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Topics - IchoTolot

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1
V12.11 Skills / [BUG][PLAYER] Spearer/Grenader can throw through walls
« on: November 22, 2020, 07:46:08 pm »
Currently the spearer can throw through a 5 pixel wall and the grenader through a 1 pixel wall in front of a lem.

Both terrain checks should start at the lem's x coordinate to prevent this.

It is also possible to throw through a thin ceiling if the lem is directly under it. This is a result because the lemming is the "feet" and the projectile starting higher at the hand.

I dicussed this with namida and we tend to only check a few pixels below the projectile to throw out extreme cases and let throwing through very thin ceilings directly at the lemming's foot be possible - an example where this is also possible would be the climber being able to climb through rough terrain sticking out at the base. So it is consistent with that.

Visualization:



So we would allow throwing through this and hitting ceilings would start if we move the upper pole a few pixels upwards.



In any case throwing through thin walls before the lem should always be prevented!

Side note: The "razor's edge" trick is possible with the spearer and if you throw it at a 1 pixel thin wall it gets stuck with 1 pixel sticking out. ;)   That is indeed consistent with builder, platformer, stacker,....

2
It's finally here: The new NeoLemmix Introduction Pack! :thumbsup:

1.) Download Link:

NeoLemmix Introduction Pack (V 1.0 ~ 264 KB): NeoLemmix Introduction Pack V 1.0

Contains the level pack in the newest version!

To update you only need to redownload + replace the files of the previous version.

2.) Installation:

1. Get a NeoLemmix player from: https://www.neolemmix.com/  and extract it into a folder of your choice (if you already have an up-to-date player you can skip this step)
    Also make sure you got all the styles that are linked in the player section there as well and extract them into your player's "styles" folder. The pack uses some non-standard tilesets and
    therefore needs the collection.
2. Unzip "NeoLemmix_Introduction_Pack.zip" into the main folder of your Neolemmix player.  ../levels/NeoLemmix_Introduction_Pack should exist now.
3. Run "NeoLemmix.exe" and press F2 in the main menu so you can access the pack through the level browser.
4. Enjoy!

3.) Ratings:

Skills

Just Digging Into NeoLemmix:



An introduction to the basic controls of NeoLemmix as well as all of the different lemming skills the engine provides.

Objects & Functions

Follow The Arrow!:



Introduces all the different objects of the game, as well as important functions that will aid you while playing. Also, you will encounter non-original terrain styles.

Basic Training 1

Delaying The Inevitable:



Here basic tricks are being taught and your general sense for solving levels will be trained.

Basic Training 2

Fancy Fencer:



We've got a lot of stuff to cover so more tricks and training awaits you here!

Advanced Training

Walking Over Dead Bodies:



Introduces more advanced and precise tricks. Your knowledge from previous ranks will be tested as well.

4.) Thanks to all beta testers:

Proxima, namida, Dullstar, Strato Incendus, WillLem, joshescue18, DireKrow, kaywhyn, and uberwolfie.

5.) CONTACT INFO:

Via email you can reach me at: ScavengerW@gmx.de

Youtube: https://www.youtube.com/channel/UC4Elfo3E1jTl-SHlOy97kwA



Further feedback is always welcome! :thumbsup:

There will be switch ups in the level order in the future though as new skills/objects/tricks will be introduced. Therefore I recommend saving replays through the level name and not rank+position!

3
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.

As we have quite a few levels this time: If after the rule voteoff the number of remaining levels is >9 due to ties, I will create 2 mixed groups semi-randomly out of the remaining levels to bring down the number even further. For all of this no tiebreakers are planned. After this, all qualifying levels will go into a final 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=5145.0

4
Contests / Level Design Contest #21 - Playing Phase (Update Topic)
« on: October 01, 2020, 12:15:17 pm »
Note: This topic is ONLY for posting updates to your levels, or making late submissions. All other posts will be deleted. If you want to discuss the levels, post replays, etc, please do so in the Discussion Topic.

Please follow these rules for updates:
1. When posting a new updated version of a level, remove any old updated versions of that level --> Have all your recent updates stored in 1 post! I will delete such old posts eventually if the author doesn't; so don't store any important information in them.
2. Make a new post for a new update; do not edit your most recent post. You may, however, post updates to multiple entries (if you have more than one) in the same post.
3. Use the same filename as found in the ZIP of the entered levels, with "V2" "V3" etc added at the end. No matter how minor an update is, give it a new number.
4. Do not post in this topic, unless it's to post an update to your levels. Use the discussion topic instead for anything else.

