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Topics - Apjjm

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Copy + pasting nested groups can cause various unexpected editor behaviours:

  • Copying a group between editors can cause the editor to produce a series of errors (per peice in the groups), for some nested group structures
  • If the editor has ever loaded level with a given group, copying a group with an identical name into the editor may not give the expected layout even if that level isn't loaded

In the case of (1) it seems to be primarily caused by groups that have a structure that is a bit like:
Code: [Select]
Badly Behaved Group
   | Group A
   | Group B
     | Group A (again)

I have attached a level that reproduces this bug. The minimal steps to repoduce this are:
  • Open the editor twice
  • In editor 1, open the level
  • Copy-paste the group into editor 2

For scenario (2) the minimal steps needed to observe this are:
  • In editor 1 (that currently has the level open) go File -> New
  • Edit the level file on disk with some noticable terrain change (e.g. double the X position of a terrain piece)
  • Load the level (new version) in editor 2 - it should look different
  • Copy-paste the edited group into editor 1 (the editor with the blank 'new' level) - it will have the old layout still

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NeoLemmix Levels / Lemmings Quartet (v1.5) [Difficulty: Medium-Hard]
« on: October 11, 2021, 12:22:28 AM »


Lemmings usually gather in great numbers to form massive communities...
But in this level pack there are only 4!
Can you guide them through 18 levels using the original 8 skills?
:lemming: :lemming: :lemming: :lemming:

Difficulty: Medium - Hard
If you have completed another community pack you should find most of the levels approachable.
Though some of the later ones will hopefully be a nice challenge for even the more experienced solvers!

Levels
The pack contains a total of 25 levels: 18 in the main rank and 7 extra.
Main rank levels primarily use original/ohno styles, but do take some extra decoration from the lemmings 2 styles in places.


A shell game


Broken warpgate

Music (Optional)
Music download

The levels will look for some ocremix music in 'music/ocremix'. Music credits are in the spoiler below as well as in the zip.
If you do plan on including the music in a video, do check the content policy (There is also a content id list there too).

Thanks to
  • WillLem for multiple playtests and feedback
  • Proxima for a really helpful playtest
  • Namida for help & advice
  • NieSch for a talisman solution to level 12
  • Armani for finding backroutes & resolving levels after a few rounds of fixes
  • Kaywhyn for the great playthrough and talisman solution to level 5

Change log
Spoiler (click to show/hide)

3
If I currently multi-select a bunch of objects and move them, but accidentally move them too far and hit undo, the pieces will move back as expected but I will lose my selection - this can be a bit painful if I have had to carefully select & unselect pieces after an initial group select. Whilst I can create a temporary group to get around this sometimes, it is a bit of a hack and not what I intuitively try to do in the editor.

It makes sense for undo to clear the selection if a piece was added/removed as part of the undo - so i'm not suggesting that this behaviour changes.

4
Editor Bugs / Suggestions / [SUG][EDITOR] Reload sketches command
« on: August 25, 2021, 09:40:23 PM »
Currently if I want to add a new sketch (or update an existing one) I need to reload the entire editor to see the sketch - this can be quite a tedious process if I want to tweak a sketch a few times with reloading the editor & level repeatedly.

Perhaps add a context menu option & shortcut key to refresh the sketches?

5
In Development / Lemmings Quartet [Finished]
« on: August 06, 2021, 06:51:42 PM »
Update: This is now released



I've been working on a short pack featuring 16 levels & 4 lemmings :):):):)

The pack uses the original & sega tilesets (+ some from the L2 & L3 sets as decoration) + the original 8 skills.

Difficulty
Difficulty is looking to be fairly hard, but not extreme - if you have completed the original game and maybe had a play through another custom level pack it should be approachable!
In terms of comparisons to other packs, the latter half of the pack is probably not too far away in difficulty to last rank of Lemmings Plus 1 one way or another?

Progress
- Level completion (Done - 18 + 6 bonus)
- Initial level polish pass (Done)
- Playtesting & Backroute fixing & responding to feedback (Nearly there - more playtests always welcome - even last minute ones!)
- Various bits of artwork & packaging things up (Done)
- Music (Done)

As this is a shorter pack with a much narrower focus, It should be a lot easier for me to complete than my previous WIP pack.

6
Using Flexi-Toolkit V1.15 (though the about tab still reads v1.14 - i *just* redownloaded the latest version in the topic to verify that i am using the latest version).

