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Messages - GigaLem

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NeoLemmix Main / Re: custom sounds
« on: June 15, 2019, 07:33:11 pm »
Would still be great if one could use these on a pack-by-pack basis, rather than changing them for the entire game... :D

Honestly, This, I don't want to replace the sounds for the entire game just to match the theming, I want have pack specific sounds, sounds in the pack's files that play over the original sounds. And they just rest within the Level Pack itself

(And on that note, why exactly are these being suffixed with "_md" anyway? "MD" in the Genesis tilesets indicates "Mega Drive", an alternate name for the Genesis; and these styles are well above the graphical quality a Genesis could ever hope to put out...)

md for Mod, the suffix was there for old format use, since the transition, it kinda stuck having it there.

Lemmings Main / Re: Another Registration
« on: May 28, 2019, 01:01:53 am »
Looked at your YT channel, I'm impressed. Full playthroughs of several level packs with another in the works. Welcome to the forums :thumbsup:

NeoLemmix Graphic Sets / Re: New Style - Renaissance Lemmings
« on: May 24, 2019, 08:23:53 pm »
A new set already? and oh my god, I'm speechless. This is beautiful, looks like something out of symphony of the night.

Which reminds me that the Milla themed lemmings will need shimmiers as well

I think the least harmful option would to just shrink the minimap, it'd still be visible even if its just 16px smaller.
Vertical Stacking some buttons may also prove useful, but it'll depend on its execution.

I'm a little bit torn on this, while having every skill in the level would be stellar, i'm in the boat where around 12 skills max would be good enough for me.
The skill bar would need to both Expand and Collapse for that

Lemmings Main / Re: GDC Post-Mortem on Lemmings
« on: May 11, 2019, 08:34:16 pm »
awesome; thanks for posting this :thumbsup:

has anyone (can anyone?) managed to contact him and demand ask him for those supposed original 500 missing levels that went into the creation of the game but didn't get voted into the final levelpack?? I haven't watched this entire video; I'm referring to an older one of a conference around the 21st anniversary of Lemmings posted here a while ago.

I am tempted to ask him on twitter

I would happily do the addition of the Shimmier sprites to those three tribes myself; however, I recoloured my sprite mods with the "replace colour"-feature in Photoshop, which only works relative to the current colour through changes in Hue, Saturation, and Brightness. Meaning I can't simply enter certain RBG values that I selected with a colour-picker tool from e.g. one of the Highland sprites. I could only manually "fill out" the single pixels with a selected RBG colour - not only would this be tedious to do, though, but also, Photoshop then usually colours in the surrounding pixels in a lighter shade of that colour (=with reduced opacity), so that I'd actually end up filling out more pixels than intended, thereby making the Lemmings larger and out of shape.

Paint.NET has a "replace color" tool that does the job great for this. You will want to change a few of the options on it - antialiasing off, tolerance to zero (or maybe very low, if zero isn't quite working right), and I find it easier to use the "replace 2nd color with 1st" than "replace clicked color with primary color" mode though either one is useable for this task.
I've been using Paint.Net for over a year and I never knew of this.

Bugs & Suggestions / Re: [SUG][PLAYER] Resizable terrain
« on: May 08, 2019, 11:23:06 pm »
I thought of this too, but I feel it would've been shot down.
I have a feeling if it were implemented, it'd have a .nxmi file attached containing the strings of text saying

I'd prefer to keep it consistent with objects, so it'd be "RESIZE_HORIZONTAL" (etc), not "RESIZABLE_HORIZONTAL". Also, terrain metainfo files have an "nxmt" extension.
I was going off memory so my bad :P but it'd probably be this

Bugs & Suggestions / Re: [SUG][PLAYER] Resizable terrain
« on: May 08, 2019, 08:44:33 pm »
I thought of this too, but I feel it would've been shot down.
I have a feeling if it were implemented, it'd have a .nxmi file attached containing the strings of text saying

Assuming GigaLem has named all the pieces the same way, all you need to do is open the post-conversion level in a text editor, and use the "Replace" feature to replace any occurances of "namida_sky" with "gigalem_skymd". You can also do the reverse to convert a level using GigaLem's remaster back to the normal set.

(You can modify the translation tables instead, sure, but that only helps for levels you're converting from old formats, not ones that already exist in new formats.)

The best way you can do this is with Notepad++
Ctrl+F to open up the search tool, click the replace tab, type in the style you want to change and on the "with" box type in the style you're putting in. Then click Replace all

Finally another redesign, Sky is now improved


This version adds

Sky Bricks
A star pickup skill
Rainbow pieces
Sky brick themed exit

Credit to Plom510 for help with some of the sprites

Link in attachment below, this will be added to the first post

General Discussion / Re: GigaLem's Blog and Reviews Thread.
« on: April 25, 2019, 03:08:02 am »
Plants vs Zombies Finale
Now with this lets play done, not only must i prepare for another LP but I do have some other things to do

First, Continue work on the Lemmings Plus III redesigns

Second, plan out Let's Play #3 (already decided)

Third, resume work on Millas

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