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Messages - WillLem

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I voted for option 3, but 2 would be equally good.

Just to clarify something: does this mean the thrower would start walking immediately upon impact/disappearance of the projectile, or would there be some time (even 1 frame) to repeat-assign?

Thanks for uploading these, Turrican. I've added this one to the OP.

P.S. I know you're pushed for time, so pictures and a description are more than sufficient :thumbsup:

Lemmings Main / Re: Another old fan comes along
« on: Today at 01:51:27 AM »
Ah, you apparently forgot that there's now an option to disable skill shadows. And you're the one who suggested it! :P

Say whaaat? I didn't even mention Skill Shadows! :crylaugh: NeoLemmix has a veritable swiss army knife of player-assists; in this case, I'm referring to all of them ;P

Challenges / Re: [NeoLemmix] Fastest Time Records
« on: Today at 01:49:13 AM »
Maybe I should go between the NL years and do LPIII?

+1 for this: current custom packs need a bit more love.

+1 for keeping it as a laser, and I've always generally preferred "Laserblaster" over "Laserer" as a name, but I'm not set on it.

I quite like the beam as it is in all honesty, although I'm open to other ideas. Maybe a pulsating beam with a ripple effect might look cool, or it could even "twist" - really, the possibilities are endless for this. Making the laser beam customisable is something I'd strongly be in favour of, since then people could modify it to be a water cannon (or basically any other idea they wish), for custom sprite sets.

I had a play with the sprite a couple of weeks ago in the EXP, dressed the lem in a dark purple outfit, and made the laser cannon itself purple & silver. This is so it would be more easily identifiable on the panel (since no other skill currently has a purple motif); just messing around with the possibilities, I'm not suggesting that this be the final version by any means:

Very intrigued to hear other people's ideas! :lemcat:

unless it is unable to load a level's existing ID for some reason, it won't generate one at random - rather, it derives a new one from the existing one. This is so that, if you were to run the tool again on the same level, the resulting level would have the same ID as last time

Just so I understand this...

So, say you have level ID ABCDEF123456, and you run the ID changer on it once, you might end up with (for example): ABCDEF123457

Have I understood correctly that running it again on this level would revert it to ABCDEF123456 (i.e. "the same ID as last time")?

NeoLemmix Main / Re: NeoLemmix V12.11.0-RC Released
« on: January 20, 2021, 06:20:44 AM »
the two situations A and B are further the same thing as WillLem's C, as far as the Swimmer -> Ascender transition is concerned. While it has quite significant differences, the Swimmer is ultimately based on the Walker, which is part of where these behaviors come from.

(That does not mean it can't be changed; just explaining why it's how it is.)

It's an interesting thing to have discovered, as I wouldn't have expected the two to be so closely linked, particularly because a Swimmer can move around within a water trigger area, whereas Walkers can only walk on the surface of terrain, unless they're tunnelling through it.

This, coupled with the horizontal/vertical orientation of the skills, consolidates my view that the two ought to have different behaviours when encountering the above situation. An overhead terrain check for Swimmers (as I suggested) may be one way to do it, but I'm not sure how it will affect other situations tbf.

Lemmings Main / Re: Another old fan comes along
« on: January 20, 2021, 06:14:18 AM »
After trying both NeoLemmix and SuperLemmini, I went for SL because it seemed to be faithful to the Amiga, while also having the basic player-aid from Win95 just in case (NL looks impressive too, but aims at custom rather than original)

In due course I'll be releasing an updated version of Amiga Lemmings for NeoLemmix (don't download it just yet! ;P). It's an attempt at recreating the Amiga experience within NL, and although the player assists do impact the nature of the game in that platform, it can be a really interesting way to rediscover the game, since it greatly increases the potential for finding lots of new solutions, many of which make light of levels which previously seemed very difficult!

That said, the traditionalist in me will always want access to a version like the one seen in SuperLemmini, which is closer to the execution-focused style of play. I have a feeling that once timed bombers get reintroduced on that platform as an option, as well as a few other tweaks, we'll finally have 2 custom-built platforms which, between them, have all bases covered in terms of enjoying Lemmings on a modern PC.

NeoLemmix Main / Re: NeoLemmix V12.11.0-RC Released
« on: January 20, 2021, 03:16:11 AM »
a swimmer... drops into the water and begins to swim towards the exit. It dives down during the first downward slope, but it ascends on the second one and gets caught in the trap. Is this behaviour a bug?

