 05, 2019, 06:29:46 pm »
Okay, so, I'm going through these paying really close attention now (watching them frame-by-frame etc), to iron out the remaining details. I'm fixing most stuff myself, but I'll note here anything that will need WillLem's attention - orange is minor issues, red is serious issues. (Green = no problems.)

Ascender - No problems.
Basher - During the 1st and 4th of the frames where terrain is removed, the lemming's hand probably needs to be slightly further forward.
Blocker - No problems.
Bomber - No problems.
Builder - No problems.
Burner - No problems.
Climber - No problems.
Digger - This one's getting a new sprite anyway; but an issue I noticed - the digger's arms extend too far downwards during the dig animation.
Disarmer - No problems.
Drowner - Earlier point about the snorkel still stands; otherwise no problems here.
Exiter - No problems.
Faller - No problems.
Fencer - Very poor match for physics. I think I've figured out the core "cause" of this - your sprite holds the lance much further forward from his body than the low-res ones.
Floater - No problems.
Glider - No problems.
Hoister - No problems.
Miner - No problems.
Ohnoer - No problems
Platformer - No problems.
Reacher - No problems.
Shimmier - The animation is very "jerky". I don't think this is as simple as shifting the frames left / right either.
Shrugger - No problems.
Stacker - No problems.
Stoner - No problems, for both sprites.
Swimmer - No problems.
Walker - No problems

I'll put up an update to the high-res experimental soon that includes the sprites in their current state, so you can use that as a starting point (and use it to test any new work). EDIT: It's up. You can find the lemming sprites in the "styles/default/lemmings-hr" folder. Note that I've slightly tweaked the colors from the ones you used, so they're more similar to the low-res colors - this is important to keep the recoloring for different styles (eg. the L2 ones) or situations (athletes, selected, etc) working nicely and producing good results; please try to stick to these colors for future sprites for the "default" style. Don't worry too much about colors on the Xmas sprites - I'll fix it up later. If you want to test out / etc your Xmas ones, create a similar folder; "styles/xmas/lemmings-hr".

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