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Messages - IchoTolot

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1
Help & Guides / Re: How to create a level pack ???
« on: October 14, 2019, 03:52:11 pm »
The easiest way should be with the PackToolkit that come with the NL download. It should be present in your main NL directory.

You could also peek inside the "levels" folder and see how the other packs are structured and manually create a new pack by creating a new folder inside the "levels" folder and mimic the other packs.  Help for that: https://www.lemmingsforums.net/index.php?topic=4335.0

A new pack in general is nothing more than an additional folder inside the "levels" folder that has a certain folder structure inside, a few regulatory textfiles (relatively easy to understand and customise) and the levels. As this is always similar just by coping that from other packs you can create your own.

Flopsy's tutorial video could also provide further help: https://www.youtube.com/watch?v=OPHVexoLB8c


2
The first voting round is up! :)

Short explanation on why we have 6 instead of 7 levels now: Proxima has wished to withdraw his entry from the contest and I have to respect that wish.

3
Planned:

Rule 1 -- 6 levels to 2 for the mixed rounds (~33% survival rate)
Rule 2 -- 3 levels to 1 for the mixed rounds (~33% survival rate)
Rule 3 -- 2 levels to 1 for the mixed rounds (~50% survival rate)

Rule 1

Round 1


Colorful Arty's "Viridian Chapel"
Crane's "Dropship 12"
Minim's "Splitting the gaps"
Namida's "The Embiggening Of The Cromulent"
Nessy's "Climb Every Green Hill"
SQron188's "Herd Behaviour"


____________________________________________________________________________________________________________________________________________________________

Rule 2

Round 1


Crane's "A Simple Plan"
IchoTolot's "Not A Bitter Timing Effort"
Minim's "HIGHLAND FLING"

____________________________________________________________________________________________________________________________________________________________

Rule 3

Round 1


IchoTolot's "Bookworm's Bite"
SQron188's "CAUTION Open Pit"

____________________________________________________________________________________________________________________________________________________________

Mixed Group

Round 1


4
In each voting round, you're allowed to vote for up to a certain number of levels. Vote for the levels that you want to stay in the contest, not for levels you want eliminated. You may vote for fewer levels than the permitted maximum. You may vote for your own levels.

It's not allowed to discuss the levels publicly on the forums during the voting phase, even if the level is not in the current round, or even between rounds.

You may discuss any level in private messages. You may discuss publicly off-site, e.g., you may post Youtube videos of your playthroughs, or discuss in IRC chat. Eliminated levels may be discussed anywhere, even publicly on the forums.

There'll be voteoffs within each design rule, to get down to one/two/three remaining levels per design rule. After this, all qualifying levels will go into a mixed voteoff.

Generally, the number of levels that qualify for the next round will be the same as each user's permitted vote maximum. I've decided to keep the percentages of "surviving" levels of the rule-voteoffs somewhat similar to give every rule a fair chance. Example: A rule with a 66% survival-rate and one with a 33% survival-rate for the mixed rounds doesn't seem that fair to me.

There's only a prize for the 1st place winner - of course, getting close to that still means you made a great level.

So... let the voting begin! Each round will be open for voting for 3 days, except the final which will be 4 days.

All levels are still avialable in the discussion topic: https://www.lemmingsforums.net/index.php?topic=4390.0

5
Totally forgot to post about my voting phase plans here. :-[

Voting will probably start later today and if not then on monday.

6
Lix Multiplayer Dates / Re: Lix Multiplayer, October 26th or 27th
« on: October 10, 2019, 09:36:34 pm »
I should be there as well. :)

7
Engine Bugs / Suggestions / Re: [DISC.][PLAYER] High-res support
« on: October 08, 2019, 09:10:45 pm »
Yeah you are right here. Maybe it's simply better to say low-res is mandatory to provide for sets and high-res is optional.

8
Engine Bugs / Suggestions / Re: [DISC.][PLAYER] High-res support
« on: October 08, 2019, 08:33:23 pm »
I would say:

- Graphic sets are required to either provide high or low res physics (or both). I think there could be sets that would work best in a higher res.

