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Messages - IchoTolot

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Contests / Re: Proposal: Level Solving Competition
« on: December 10, 2018, 07:56:16 pm »
I don't think the fastest time would be a good criterium. This would result in people fiddling around their solution to cut off single frames. I think this would kill all fun, as it's more about fiddling around with the found solution to make it as efficient as possible instead of finding it and actual level solving.
This would result in this being more like a speedrun competition instead of a solving one. I definitely have no interest in trying to speedrun, sry. ;P It's not my kind of fun.

The fewest skills would result in the competition being in need of a very specific kind of level. Most likely an x-of-everything level where searching for the route with the fewest skills is the key. The most efficient one being very hard to find.

I think the ruleset must be overthought as a result.

Also I think a bunch of new, unsolved, never before seen levels would be better. Otherwise it would be possible to look up speedrun/optimal solutions before the start.

Maybe even something similar to the live L2 races would be more fitting. ???

In Development / Re: Random level sharing topic!
« on: December 10, 2018, 07:40:30 pm »
Here is my solution. Seems close to intended for me. :)

This level can be quite a hard nut as there are plenty of almost functional ways. I like it though! ;)

In recent time it was more often than usual the case that some stable, but newer tilesets were missing from pack-downloads, as they are still missing in the standard library on the website.

To counteract this and ensuring a more up-to-date standard library, how about making ~ monthly NL styles folder updates? ???

I would suggest doing one right now, after gathering the missing ones in this topic first.

Missing ones would be:

- zanzindorf_agony                
- SQrons 2 new Turrican tilesets
- nin10doaddict's Ta lava set 
- nin10doaddict's Tetris attach set

I think Giga also has some new stable tilesets.

If I missed anything here, post the tileset! Let's get the standard library up-to-date again! ;)

I think Nessy and/or Nepster will be able to put the new library download up for the installer+styles link with no bigger problems. :P

Lix Levels / Re: xmas2018: Holiday-themed pack with 24 levels
« on: November 30, 2018, 09:42:33 pm »
Here are my replays. ;)

I think I still found a few little backroutes. :P

Btw: The update zip you linked for Win 64bit has the folder named "lix-V.0.9.22" instead of just "lix" so instead of just extracting and overwriting I had to manually merge after extracting. Don't know if this was intended, so I'm reporting it. :P Before that I just had to extract and overwrite.

please! get rid of that stupid white/off white arrow color!!! It doesn't work! It doesn't look good. (...imho)

I absolutely do not agree with that. I very much like that color in brick and pillar for example. I do agree that it doesn't fit rock very much though.

I would be up for some of the remaining changes you mentioned though, as I think changing the default color would be an easier task to do.

Bubble - red
snow - red
rock - yellow (or also red if I may suggest)

As I mentioned I like the "white/off white" in pillar and brick.

Here is the problem: We only have one standard L1 OWW sprite (apart from the fire one), and this one gets recolored depending on the main style selected for the level. In light of that, what you are suggesting is a pretty large change, that I am not sure I want to do.

Ok, I did not expect this to work this way and the change would be quick and easy.

Yes, then this will be way more problematic. Pretty much we would have to move away from the "standard" type of doing this and handle the L1 tileset OWWs like the custom ones.

The work is better used elsewhere for now, as this is only a little annoyance for some single tilesets.

Maybe this idea can be kept in mind as a long term goal when the more critial things have been accomplished.

Lemmings Main / Re: Lemmings remixes!
« on: November 28, 2018, 08:02:46 pm »
Welcome from me as well! :)

The Medley does indeed sound similar to the one I used in Reunion from a channel called "Arachnosoft" I found on Youtube. I think it's a slightly different style, but it even has the same kind of transitions between the songs.

Link to the Arachnosoft Medley:

Other remixes from channels I used in Reunion:


DJ Alundra:

And I link NUMAC's channel as a whole here:

I've got a set of new remixes I used for Lemming United (which is currently in testing), but these tracks will be completly revealed when the pack gets released. ;)

I did not make any music myself though, my talents are elsewhere. ;)

Anyway looking forward for new tracks! :thumbsup:

NeoLemmix Main / Re: Questions about the default GUI
« on: November 28, 2018, 08:27:34 am »
I wanted to bring the changes on my own, but it appears I couldn't find the red digits for the game timer, only the green ones. I assume it's something handled by the game code? Does that mean that it's not possible for me to customize it? :(

Customising the default GUI:


There you can replace the default pngs you want to change.

For the red timer digits: I think they were added when people missed to recognise the timer. I don't know if they are hard-coded or just an automatic recoloring of the current default ones.

