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 - namida

Pages: [1] 2 3 ... 743
NeoLemmix Main / Re: NeoLemmix V12.10.0-RC Released
« on: Today at 08:46:18 pm »
Yep, definitely willing to include that background (or a final version thereof)!

I almost wonder though if the font / scroller are going to stick out now. Although counter-argument: Many pack's custom graphics still will stick out anyway. And in the case of the font, it sticking out is not necesserially a bad thing.

Regarding the cursor: There's no bug here, it's just that the high-res cursor can only be set to sizes that match even multiples of the low-res cursor size. So if you're on a screen / window size that would usually use a 1x or 3x or 5x etc zoom for the low-res cursor, it would have to go to (the equivalent of) a neighbouring number for the high-res one. Whether it goes up or down can be changed, but the only workaround for the issue as a whole would be, possibly, to artificially limit the low-res cursor to even multiples too. Since (I believe) most people still use low-res mode, it doens't make sense to make that awkward just for the sake of high-res mode if it isn't critical to things working correctly.

EDIT: On further investigation, I have found a bug here that would only kick in at larger screen / window sizes. Fixed for next update.

This aside, I've also made a change in that the menu and postview screens now reload the cursor right away when switching low-res / hi-res mode. The preview screen already reloads altogether when this is changed (as that's much tidier than trying to hot-swap the level to high res), so no change needed there.

NeoLemmix Main / Re: NeoLemmix V12.10.0-RC Released
« on: Today at 06:26:44 pm »
It's come to my attention that there are styles out there that have not heeded prior advice at the time of the 12.7 upgrade. It was mentioned that 12.10 would be where backwards-compatibility for the keywords deprecated in 12.7 would end (though I did later decide to maintain backwards compatibility for level files), and this has not changed.

I've added this to the original post. If you have a style (or a replay) that doesn't work in 12.10, but works in 12.9, there is a 99% chance this is why.

Firstly, any content other than level files - if you didn't already bring it up to date with the V12.7 format changes, you must do so for it to work with this version.

Levels will work as is (aside from those using Simple Autosteel), but you should run them through Cleanse Levels anyway if you haven't done so since V12.7.

Replays should be loaded and re-saved, or run through the replay refresher BUT - do NOT run any replays through the refresher if they're from 12.9 or newer (as it may break replays involving the Jumper skill).

Styles "should" be fine, as I upgraded all of them myself alongside the 12.7 release. But the "should" comes from that some people have then used pre-12.7 versions of these styles (despite my repeated stressing that there have been changes) and not run the results through the update tool, meaning there are styles out there that will not work as-is. This is up to style authors to fix, as I have already fixed this once. The 12.7 style update tool may be able to help, but it goes without saying to carefully check that the results are as desired.

Other content shouldn't be affected by this.

EDIT: I have made sure NL displays a user-friendly error message explaining this issue instead of a generic error.

NeoLemmix Main / Re: NeoLemmix V12.10.0-RC Released
« on: Today at 05:27:20 pm »
1.) The standard brown background in the menu looks totally weird now. I think it gets zoomed in now or is strached to match the new resolution and it does not look good. I would not zoom in on it or stretch it and rather just extend it at the edges (make it loop) as now it just looks totally of. This would be my biggest concern right now as it's the standard background and it should not look weird.

The old background was the DOS one but blurred (with some editing to make sure it tiles nicely rather than the blur creating defined edges). The new one is the DOS background run through the NL high-res pixel art upscaler. Most feedback about the change so far has been positive, and even more so there seemed to be agreement the old one was iffy, but if that changes I'm happy to revert / consider something else.

2.) After we came to a conclusion about the ammount the level title needs to be moved down a bit as Proxima suggested.

In the level select menu or on the preview screen?

4.) I would put the symbols for Lemmings, Save Requirement and RR in the level select menu all in one row, or at least put Lemmings and Save Requirement in the same row.

Where would you move the info for neutrals and zombies in this case? Or would you move those onto the same row as lemmings only when there are no neutrals / zombies?

(Creator's tools, esp. mass replay check, feedback)

Good points here. Yes, I'll enable it by default and reconsider the name. Perhaps even reword it to "hide advanced options" rather than "show" + on by default.

Open any level using objects from "dex_davinci" or "dex_halloween" ("dex_chalk" works for some reason)

Will investigate. Can you link me to some levels using these styles?

I have locked this topic and the others to keep all further discussion in one place - the V12.10.0-RC release topic.

NeoLemmix Main / Re: NeoLemmix V12.10.0-RC Released
« on: Today at 01:59:09 am »

NeoLemmix Main / NeoLemmix V12.10.0-RC Released
« on: Today at 01:57:06 am »
At this point, the target date for V12.10.0 stable is not decided. However, it will be no earlier than November 1st - and probably a bit later than that.

The Release Candidate build for V12.10.0 is now here.

Known issues (click to show/hide)

Download (V12.10.0-RC1, editor not included):

This download only includes the Orig and OhNo styles, plus "default", "xmas" and "special". You can use the in-game Style Manager (in the Settings) to download other styles, or you can download styles manually:
- All styles: (Updated 4th Oct 2020)
- Any individual style: (replace XXXXXXXX with the style's name, eg: for orig_fire)
That link is NOT a mistake, "12.8" in the link is correct. Said link is based on "minimum version the styles are compatible with", not "current version".

As always, it is recommended you install the RC build to a new folder, rather than trying to use it in the same folder as your existing version of NeoLemmix. You can copy across your hotkeys file (from the Settings folder) after running the RC build for the first time.

Changelog from V12.9.4 (click to show/hide)

Please report any bugs you find! In particular, report any broken replays that worked on 12.9.X - there should be NO physics changes whatsoever.

