Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - nin10doadict

Pages: [1] 2 3 ... 18
Got around to updating this for new formats and added some polish and a few new object pieces.

Left the arrows pink. The orange arrows from the TA Dragon set might look better on some blocks, but I kept them pink here for variety's sake. Background was darkened a bit.

Vertical background is much nicer now.

Some custom sounds are included. Be sure to put them in the 'sounds' folder in your NeoLemmix directory.

As far as the tilesets go, I have yet to convert my cat trap or my TA Lava set over to new formats yet.
I'm planning to include the cat trap in a sort of miscellaneous tileset containing some various things, so I won't be releasing it for new formats for a while yet because that would spoil some of the trickery I'm using for troll levels.
Tee hee :evil:

The lava set, though... I don't really have an excuse for not converting that yet, apart from laziness. I should fix that soon... :-\

It doesn't seem unintended to me either. This upward movement of bashers isn't something unexpected when they bash toward a pixel or two of steel or one-way arrows that's jutting up. This is just pushing that behavior to an extreme. Neat tech!

Interesting that we are still finding new tricks to use in this game.

Bugs & Suggestions / Re: [BUG][PLAYER] Swimmer falls and splats in water
« on: August 14, 2018, 05:56:37 am »
Upon testing this the behavior seems strangely inconsistent. My tests showed that heights of 1, 2, and 4 pixels above splat height killed the lemming, but 3 pixels strangely did not. :lix-unsure: No idea if this behavior would be the same for other attempts.

I haven't tested more cases. The lemming appears to be checking for the floor and the water which are exactly overlapping, but which one takes priority isn't always fixed when it should be the water taking precedence every time.

Bugs & Suggestions / Re: Smooth resampling, default should be off
« on: August 13, 2018, 07:10:31 pm »
Why would this even be an option in a game with pixel-based physics like this? I personally don't even use the high-quality minimaps, though that's preference. If the level itself didn't have crisp graphics... Ew, that would be just awful. I've never turned this option on before, so let me just see what it looks like...

Oh. Oh my. :sick::lix-sick::sick:

It's especially bad if you zoom in further. Yeah, no. I wouldn't mind this getting chopped out of the game entirely, and it certainly shouldn't be the default. Having it be an option for the menus is fine. At the very least, it definitely shouldn't be the default in-game.

In Development / Re: Lemmings Plus VI - Development Topic [87.50%]
« on: August 12, 2018, 03:27:08 pm »
...I find it funny that the easy levels are the ones that you've ended up making last. I have a sneaking suspicion that good easy levels are harder for some people to make... :D

I find it satisfying when there's lots of lemmings entering at once but spaced out by a frame or two to get the staggered yi-yi-yippie effect.
Taking namida's suggestion to remove duplicates from the sound queue on each frame would solve the "overly loud volume" problem and from the sound of it wouldn't be terribly hard to do. I support this suggestion.

I've also noticed that I tend to get a lag spike when huge numbers of Lemmings exit simultaneously.
I know I've played some other Lemmings game where this didn't happen, nor did the amplified/stacked sound effect, though I can't remember which engine it was...

General Discussion / Re: Simon blogs
« on: August 02, 2018, 06:41:57 am »
So I'm not the only one who's sick of the summer heat.
Seriously, I really don't like the heat. Some people get seasonal depression in winter. I get it in summer. :lix-sad:

Levels for v10 or older / Re: My level pack
« on: July 29, 2018, 10:12:15 pm »
I actually don't have any antivirus software at all, and my computer has not gotten any sort of virus in 7+ years of use. Risky? Perhaps, but it sure keeps my CPU free.

I remember one time an antivirus program almost ate my Tetris Attack puzzle editor. I was pretty upset about that... I've had a vendetta against them ever since then. Naturally I backed up the editor in two or three places right after I recovered it.

On the topic of Superstar Saga, there is a glitch in the English releases where certain enemies like Bowletta and Cackaletta's soul actually have 5000 extra HP so that they can run their special death scripts when their HP dips below 5000. This leads to a glitch where if you can reduce their HP all the way to 0 in one turn, they won't die properly and the game starts to bug out.
I was actually able to do this on my GBA to Cackaletta's soul with Knockback Bros. Advance and Mush Badges. At the time I thought it was some freak coincidence. Only recently did I find out why it happened.

They found new moons around Jupiter? Neat; didn't know that.

Steps to reproduce:
Create a new style. Add some terrain pieces, but no objects. Save the style and then close the set tool.
Upon reopening the set tool and trying to load this style, you will be greeted with an error message:

"Klopt niet: #lack is not a valid value for Int32. Try to continue working on the style? Selecting 'no' will quit the style editor."

Selecting no quits as advertised. Selecting yes allows you to continue, but the style fails to load and the terrain pieces you inserted do not appear and cannot be modified. Any other changes that you have made to the style also fail to load.

The same situation occurs if you insert objects but no terrain. The level editor is able to load the style with no issues, even if it lacks terrain or objects. Any objects (or terrain) that have been inserted load and function properly in the level editor.

I think I've isolated what's causing the crashes I'm experiencing with the new set tool. I'll make a separate topic detailing what I've found.

As far as the pausing after each animation cycle, I think that would be a good fix.

I do agree with the new format graphics tool being rather... well, awful. :-\ It's so bugged out that I basically can't use it to create a set from scratch, as something will inevitably glitch up and the set will get eaten. If I try making a set from scratch, save it, and then try closing the program and loading it again, pretty much every time I will get an error message along the lines of "Some int value cannot be null. Continue anyway? Press no to close or yes to continue." Pressing yes results in the style failing to load and I cannot edit it further. As such I would have to create the entire set in one sitting, as I cannot load it later. :sick:

I find myself using the old format graphics tool to make the set, then converting it over with the converter tool. I prefer the interface in the old version anyway; the biggest thing I would say the old version has is the ability to view any frame of the animation on an object while setting the data for it, as opposed to having it constantly animating. It makes it much easier to set the trigger areas appropriately for traps and the like when they aren't animating. The old set does have a bit more flexibility with image processing (can choose transparency, can support horizontal sprite sheets as well as vertical, and so on).

Oddly enough, sets that have gone through the converter tool load properly, and can be edited, saved, and loaded later with no issues. It only seems to be creating a set from scratch that is doomed to failure. ???

Overall, because the converter tool and the old set tool work well, I don't think fixing the new set tool is a high priority.

Well, now I know why that level was so far up there and why I couldn't solve it before. Those tips were enough to figure it out; I never would have without them... Absolutely disgusting. :thumbsup: :devil:

On the topic of the skill ordering, I'm wondering if we've reached a consensus. We seem to be getting sidetracked. :lix-blush:

Pages: [1] 2 3 ... 18