For now basically you can change everything else to your preferred style though.

why does it use the standard VGA style for the GUI in-game (the skill bar especially)? Why not using the better High Perf style instead, or the Amiga style to some extent? Is it because of nostalgia? Simplicity?

Originally old Lemmix was basically a copy of the DOS (VGA) version, so this was set as the standard. I think it comes down to personal preference on which is better and you can make arguments for every GUI. I wouldn't simply call the Amiga variant better for example. :P

A ton of packs have customised the skill panel and large parts of the GUI to a unique (non Lemmings) style though. You can download the packs and look into their folder to see which modifications they use.

A user wanted to make a rock level, but use the red-default OWWs instead of the standard grey ones the tileset posseses.

This wasn't possible, as even though they selected the desired tileset in the object selection bar, the red-default OWWs were replaced with the grey ones from the rock set.

What irritates me is the fact that you can choose any other custom OWWs (that are not L1 default) without problems in your rock level. I think it should also be possible to select all desired L1 default OWWs.

So here is the proposal:

- Don't change the standard/default L1 OWWs from the selected set in the object selection bar to the ones from the main set.

This will ensure the user can select not only every custom OWW at all times, but also all stanard/default L1 ones.

NeoLemmix Levels / Re: Integral Lemmings
« on: November 25, 2018, 05:56:46 pm »
I've just downloaded the level pack and extracted the files into the levels folder.
I get the attached error message when i try to run a level. What am I missing?

Did you get the styles set that comes with NeoLemmix?

The installer from the mainpage should get both: player + styles.

Otherwise if you got NeoLemmix from or another source you need to download the "NeoLemmix Styles" as well and extract them inside your NeoLemmix folder. Then you can actually see all the different styles inside your "styles" folder.

These styles represent all the different landscapes you can encounter in levels and their objects and terrain pieces are stored in pngs.

After you got these styles the player will actually find all landsacpes and you won't encounter any more missing objects in this pack. ;)

Really wish I wasn't the only one replying, I hate having to reply to myself to show progress :(

Well that's the thing with short progress updates: People see the update and the progress made on the project and go on. For the majority of 2017+2018 my United dev topic consisted only of my little progress updates I made.

The main function of these updates in my opinion are to inform the user about the progress, the next steps and what still needs to be done, so I usually don't reply and just acknowledge it silently for myself.

They also let the user know that the project is still active and not abandoned, so even if there is no immidiate feedback it keeps the project alive in the heads of the users.

Seeing all the download links again I have some feedback ;):

- Why are the "VGAspec pieces required for the redone newborn rank" not in Disk 3 with all the required graphic sets? ??? It seems weird to couple them with optional stuff. Users needs the graphics and VGA stuff, but maybe don't want to download the optional stuff. For that they currently need 2 different downloads, with 1 maybe containing extra stuff they don't want.

- Also I would merge Disk 4 and Disk 5 as they both cover optinal stuff. Bringing the Disk count down I would consider a big improvement as 5 different download links seem very overwhelming even with explanations. So it's best to merge these 2 optional Disks and ease the installation.

NeoLemmix Levels / Re: [NeoLemmix] Lemmings Reunion
« on: November 18, 2018, 09:53:03 pm »
A little 3.6 update with 1 backroute fix:  ;)

- 5 14 (added a few OWWs)

Other Projects / Re: Everything by IchoTolot
« on: November 18, 2018, 03:42:37 pm »
Lemmings United is finally in the testing stage and on my Youtube channel I've begun a little "Creator Commentary" series on Lemmings Reunion, where I show off intended solutions and talk about my thoughts about every single level.

The first 3 videos are already up and in these I cover the whole 1st rank.

Link to the first part:

NeoLemmix Levels / Re: [NeoLemmix] Deceit's Lemmings
« on: November 15, 2018, 08:08:11 am »
Is that the final updated version? Because I've also encountered that dead ceiling thing in Mayhem 12.

Did you get the latest version of the pack? I think the latest update from Nepster should have fixed this:

Ok, I finally got around updating two levels due to the now deadly ceiling. See first post for the updated pack.

Contests / Re: Lemmings Forums Level Contest #16
« on: November 14, 2018, 08:04:17 am »
Is picking the next contest's rules going to remain in every contest? Right now it's pretty confusing with who gets to pick which rules for which contest due to the LOTY contest offering as a prize, so now whoever wins this contest gets to potentially pick the rules for contest 18, not 17.

LOTY had nothing to do with the rule choosing here, it only had a money prize. Right now it's only 1 person left with the rule choosing prize: You. So that will be for the very next contest then: 17 and not 18.

Basically we only have 1 contest difference now and as soon as 1 person picks another prize it will be up to par again. 1 contest delay I found not a big enough gap to remove the prize.

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