It's not a bug as such, since I understand what namida is saying now: the Swimmer treats the surface of the water exactly the same way as a Walker would treat terrain, and so ascends whenever they meet a vertical wall of </=6px.

The following picture illustrates what's happening:

However, it does feel like something different should happen when there is terrain immediately above and behind the Swimmer, so...

Again, this is tricky, because a walker in the same situation would be able to ascend the second but not the first. However, with this one, I do see why it might make sense to change the behavior here. What would you feel should happen in these alternate cases? (Assume that any pixel that's blue is water trigger area.)

Based on the above image, I would suggest that the large pink dot is where the Swimmer makes an additional terrain check that a Walker does not (necessarily).

So, in situations C and D, there is no terrain immediately above and behind the swimmer, so they ascend as normal (in the latter case, they would transition to Walker before doing so anyway). However, it does seem that examples A and B present situations that should not be navigable to a lemming mid-swim.

Physics-wise, I'd suggest that in these instances (even if the lem is a Climber-Swimmer); if there is terrain above them, they should dive if they can, or turn around if they cannot. "Diving" would, essentially, be the opposite behaviour to "ascending", which is what a Walker would do in these situations. The upright position of a Walker vs. the horizontal position of a Swimmer justifies the difference.

My gut thought is dive again because the top of the ledge is not directly visible to the lemming, but I can easily imagine this breaking some existing content.

Agreed, this tweak may cause potential for level breakage. However, since there have recently been other changes to Swimmer behaviour (specifically when they're also Climbers), maybe now is the time to make the change if at all.

Tech & Research / Re: Glitches in Lemmings
« on: January 20, 2021, 02:36:08 AM »
(assuming it's the right trick I'm thinking of, which is shown here)

Just taking the opportunity to share my PFP of Kessel, which uses this trick several times in a row (and in realtime) to get through the wall :lemcat:

* Set all objects of a chosen type to no-overwrite

There's a RegEx for this using Notepad++

Objects appear as $GADGET in .nxlv files, so the way to do it would be to choose Find in Files, go to Replace, and enter the following:

Find what: \$GADGET

Replace with: \$GADGET\n  NO_OVERWRITE

And make sure that Regular Expression is checked. It should look like this:

N.B. This will insert "NO_OVERWRITE" for all objects, including those that already specify it. I'm not sure what happens in this instance, but I'd guess that the double entry would just be ignored.

Alternatively, if you want to specifically change a particular object (for example, an exit), but within any style, try the following:

Find what: \$GADGET(.*?)PIECE exit\r?\n

Replace with: \$GADGET\1PIECE exit\n  NO_OVERWRITE\n

I don't feel too strongly about this, but I can't see more clutter on the panel being a good thing, unless the panel itself becomes fully customisable (i.e. to the extent of which buttons are shown, etc) and undergoes a graphical overhaul generally.

Since this has already been pretty much ruled out, I'd likely side against any further additions to the panel beyond adding extra buttons.

NeoLemmix Main / Re: NeoLemmix V12.11.0-RC Released
« on: January 19, 2021, 10:55:19 PM »
It's not a bug, keeping in mind that pixels outside the level area are always nonsolid and have no trigger effect. The lemming encounters a solid pixel at its current height, with a nonsolid pixel above it at a height to which it can ascend, so steps up (via Ascender if necessary). At this point it's outside the level boundaries, so dies.

I understand this, and I absolutely would expect this behaviour if there were no solid terrain above the Swimmer. But, in the example video, the lemming is stepping through solid terrain to ascend above the level, not simply stepping out of the water...

NeoLemmix Main / Re: NeoLemmix V12.11.0-RC Released
« on: January 19, 2021, 07:22:59 AM »
Exciting stuff! This looks like it's going to be the best update since 12.10! :lemcat:

I've been playing with the new Swimmer stuff, and I've found what might be a bug. A Swimmer encountering a downward slope exits the water (yay!), unless the water is positioned at the top of the level, and then they swim upwards and off the edge of the level...! This happens even if you put a ceiling between the water and the top of the level ???

This video shows the behaviour in action.

EDIT: After further investigation, it seems that there needs to be at least 7px of terrain between the water and the ceiling to prevent the Swimmer from "ascending" out. It doesn't matter how deep into the terrain the water trigger goes, and it only happens where the setup is at the very top of a level.

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