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Messages - DragonsLover

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NeoLemmix Main / Re: Questions about the default GUI
« on: November 29, 2018, 02:32:44 AM »
Thanks for the info. I already knew about the styles/default/panel folder.

Considering the recolouring is hard-coded, wouldn't that be preferable to use an additional file for the red digits so that it could be easily customized as well? That would be a nice touch. :)

NeoLemmix Main / Questions about the default GUI
« on: November 28, 2018, 04:00:05 AM »
Hello again!

There was something I've been wondering about NeoLemmix: 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?

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? :(


NeoLemmix Levels / Re: [NeoLemmix] Deceit's Lemmings
« on: November 15, 2018, 01:34:49 AM »
I have redone this pack.

Is that the final updated version? Because I've also encountered that dead ceiling thing in Mayhem 12.

Closed / Re: Extended builder foot check
« on: October 21, 2018, 11:54:26 PM »
Alright :thumbsup:

Closed / Re: Extended builder foot check
« on: October 20, 2018, 09:23:15 AM »
Hey! I'm back!

That was a nice discussion. And indeed, there's nothing to be changed. Like I said, I'm gonna deal with it and play with that behavior.

However, the bomber pixels bug is still there. :( At the 52th frame after the explosion sprite from a bomber (where the pixels are first shown (counted as frame 1)), the glitchy pixels are visible. I've played version v12.3.1.

Closed / Re: Questions regarding NeoLemmix
« on: September 11, 2018, 12:31:20 AM »
Also, welcome back DragonsLover :)

Thanks! :)

I fixed the exploder sprite issue for the next release.

Cool! 8-) Although it was not really about a sprite, but those flying pixels from the bomber explosion.

And yes, coming from the original mechanics, the new builder behavior takes a while to get used to. I remember being annoyed by it, when I first encountered it in namida's Lemmings Plus packs, but I can certainly say: After a while you will get used to it. ;)

I think so, yeah. I think I'll just deal with it. 8-) But that still doesn't answer my question: Why? Why is it like that?

Closed / Re: Questions regarding NeoLemmix
« on: September 10, 2018, 03:51:42 AM »
If I remember correctly, the NeoLemmix version of this level has an extra basher, which makes it solvable.

Indeed, I didn't notice the extra basher. But still, I'm finding it so-so about that change of gameplay rule. Why is it like that?

But reaching a thin ceiling with just 1 builder feels just totally wrong for me (also in the original game as you mentioned that Sunsoft level).

Most ceilings are especially there to interrupt and turn builders and I include thin ones in there as well. A hole is needed to reach up in one builder or you have to invest more builders.

I somehow agree with that, but even with the bomber used in that level to make a hole in that thin floor above, I could even not pass through it (see screenshot). I need to remove the extra thin floor next to it to allow the builder to close that gap. That's why I'm saying it's kind of ridiculous. Perhaps that a lot of you agree on that change, and I respect that, but from a standard Lemmings player, it makes it different and maybe even a bit more irritating. I assume there's a good reason and a good purpose for that change, I just don't totally agree with it.

Closed / Extended builder foot check
« on: September 09, 2018, 04:17:41 AM »
Hey there everyone. Remember me? It's been a while.

I've just tried the NeoLemmix player with the "Extra Official Levels" set on the website. Great job about that! However, there's a few things here that bug me:

1. The animation of the particles from a bomber explosion is one frame too long, leaving coloured pixels at a weird positions at the end of the animation.
2. The builder behaviour is different when it has to build through a thin floor from below. Instead of continuing building to reach that floor, the builder stops when there's two extra platforms that should be built, which means you have to build two extra times in order to reach it. I don't know if it's an intended behaviour, but if it is, that makes the Genesis Sunsoft level 24 (Out, away from the tune) impossible to solve. Here's a screenshot to show you what I mean.

Help & Guides / Re: Level Editors
« on: May 12, 2014, 08:29:31 AM »
I really think THIS is going to interest you. They even show the dialog boxes that I could also get myself through ResourceHacker.

The level editor was clearly inside, but as stated: "...the EXE only contains code to display one dialog: the About box. It seems that prior to release, the developers decided to simply render the level editor unusable rather than removing it completely."

They tell how to make the /EDIT@ command working by changing one byte in the executable to double the amount of memory available. I tried and it indeed works, but there's no edition possible.

Now the trick is to make these windows usable again and if you manage to get this to work... :thumbsup: Otherwise, what a shame. :(

Help & Guides / Re: Level Editors
« on: May 11, 2014, 07:52:31 PM »
Files sent.

Help & Guides / Re: Level Editors
« on: May 10, 2014, 04:51:42 PM »
I made progress with regards to extracting individual level files from the VSR.  Attached is Fun 2 extracted from the demo version's VSR.

As far as I can tell, the level loads and plays successfully if you run lemball.exe in Command Prompt with option /PLAY@TEST.LVL

The level also loads successfully with /EDIT@TEST.LVL, however after clicking on "OK", the program eventually displays an error message and quits. :(

That could mean a number of things:
  - the code for the level editor is missing in the game EXE (despite the presence of the dialog resources), and so the attempt to go into editor mode ultimately fails and this is futile; or
  - additional data needs to be included in the level file in order to edit it; or
  - there may be different file formats between editable levels vs the release versions of levels found in the VSR

Bottom line:  more investigations needed, and potentially no editor in the game EXE.  The easy part is more or less over so don't hold your hopes up..... :-\

Yeah, that's exactly what I tried myself. It gives me a memory error.
I have all of the levels extracted if you're interested. Also, I have some kind of alternative files for LEMBALL.EXE and PBAIMOG.VSR. The executable contains extra commands to use (such as displaying the console) and the PBAIMOG.VSR file size is strangely smaller. How can I send the stuff to you?

Help & Guides / Re: Level Editors
« on: April 30, 2014, 01:12:29 AM »
I think for these days, a 3D Lemmings clone in Minecraft would be much better. It would be easier to build levels and customize everything. With the Spectator mode Mojang have implemented, it would become handy to move around and take a look at the "levels"and assign skills. The only downside: you must have Minecraft, which isn't free.

Help & Guides / Re: Level Editors
« on: April 29, 2014, 12:38:37 AM »
:thumbsup: Interesting.  That might actually be up my alley to figure out, though I'll have to first start by actually installing and playing that game as I have never done that yet. :P

And of course as a disclaimer, it is quite possible for the resources to be left over in the game but the actual coding for the editor may not be (fully) there.

If you could put your hands into that, that would be neat.

Help & Guides / Re: Level Editors
« on: April 25, 2014, 11:11:41 PM »
There IS a level editor for Lemmings Paintball stored inside of the game itself, but nobody knows how to activate it. It seems to be activated using command lines, but their use are unknown and may cause the game to crash. By using a resource hacker program, we can clearly see the windows that are used to edit levels. I mentioned these over there.

Once someone figures out how to activate the level editor within the game, it will therefore be possible to edit our own Lemmings paintball levels.

Lee, author of his old Lemmings Paintball fan website, had started his own level editor, but the project seems to be abandoned.

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