Please use the same naming format as in the zip file:  User1_Levelname_R3V5.lvl ---> Level "Levelname" by User1   for Rule 3   Version 5 of the level 

For late submissions also, please use the same kind of filename as is used in the main levels download - ie: your username, and "R1" "R2" or "R3" to mark which rule the level is for. Please be sure to check the original contest announcement topic for the rules; as the notes in the discussion topic are simply meant as reminders, not full explanations of the rules.

Please use the right naming format when posting updates! That would lead to less confusions and less work for everyone.

5
Contests / Level Design Contest #21 - Playing Phase (Discussion Topic)
« on: October 01, 2020, 12:14:45 pm »
All zips only need to be unzipped inside the main folder of your NeoLemmix Player!

NeoLemmix Level Pack: https://www.dropbox.com/s/jr5nj7n1cxccqoq/Contest_21.zip?dl=1

Music: https://www.dropbox.com/s/whzkuukb663f126/Contest_21_music.zip?dl=1

Styles: https://www.lemmingsforums.net/index.php?topic=5122.0

As Dullstar's l2-classic style is quite new and likely to be used quite a bit in the future given that it's an original style. I would like to ask people to give this a "final test" - so check the trigger areas tiles etc and if something seems off to you report it to Dullstar in the dedicated topic. Rather have critical fixes now when there are just some single levels using it! ;)
This shall not sow doubt in Dullstar's work, I just think extra testing for quite central styles is a good thing especially when it's early in the life cycle!

Rule 1 Levels

Armani's "NeoLemtris" (V6)
Crane's "Steeplechase" (V3)
Dullstar's "Alice" (V7)
IchoTolot's "I'm Loving This Circus!" (V1)
Mantha16's "Jump, Jive and Wail" (V2)
NieSch's "Step Up Your Game" (V2)
Shmolem's "Leap of Faith" (V3)
Ericderkovits' "This room is boiling" (V5)
WillLem's "HoPPiNg_mAd" (V3)


Rule 2 Levels

Armani's "Hornet Flight" (V2)
IchoTolot's "Tribute To V" (V1)
Mantha16's "6 of One, Half a Dozen of the Other" (V1)
NieSch's "Welcome to the Twilight Zone" (V3)


Rule 3 Levels

Armani's "Marina Bay Sands" (V6)
Crane's "Hell's Challenger" (V5)
IchoTolot's "Temple Of Escher" (V1)
Mantha16's "Lemception" (V1)
Nessy's "Abandoned Memory" (V1)


The R3 levels shall represent:
Spoiler (click to show/hide)

Bonus

WillLem's "The Diving Area" (V5)

You can check the rules details again here: https://www.lemmingsforums.net/index.php?topic=5030.0

Playing Phase will be closed on 7th of November!
Updates will close on 4th of November!


Note: This topic is for posting your comments, replays, etc for the levels. If you wish to post an update to your level, or enter a late submission, please do so in the Updates Topic instead.

6
Closed / [BUG][Editor] Resizable Backgrounds expand their trigger areas
« on: September 14, 2020, 07:40:40 am »
Don't panic right after the editor release as this is non-critical stuff. ;P

I've noticed some weird trigger areas overlapping large parts of levels made with "dex_halloween". Then I saw that those were just background objects (class "moving background"). Link to the style: https://www.lemmingsforums.net/index.php?topic=4447.0

After I catched that these were resizable I got it:

Take a resizable moving backroung object like "wallpaper_brick2" from "dex_halloween" and then increase the size. You will see that the trigger area also increases accordingly as that is needed for things like resizable water.

Of course all of this has no effect on the gameplay.

Suggestion: No effect trigger areas, like the ones from the "moving background" class, are no longer effected from an increase in size.

7
Closed / [Major BUG][Editor] Editor resets pick-up skill type and count
« on: August 08, 2020, 11:03:49 am »
Open a level with pick-up skills for example "Laughs of Insanity" of United's Genocide rank (newest version).

There should be a 6 builder pick-up skill in the bottom right corner. You should see that the pick up skill is empty and the count is set to 1. As long as you don't save this the level is fine though.

You can set it to the intended type and amount and save after that though if you need to change the level as a temporal workaround. It only resets on opening the level.

8
Contests / Level Design Contest #21
« on: August 06, 2020, 11:34:58 am »
Welcome to another contest of the Lemmingsforums! This time the three rules have been picked by DireKrow for winning contest #20.