- If a user plays in a high res mode and plays a set that doesn't have high res graphics, NL should fall back to low res graphics. I think upscaling (or downscaling) could go wrong and create inaccurate or quite weird graphics. The same goes for the lemming sprite point. If I play in low res and I encounter a high-res only set I think it would be better if NL keep the graphics for this set high res. I could be proven otherwise here though as I am quite sceptical of the accuracy of scaling algorithms.

- I don't think we need a high res editor, especially when it's a ton of work.

9
Engine Bugs / Suggestions / Re: [SUG][PLAYER] Fix misleading traps!
« on: October 07, 2019, 07:31:50 pm »
Quote
IchoTolot suggested on Discord combining this with Dullstar's glowing frame idea. I like the concept, I'm not sure how well I feel it fits the style (especially in regard to limited colors), but maybe it can be done. I do feel that, unless the object still gets shrunken inwards horizontally, only the bottom part of the frame should be glowing; this would clearly distinguish the deadly bottom from the non-deadly sides.

That's correct. Maybe if compared to Dullstar's posted example the colors are slightly more red it fits the style better.

It also would add another option designwise: Burry it in the ground or let it stand on the support beams. So this would lead to more possible desgin choices.

10
Engine Bugs / Suggestions / Re: [SUG][PLAYER] Fix misleading traps!
« on: October 07, 2019, 05:30:40 pm »
Alright, here is a new graphic made by Willem that should make the outer frame appear less solid, it is a little change though.

The frame is now more rough with cold black coal edges on the left and right. In the middle we have grey/red glowing coal. These should appear way less solid.

I think in both cases (deadly/non-deadly) it should do a better job of appearing non-solid.

If alterations are desired those are totally possible!

11
NeoLemmix Graphic Sets / Re: New style - Halloween Lemmings!
« on: October 06, 2019, 08:52:12 pm »
Again this tileset look gorgeous! :thumbsup:

Will play the pack soon after next week as I will be a bit busy there. :)

12
Engine Bugs / Suggestions / Re: [SUG][PLAYER] Fix misleading traps!
« on: October 06, 2019, 08:35:38 pm »
Quote
However, ultimately, this is an object with an effect, not a purely decorative piece. Concerns about decorative use come second to concerns about a good visual-physics correspondence.

Yes, but it's still a lot more extra work. I still consider a level with visual flaws a flawed level that critically needs fixing. It doesn't matter to me if it's only decorational it's still flawed.

Quote
As such - not only do I disagree that this breakage is important to consider, I disagree that this is actually breaking them at all - rather, it is fixing them, so the player is clearly aware that there is a safe space to pass under them.

As the objects were unreachable this is anything but not a fix. The change did not affect the level gameplay (no fixing) and broke the visual aspect.

The workload is a critical thing to consider after all.

If the 2 object approach is chosen I would still consider to let the shrunken version be the new one superior as the possible workload is way smaller this way.



13
Engine Bugs / Suggestions / Re: [SUG][PLAYER] Fix misleading traps!
« on: October 06, 2019, 09:46:16 am »
From the original levels not that much. I am referring to custom content here. And I also count visual breaks as those where pits are flying in mid air now.

Some examples that would need visual fixes due to either pits not standing on ground anymore or creating unwanted gaps in between objects:

Reunion: 

5 12, 4 19, 4 14, 4 04, 3 19, 3 15, 3 09, 2 24, 2 19, 2 15,  1 24,  1 02 , 1 01

This is Reunion alone.

Now the possible list for checking Reunion where the trigger extend could cause a break:

5 12, 4 02

I can expand the list for more packs if you want.

So you see that the trigger fix is much less work in content terms than the shrinking. Therefore if we have 2 objects the shrunken object should be the new one.


14
Engine Bugs / Suggestions / Re: [SUG][PLAYER] Fix misleading traps!
« on: October 06, 2019, 08:32:16 am »
I think that would still cause a ton of confusion and checking and switching objects would also still be mandatory.
If we would go with 2 objects I think the new one should be the shrunken one, the visual breakage is much higher this time as the physical. I would rather take the trigger area change than the size change.

I still think a simple animation change is the way to go though.

15
NeoLemmix Main / Re: NeoLemmix V12.7.0-RC release
« on: October 05, 2019, 09:05:50 pm »
Alright, everything solves now again. :thumbsup:

(Apart of the 1 renaissance level which needs updated custom pickups)

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