Engine Bugs / Suggestions / Re: [DISC][PLAYER] Level preview screen
« on: October 18, 2020, 11:41:36 pm »

How's this?

The mouse cursor isn't visible in the screenshot, but it's hovering over the "Continue" text - that's why Continue is a different color.

Essentially, all I've done here is swapped the normal vs hover colors for clickable text.

Engine Bugs / Suggestions / Re: [DISC][PLAYER] Level preview screen
« on: October 18, 2020, 08:29:57 pm »
Sorry if I missed it, but is there a specific reason why the buttons at the bottom are a lighter shade of blue than the level information? I assume it's to differentiate between what is clickable and what is not, but these two colours seem to somewhat collide with each other.

Your guess re: "why" is spot on; and I'm 100% open to changing the color. It's done via hue adjustment (sat / lum adjustment is also possible, they just currently aren't changed), not a seperate graphics file.

I could also consider an underline, but I don't know if this would be obvious. It's a game, not a website, underline might not be taken to imply "clickable".

From commit d33bf19, both types of exits display the same "EXIT" text overhead, but locked exits that are currently locked will display an additional padlock icon over the exit silhouette graphic.

Engine Bugs / Suggestions / Re: [DISC][PLAYER] Level selection menu
« on: October 18, 2020, 03:32:17 am »
Cleanse Levels, Mass Replay Check and Mass Image Dump have been moved to a "Creators Tools" menu in the level select menu. These are no longer accessible via the hidden keyboard shortcuts - Creators Tools is now the sole way to access them.

Creators Tools will not be shown by default, but getting it to show up is as simple as checking a "Show Creators Tools" checkbox in the options menu.

In V12.10.X, Creators Tools will simply be a more user-friendly way to access some existing features, but I might add some extra stuff to it in the future. ;)

Engine Bugs / Suggestions / Re: [DISC][PLAYER] Level preview screen
« on: October 18, 2020, 02:31:05 am »
Some slight tweaks to the title and level select menus too, but since the main changes are around the preview screen, I'll post this here:

Please post in the respective topics if you're sharing feedback about the title screen or level select menu. :)

Reconstructing the panel-without-buttons graphic from the Layers files in your ZIP, and adding a semitransparent outline myself on the buttons, I produced the following. The "Down" button had to be moved down one pixel to work. Some minor code tweaks were also needed to avoid the buttons highlights' (or rather, the "make sure highlight isn't drawn when it shouldn't be") interfering with each other.

The files that produce this result also attached, as is an overall menu screenshot.

The smaller buttons aren't cropped because I wasn't entirely sure how to crop them to get them to align properly with the new code. The buttons for your new menu design are 21x16, and mine are 21x12. If that's a problem, let me know and I can rework my buttons to use your size.

The smaller size is not a problem. All code for clickable elements works based on a center position, not a top-left corner (and this extends to, even though it itself isn't clickable, the rank signs too). Currently, the actual locations to set those center points to is hardcoded - I'm considering making it loaded from a config file in the future but that will probably be a 12.12.X feature. But of course - I can change the hardcoded value, at any rate. :)

because I assume your outline effect requires a crisp, pixel outline on the source graphic to render properly. Again, let me know if it needs more work.

It should work fine with semitransparent pixels. Obviously, if there's an actual green outline or semi-outline (rather than semitransparent edges), that might not.

The other thing is the question of whether those buttons are far enough apart, that the technical workings of the highlight effect don't cause issues of the border around one, cutting off part of the graphic of the other. At a glance I think they should be fine, but would have to throw them in the engine - which I'll do a bit later today - to check for sure. If there is an overlap issue, an alternate way around this is to reduce the radius of the highlight - the rank buttons already have a smaller radius than other menu elements do.

The only feedback I have is (more of a question really): does the rank panel itself do anything when clicked?

Yes, it has the same effect as clicking the Up button on the rank panel.

Engine Bugs / Suggestions / Re: [PROPOSALS][PLAYER] New menu design
« on: October 17, 2020, 01:04:56 am »
It was brought up that the preview screen should perhaps have a clickable element for Load Replay.

As a flipside to this, perhaps the postview screen should have one for Save Replay?

Engine Bugs / Suggestions / Re: [DISC][PLAYER] The final new object types
« on: October 16, 2020, 11:30:01 pm »
Poll results ordered from most to least votes:

1. (9 votes) Portals - An always-active teleporter (similar to how fire is always-active compared to a regular trap).
2. (7 votes) Toggle Buttons - Buttons that turn on / off another object (or a barrier or bridge).
3. (6 votes) No-Assignment Field - An area which prevents skill assignments to any lemming inside it. A lemming already performing a skill while entering would continue to do so; only the *assignment* is blocked.
4. (6 votes) Permanent Skill Applier - An object that adds permanent skills to lemmings.
5. (4 votes) State Changer - An object that turns lemmings into Zombies or Neutrals, or turns such lemmings back into regular ones.
6. (4 votes) Downdraft - A "reverse updraft" that increases fall speed and reduces safe fallable distance.
7. (3 votes) Trampoline - An object which safely breaks a lemming's fall, turning them into a Jumper on impact; and could potentially also have this effect on walkers.
8. (2 votes) Fuser - Combines two lemmings with permanent skills into a single one with the combined skillset.
9. (1 vote) Diagonal One-Way Arrows - Exact properties to be determined, but similar in spirit to existing OWAs.
10. (1 vote) Linker / Unlinker - An object that "entangles" lemmings, making it so that a skill assigned to a linked lemming is applied to all linked lemmings.

I'm going to consider 4 votes the cutoff, and rule out now anything that scored below that. Further discussion of those that got 4+ votes will come later.

Pages: [1] 2 3 ... 743