A few words to new participants and forum members: If you haven't entered before, I strongly encourage you to try - even if you don't win, it's fun to participate; and we have had cases where first-time entrants have won before! There are three choices of rules given, you may enter one level for EACH one of the rules.
You may either use new format NeoLemmix, or Lix.
If you have more than one entry, they may (but do not have to) be for the same engine. Please make sure you tested your level for basic solvability before submitting and be sure to also submit any custom tileset you are using, so others have no problem playing your level. ;)

Pre contest testing: You can choose 1 person who does a bit of pre-testing for you, so that the biggest backroutes and screw-ups of your levels can be detected before the playing phase. I cannot control this so it's only a guideline, but still I would prefer not everyone knows every level before the playing phase starts. ;)

Here are the rules on how the submission deadlines work:
- Initial submission phase deadline will extend such that it's 72 hours from the time of the last submission, up to the 5th submission (inclusive). After this it no longer changes no matter what.
- Update phase deadline will not extend over the initial dead line!
- Even if you missed the cutoff date for the initial submission phase, late entries are accepted until the update phase ends. There is no penalty for a late entry, beyond that people are less likely to spend as much time on the level before voting begins.

And here is the new ruleset:

Rule 1

- Make a level that uses at least 3 jumpers. You may provide more, but at least 3 jumpers must be required in the intended soltion to solve the level.

Rule 2

- Make a level with exactly one entry hatch and at least two exits. Each exit must have a lemming requirement equal to the total lemmings to be saved divided by the number of exits. To avoid edge case numbers the amount of exits must be a clean divider of the number of total lemmings to be saved.

For example, if you have 2 exits and must save 30 lemmings, each exit must require 15 lemmings. If there's 3 exits, then each exit would require 10 lemmings instead. Pre-placed lemmings are disallowed.

I won't 100% reuire the NL lemming exit limit, but if you don't use it it must be impossible that more lemmings than the exit limit can exit the exit. Aka you need to make contraptions that are only passable for the required number of lems - seperation by permanent skills would be the logical consequence.
To be clearer: If you don't use the NL limiter your filter contraption should be crystal clear in signalizing that the exits have only limited access.
The filter needs to be clear on the first sight as I need to verify that the rule is followed and it's impossible for more lemmings than allowed to reach the exit.
Again, it needs to be impossible that more lemmings than the exit limit can exit the exit! The easiest way is still the NL exit limitation function.


Rule 3

- Make a level whose terrain is in the shape of a recognizable character, creatures, object or landmark, either from real life or fictional media.
Additional terrain is allowed, but the majority of the puzzle should take place on, in and around the featured character/object.

Examples include: "Hunt the Nessy" and "Here's One I Prepared Earlier" from L1, "Mutiny On The Bounty" from ONML, "Lemtris" from L2, and several L3D levels including "Lemmings Inside", "Attack Of The Fifty Ft Lemmings", "Breakout", "Lemmhanger", "A Head Above The Rest", "Away Team", "Lemmtris" and "Fun Fair".

The use of "special VGASPEC tilesets" is forbidden! So you don't just pick a suitable png, make it into a tile of terrain and you're ready - you need to actually build up something. ;)

I will probably be a bit easy on the rule here though and allow some let's say slightly "failed" creations -- aka a person wanted to make Sonic but ended up with Sanic. ;P

You can use custom tilesets that you made as long as you don't simply use a bunch of giantb terrain pieces and cheat in a way that is not in the spirit of the rule.

Also: I would be very happy if not everyone creates a new tileset specifically for this rule. At least try to get along what we have available. Having to include 10 new tilesets in the downloads with tilesets that are specifically for this is just messy. :devil:


Submission phase ends September 30th 2020 at 00:00 UTC.

Ruleset in detail again: http://www.lemmingsforums.net/index.php?topic=2246.0

Send me a personal message with your level/s and if needed tileset/s to participate. It would also be nice to also tell me the rule which each level satisfies.

Please use the following naming format:  User1_Levelname_R3V1.lvl ---> Level "Levelname" by User1   for Rule 3   Version 1 of the level

Prize selection:
- US $5.00
- One month's advertising on the forums news ticker
- Pick next contest's rules

Entries so far: 16

- Armani (3)
- IchoTolot (3)
- NieSch (2)
- Mantha (3)
- Shmolem (1)
- Crane (2)
- Nessy (1)
- Dullstar (1)

9
Contests / Lemmings Forums Level Contest #20 - Results
« on: July 27, 2020, 03:54:53 pm »
Ladies and gentleman, we've got our final results! :)

Congratulations to DireKrow for winning the 20th Lemmings Forums Level Contest! :thumbsup:

The winning level was:

Shoestring Operation

Also, congratulations to Armani for reaching the 2nd place with "Breaking the Cycle". :thumbsup:

Choice for the prize for the first place is either:

- a month's advertising on the forum's news ticker
- picking the next contest's rules
- US $5.00 (PayPal would be the easiest here I think).

