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 - mobius

Pages: 1 [2] 3 4 ... 169
16
Closed / Re: [DISC.][PLAYER] Appearance of neutral lemmings
« on: October 11, 2019, 09:23:19 pm »
how about if they were [same color as regular lemmings but] translucent?
(dimmed so background can slightly be seen through them). Though I doubt this is currently possible with how the game handles graphics(?)

This (or some method like this) would negate the whole issue of dealing with custom lemming sprites.
I also like the idea of them being same colors as the sprites of said style but just darker.

just to be clear the last sentence was intended as another alternate suggestion; not translucent but darker (same colors just darker). Although it occurs to me this might look very (too) similar to zombies...

17
Closed / Re: [DISC.][PLAYER] Appearance of neutral lemmings
« on: October 10, 2019, 11:02:11 pm »
how about if they were [same color as regular lemmings but] translucent?
(dimmed so background can slightly be seen through them). Though I doubt this is currently possible with how the game handles graphics(?)

This (or some method like this) would negate the whole issue of dealing with custom lemming sprites.
I also like the idea of them being same colors as the sprites of said style but just darker.

18
Lix Multiplayer Dates / Re: Lix Multiplayer, October 26th or 27th
« on: October 10, 2019, 09:16:36 pm »
I'll try to make it

19
Engine Bugs / Suggestions / Re: [DISC.][PLAYER] High-res support
« on: October 08, 2019, 09:57:13 pm »
I'd like to look at implementing support for a high resolution mode in NeoLemmix. If not much else comes up, I might even make this a target feature to have for V12.8.X.

First - let's cover a few things that I'm not interested in arguing about, but will be "this is how it is - deal with it":
- There will be no separate high-res physics. Physics will remain unchanged. High-res mode will be a purely graphical matter.
- Custom styles will not be obliged to provide high-res graphics. It's purely optional.
- The feature will be intended for use for low vs high resolution, not for alternate skins. Technical and/or rejection-of-style-submission measures may be taken to enforce this.

WillLem has been working on some high-res lemming sprites that we can use. For the official styles, we can rip high-res graphics from an existing version that has them, such as WinLemm or Mac Lemmings.

Some things that I feel should be discussed:
- Should graphic sets remain required to provide low-res copies of graphics, or should it be acceptable to provide only high-res ones (and NL downscales these for players using low-res mode)? Or perhaps, should it be required for terrain (due to terrain directly impacting physics) but optional for everything else? (My thought: Downscaling is fine, as long as it's a custom-implemented algorithm and not reliant on the graphic library's downscaling algorithm.)
- If a user is playing in high-res mode and encounters a level that some / all components of don't have high-res versions, should NL fall back to low-res, or try to upscale the low-res pieces? (My thought: Upscale.)
- If a user is playing in high-res mode and specifically custom lemming sprites that are in use don't have high-res versions, what's preferable as a fallback: upscaling of the equivalent low-res sprites, or use of the default high-res sprites? (My thought: Again, upscale.)
- Is it important for the editor to support high-res mode? This would be a lot of work to implement. (My thought: No. Editor is fine to remain low-res.)

I completely agree with the no-argument points (not that it matters since there's no argument :P )

Having said that I must honestly say I vote this be a low priority. I'd much rather see other things like skills or other new game features be implemented or bugs fixed before seeing this. Adding this would add a lot of new complications and subsequent issues that need their own resolving. As your questions sort of indicate. And we already have a long list of issues that need resolving atm.
-Having high and low res graphics in the same game feels really weird to me.
-Seeing low res graphics in editor then see them change in the player also seems weird. I'd like the editor to represent the levels as accurately as possible.

If it is implemented; would it be able to support the Lemmini graphics? Which would be very nice since then at the very least all the original sets would easily have high res replacements.

20
Lix Main / organize multiplayer levels
« on: October 07, 2019, 12:46:14 am »
It seems like every time we play lix (multiplayer) I at least, but others sort of alluded to this as well, struggle to find levels we're looking for. And almost every session we end up playing through at least a few levels that are out date and unbalanced, from back in the day when people didn't know better. Playing through some of these is always good for a laugh but the main issue is there are so many levels that it seems difficult to find new stuff or 'good stuff'. Perhaps a re-organizing them or getting rid of some is in order?

21
Non-Lemmings Gaming / Re: Super Mario Maker Level Sharing Thread
« on: October 05, 2019, 01:08:09 am »
the game has gotten a recent update and now you can play multiplayer with friends!

 my friend code is: SW-2258-2080-7240

22
Lix Multiplayer Dates / Lix Multi. Sunday Oct 6
« on: September 28, 2019, 03:11:46 pm »
it's been a while and I feel like playing lix again. How about Sunday October 6th, usual time? (18:00 UTC) about a week from now

23
Closed / Re: Fix misleading traps!
« on: September 07, 2019, 03:52:12 pm »
this isn't about traps but it's a related issue;

I've always disliked the way the button trigger area is located. You can see in this picture what my issue is:

the button must be almost totally buried in order for it to work because the trigger area is high. I get it theory that the lemming has to press the top of the button but then why have the lower part of the button at all? Because if you put buttons on a piece of thin terrain then it'll look weird because most of it is sticking out underneath. I say either move the trigger area or make the whole button graphic smaller.

24
NeoLemmix Graphic Sets / Re: Secondary animations for official styles
« on: August 27, 2019, 11:11:25 pm »
here is one for the crystal slicer trap.

25
General Discussion / Re: grams88 Blog
« on: August 22, 2019, 01:04:21 am »
Some really good thoughts there grams88.

Two of my grandparents lived into their 90s. And they didn't even get into too bad shape until their last few years. They outlived both of their parents.

I have to work on talking to others; it's very difficult for me.

26
Lix Levels / Re: Lemforum pack changes, Lix 0.9.x
« on: August 19, 2019, 12:24:32 am »
oh thanks! Sorry; totally forgot about all those replays. :lix-blush:

It doesn't matter to me btw; the level seems good as is. :thumbsup:

27
NeoLemmix Graphic Sets / Re: Secondary animations for official styles
« on: August 18, 2019, 04:40:57 pm »
Alternate animations for all the spike traps. The needles pop out a little bit.
This one doesn't require changing the main animation.

28
So I just firgued out (which I should've bothered to figure out long ago) that you can easily edit the colors yourself.

Go to style\ style of your choosing\ open the "theme.nxtm"
this specifies all of the custom color choices. Simply change the one marked "ONE_WAYS".

Here's a site that gives example colors, and can kind of give you an idea how the code works:
https://www.color-hex.com/

note that this does not change their appearance in the editor

29
Lix Levels / Re: Lemforum pack changes, Lix 0.9.x
« on: August 18, 2019, 02:40:58 pm »
I'm not sure if the save one jumper solution is much harder to find than the geoo one.
Spoiler (click to show/hide)

Elixir has quite a few variants of solutions but they all are in some sense similiar. So it depends on what the key mechanic is supposed to be to decide if all are acceptable variants.

really? Can you elaborate on those other variants?

30
NeoLemmix Graphic Sets / Re: Secondary animations for official styles
« on: August 18, 2019, 01:11:59 am »
here's an update for the brick squasher trap. It bobs up and down like the icicle trap.
You need the update to the regular trap png as it hides the first frame. The other two are two versions of the constant animation; Idk which looks better.

Pages: 1 [2] 3 4 ... 169