Repro Steps:
  • Open up an existing pack with a - as far as i can tell - correct folder & file structure set up (it saves fine normally)
  • Move a level up/down a ranking using the move to next/previous buttons
  • Try to save using file->Save

The program will then display the following error message:
"Cannot Create File 'PATH-TO-PACK/levels/' - The System cannot find the path specified."
And then proceed to delete a large chunk of things in the pack's directory (including levels) depending on what other things you have edited since saving. As far as i can tell it always nukes the rank signs, the talismans & graphic sets. If you are a little less fortunate it will also hit some levels (this seems to be particularly bad if you add a new level to the first rank then move it up). When i first encountered this bug, it nuked all of my levels aside from the levels in my first difficulty ranking in addition to the above data.

Exiting out of the pack and attempting to reload the pack it overwrote gives a message about the pack needing to be updated for the latest version of the flexi-toolkit.

7
Closed / [FIXED][BUG][PLAYER] Miner falls through 1px deep 1-way floor
« on: March 01, 2016, 10:36:29 PM »
In the below picture, the 1px deep floor under the miner is considered one way floor pointing to the left.
If the lemming mines facing to the right on this surface, he will fall through (without destroying the terrain), rather than turning around.



Video

Replay for Lemmings Plus I (Wimpy 19) is attached too.

8
In Development / Aqualems - Develoment topic
« on: February 11, 2016, 11:24:05 PM »
Update - this pack is semi-cancelled in it's current form. I have decided to work on a smaller, more focused packs. The levels (or at least the best of them) that I've done so far aren't going anywhere and will be released as part of a small pack (which may or may not be called aqualems :)) in the future!


Hello everybody :)

I've had fun lurking and playing packs since I found out about this forum late last year and started to work on my own pack for the past couple of months.
The pack will be released for neolemmix and will use only the original skillsets, tilesets & features for now though (I really want to make a my first pack with the skills I am most familiar with and like the constraint of working with the original graphics set).  I'm aiming for 4 difficulty rankings of 20 levels which are as follows: Coastal, Bathyal, Abysal, Hadal. These ratings will be similar to the L1 difficulty rating, except shifted up by about half a rank or so - though this is still subject to change given that I only have around 30% of the levels made so far.


Coastal: Large Polyhedron Collider

Progress so far
Coastal: 5/20
Bathyal: 3/20
Abyssal: 7/20
Hadal: 10/20

Other
I'm not sure how to handle asking for testers and such here - is it better for me to release an early version of the pack and let anyone give feedback or do a more ask for 1 or 2 testers thing? If it is the former I was thinking of releasing an early version of 40 levels (10 of each ranking), though I'm little undecided as the rankings would have a wonky difficulty curve (especially the latter ratings, as I have the start and ends of those rankings filling up, but the middle areas lacking).

9
Status: Fixed for the next update. For those who want a fix ASAP, the latest experimental version should be stable enough for general use, and contains the fix for this.



Some window elements (most notably the terrain selection window & the shift level window) use the centre of the screen as their default placement, rather than the centre of the editor window / relative positioning with respect to the editor window. As a result, on a 2-monitor setup these windows always appear straddling the two screens, and you have to move them every time before trying to use them.

Below is a list of windows that have this behaviour:
File->New Level
Edit->Insert Terrain
Edit->Insert Object
Edit->Shift Level
Tools->Validate Level
Tools->Dat File Decompression

10
From namida:
This has been fixed with the V1.01 update to the Extra Levels NXP, by adding an extra basher to the level's skillset.


Original post:

The intended solution requires bombing through the roof at the end of the level, at which point you can build up to the bar to let the lemmings into the exit (see here). However, this doesn't seem to work as the lemming always turns around 1 brick short with the builder in NL see:

This image is the frame before the builder turns around. It is worth noting that I have tried positioning the builder on a bunch of different pixels at the top of the bridge by frame-stepping and the closest I can get is 1 brick away from completion unless i missed one by accident. My bomber is detonated on the last frame he can possibly stand on the bridge (I cannot let him fall otherwise he leaves a 1 pixel layer at the top).

Sadly, you can't just use a builder from the lower ground area to position the bomber further over, as the second builder requires using some of the tiles from the first builder to reach high enough.

A fix would be to introduce an extra builder, or to flip the last note upside-down and raise it slightly so that we can bomb slightly further forward than before, and still be able to build to the exit from the top of the note (without needing to use our previous bridge).

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