10
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.

As we have quite a few levels this time: If after the rule voteoff the number of remaining levels is >9 due to ties, I will create 2 mixed groups semi-randomly out of the remaining levels to bring down the number even further. For all of this no tiebreakers are planned. After this, all qualifying levels will go into a final 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=4854.0

11
LOTY 2019 has finally ended and for the first time we got 2 winners as the finals ended in a clean tie. The 2 winners are:

IchoTolot's "Revenants" (Lemmings United Neutrality 35)

and


Namida's "The Embiggening Of The Cromulent" (Contest #18 Winner)

---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

The runner up level therefore was: Crane's "Dropship 12" (Contest #18 Entry)

Third place goes to: IchoTolot's "Labyrinth Of Opportunities" (Lemmings United Pacifism 16)

I will contact namida and see what we will do with the prrice price of US $10.00. :)

See you soon in LOTY 2020!

12
Closed / [Bug][Editor] Editor changes level ID automatically
« on: June 21, 2020, 10:54:18 am »
So, I've wanted to edir a United level with the level ID: xB93B6682B93B6682

After finishing and trying to check the replay, the player stated that the replay belongs to another level.

Back in the editor I noticed it had changed the ID of the level upon opening it. Edit: Pressing F12 seems to be the catalyst here.

I tried to insert the old ID into the editor from my replay again, but then the editor changes it to another completely new ID: 0000000100000002

I think it has to do something with the new ID text field and that it handles the lower case "x" incorrectly. Maybe in general it messes up lower case letters, the player acts normally though.

Going through my levels again, I noticed that the first letter of the ID is always an "x". "x3DFA23F13DFA23F1" for example. In fact every level I look at regardless of author has it. Maybe the "x" is something like a preamble and the editor handles it wrong. This would mean though that is bug is very critical as it messes up the replay connection between level and replays as the level is opened!

After more investigation: Including the "x", Some IDs are 17 characters long and some 16. Maybe the editor can only handle 16 characters and that's the cause of the breakage?
-- Tested it and indeed the editor leaves the "x" out when there are 17 characters or replaces it with a "0" when the level has only a 16 character ID. So the "x" is being handles wrong and the length also causes errors.



For now I will go around this bug by inserting the old ID in the levels textfile manually.

13
We've finally reached the final phase and got 5 levels as candidates for LOTY 2019!

We will vote them down from 5 to 3 to 2 to 1, ensured by tiebreakers if nessesary.


If you want to see the full list of nominated levels in non-randomized order, check the nominations list topic.
If you want to play these levels without having to dig up all the various level packs, check the playing phase topic which has an NXP available for download that contains all the nominated levels.

Please remember that discussing the nominated levels is not allowed in the LOTY2019 topics now that voting has begun. This does not apply to levels that have already been eliminated at the time. Discussing them elsewhere in the site is okay, as long as it's not in the context of LOTY2019.

14
11 levels have made it to this third phase. Now we will try and reduce this number to 4 or slightly above that due to possible ties.

The levels have been divided into 2 groups of 5/6 levels semi-randomly.

Each group will be voted on one at a time, with the goal being that 2 levels from each group advancing to Phase 4. This number can increase in the case of ties. I plan no tiebreakers for this!

If you want to see the full list of nominated levels in non-randomized order, check the nominations list topic.
If you want to play these levels without having to dig up all the various level packs, check the playing phase topic which has an NXP available for download that contains all the nominated levels.

Please remember that discussing the nominated levels is not allowed in the LOTY2019 topics now that voting has begun. This does not apply to levels that have already been eliminated at the time. Discussing them elsewhere in the site is okay, as long as it's not in the context of LOTY2019.

15
21 levels have made it to this second phase. Here we will try and reduce this number to 9 or slightly above that due to possible ties. That means there will be likely another quick phase with 2 groups and therefore only 2 voting rounds as I think more than 9 levels in one single group is a bit too big for the final phase.

The levels have been divided into 3 groups of 7 levels semi-randomly.

Each group will be voted on one at a time, with the goal being that 3 levels from each group advancing to Phase 3. This number can increase in the case of ties. I plan no tiebreakers for this!

If you want to see the full list of nominated levels in non-randomized order, check the nominations list topic.
If you want to play these levels without having to dig up all the various level packs, check the playing phase topic which has an NXP available for download that contains all the nominated levels.

Please remember that discussing the nominated levels is not allowed in the LOTY2019 topics now that voting has begun. This does not apply to levels that have already been eliminated at the time. Discussing them elsewhere in the site is okay, as long as it's not in the context of LOTY2019.

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