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Messages - namida

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1
Loap / Re: Loap Test Releases (current build: V0.0.18.0)
« on: June 25, 2022, 06:16:16 AM »
I have reuploaded V0.0.18.0 with a version of the Lemmings Plus 3D level "Power Distribution" that is solvable in Loap. For those who already downloaded the initial V0.0.18.0 download (if you downloaded it after this post was made, you have the fixed version), you can get just the fix for this level attached to this post (extract to your base Loap directory).

2
On the included portal object in namida_systemtest, the result is the receive point being 1 pixel further to the right than it should be. (Workaround for this in the meantime is to move all portals where this positioning is critical, eg. portals that receive lemmings who are climbing / sliding, one pixel to the left.)

Untested how flipped portals are affected and what the exact cause / impacts are, beyond the observed effects on the sample object.

3
The actual bug here is that the portal's receive point is being calculated incorrectly - it's one pixel further right than it should be. Fixing this should fix the behavior you're seeing here. The temporary workaround is to move the receiving portal 1 pixel to the left.

4
New Objects / Re: New objects experimental build. [Exp V4 released!]
« on: June 25, 2022, 01:39:50 AM »
Uploaded V4. This implements new trial behaviors for the post-warp (teleport/portal) builder and platformer behavior, and for how the Climber / Slider should face after being knocked off a wall by a skill remover. It also extends the date killswitch to the end of the year.

5
The existing exp build has given plenty of time to play around with the "away from the wall" facing behavior.

In the next exp build, I'll instead implement the "towards the wall" behavior, and see how people feel about that in practice.

Note that this does not mean either behavior is final yet, just that the next exp update will trial a different option.

6
Commit e33cf51 has implemented a partial carry-over behavior; specifically, only pixels in line with / in front of the lemming are carried over for the builder, and only the pixel immediately under the lemming is carried over for the platformer. I think this achieves a good end result, but you can test it when I release the next new-objects experimental (as it will include this patch).

7
Loap / Re: DireKrow's UI feedback (based on 0.0.5.1)
« on: June 24, 2022, 11:22:13 PM »
V0.0.18.0 has significant improvements to the stuttering, though not completely fixed yet.

8
Loap / Re: Loap Test Releases (current build: V0.0.18.0)
« on: June 24, 2022, 10:00:02 PM »
Uploaded V0.0.18.0.

Changes:
> Added a title screen.
> Attempted / completed levels are now tracked.
> Hatch flaps are now displayed in levels.
> Implemented some changes that should improve the stuttering when playing on certain GPUs (especially discrete graphics on laptops). Not 100% fixed yet.
> Replay save / load hotkeys trigger when released instead of pressed; to minimize them becoming "stuck".


Game: https://www.neolemmix.com/download.php?id=554 (permalink to 0.0.18.0)
Music: https://www.neolemmix.com/download.php?id=530

9
Can be seen at around 51:50 in Ryemanni's video here: https://www.youtube.com/watch?v=e1Zl9qzrYeI

Basically, the lemming should not turn around. His first course of action if suitable should be to attempt to ascend the wall (if either it's only one slab high, or if he is a climber), otherwise, he should turn in accordance with the block's direction. He should only turn around in this case if the wall is not a deflector and not ascendable.

Related to this, a miner who is also a climber and hits a wrong-one-way-wall (maybe also steel?) turns around instead of climbing it.

10
NeoLemmix Main / Re: altiereslima's skill panels
« on: June 12, 2022, 07:19:10 AM »
I'm playing the latest version of neolemmix in 2022, how do i replace the skills with the new one? ?????????

The actual skill icons (ie: the lemming graphics) can no longer be replaced. Nowdays, these are taken from the actual lemming sprites, rather than pre-set graphics.

It should still be possible to use the rest of the graphics, but I'll leave it to someone else to answer the "how". It's very likely some alterations will be needed - the same graphics could be used, but may need to be split into seperate files / etc.

11
NeoLemmix Styles / Re: Fish fillets style
« on: June 06, 2022, 07:06:20 AM »
As a general note - it would be well worth joining the Lemmings Forums Discord to ask for help; it's much easier to help in a format where you can ask questions and get answers in real time (and likely, from more than one person). As a bonus we also play fun multiplayer games in there sometimes (well, personally I only tend to join Jackbox, but other stuff gets played too).

12
NeoLemmix Styles / Re: Style updates topic
« on: June 05, 2022, 07:57:15 AM »
I would suggest looking at some point over the styles formats topic and/or comparing to other styles to see how you can make proper use of the Theme file - however this is at this point a content issue, not a rules one, so I am happy to add it to the downloads (and have done so in the Styles Manager).

Note that this topic won't be the correct place for asking questions about it - instead, do so in your style release topic, or create a new topic on the main NeoLemmix board, if you need to ask for help with this, and myself or someone else will be happy to help you.

13
Adding to the above, you can also assign it to the middle or right (but not left) mouse button; it doesn't have to be to a key.

14
General Discussion / Re: General Comings and Goings
« on: April 03, 2022, 09:02:17 PM »
I'll have limited internet access for the next couple of weeks so won't be on much.

15
L2Player / Re: Lemmings 2 Physics Research
« on: March 28, 2022, 06:21:37 PM »
Is serialisation necessary? In Loap (which I feel implements this much more tidily than NeoLemmix - it should be noted that Loap was designed from the start with this capability in mind, whereas NeoLemmix it was hacked in much much later), I store all game state data in an instance of a GameState class. To create save states, I simply create another GameState with the same contents (and similarly, reverse this to restore one). I haven't tested both approaches, but I feel like compared to this, serialisation would both have more overhead and be easier to have oversights as you add new features.

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