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Messages - Crane

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646
Non-Lemmings Gaming / Re: Level Designing of a different kind
« on: January 19, 2018, 09:10:01 PM »
The first three episodes of Commander Keen were fairly basic platformers but fairly good for their time, given the PC didn't have the dedicated hardware that consoles have.  Fun fact... Commander Keen's engine was first written as an attempt to port Super Mario 3 to the PC, which Nintendo weren't interested in... but why waste a technological feat!  By the way, these guys were id Software and went on to make Wolfenstein 3D, Doom and Quake!

Commander Keen 4 is more on par with Duke Nukem 2. Here's a longplay of it: https://www.youtube.com/watch?v=iKHUOKVzo0Q - and yeah, the opening credits pays homage to The Terminator!

647
Non-Lemmings Gaming / Re: Level Designing of a different kind
« on: January 16, 2018, 08:34:01 AM »
It sounds like you are a commander keen fan Namida. :) I've never played any of them before but I plan to one day.
Commander Keen: Goodbye Galaxy, specifically Episode IV: Secret of the Oracle (the shareware episode) is one of my favourite games of all time. It's very much designed as a children's game, but it is legitimately difficult on Hard, and is pretty darn enjoyable if you ask me.

Never found the level editors for it though. I did find a level editor for the original Duke Nukem platformer, but that series doesn't have the same finesse as Commander Keen.

648
Non-Lemmings Gaming / Level Designing of a different kind
« on: January 06, 2018, 02:42:12 AM »
So as some of you know, I don't just make custom levels for Lemmings! Here's me talking about a level I made for Doom II.

https://www.youtube.com/watch?v=D48lB7xivXM (I tend to go by the name "Curious Kit" these days)

I'm curious to know, does anyone here design for games outside of Lemmings, or maybe go a step further and make their own games?

649
Ah, okay then.

650
Apologies.

1) It was in version V10.13.18 while playing a single level (selected from the dialog box upon running the program)
2) While playing the level.
3) I have the default hotkey assigned to F4, which selects the Floater, but for me, this crash occurs even if the level in question doesn't have any Floaters.

Error message:

Exception EAccessViolation in module NeoLemmix.exe at 00F8023.
Access Violation at address 008F8023 in module 'NeoLemmix.exe'. Read of address 00DC80DC.

Notably, the first two hexadecimal numbers are always the same, but the read of address is different each time.

651
If, when playing a level in the NeoLemmix player, pressing Alt+F4 to quickly quit out causes an untrapped EAccessViolation exception to be raised. While not major because you desire to exit anyway, it's a little unclean and causes a "Stopped working" message to appear.

652
Closed / Re: [SUGGESTION] New tool: "Inverter"
« on: January 04, 2018, 12:52:27 PM »
For the updraft thing... the simplest solution would be that it affects lemmings in both directions, although that might be a little weird from a visual and realism perspective.

Personally, I'd say that if the lemming is inverted, the updraft either has no effect or increases the fall counter to splat distance (possibly accelerating them while they're inside the trigger region, although I'm not sure how badly this will affect Gliders).  At the same time, if the updraft object itself is inverted, so it's effectively a downdraft, inverted lemmings are slowed while normal lemmings are accelerated.  That's even more work though and it depends on if namida feels like any of this is worth implementing.

653
Closed / Re: [SUGGESTION] New tool: "Inverter"
« on: January 04, 2018, 02:14:50 AM »
Well, I wouldn't say duplicated, but every line of code that controls vertical movement would need to be replaced with a conditional branch (e.g. changing "Inc(Y);" to "if bInverted then Dec(Y) else Inc(Y);", or having a "DeltaY" value that's added to the coordinates but which is negated upon inversion etc). And yes, I propose all skills be assignable to inverted lemmings (I'll adjust my first post).

As namida said though... if antigravity were implemented, then an assignable tool would be an easy enough addition. Having an interactive object that changes gravity (Cheapo Copycat had 4 types... "always animated: set lemming to ceiling", "always animated: set lemming to floor", "animate on activation: set all lemmings to ceiling", "animate on activation: set all lemmings to floor") would depend on the tileset and what puzzle is desired. The difference between the tool and an interactive object is that the tool would toggle the lemming's orientation rather than explicitly setting it to the ceiling or the floor, so has a bit more flexibility and puzzle application.

654
Closed / Re: [SUGGESTION] New tool: "Inverter"
« on: January 04, 2018, 02:00:34 AM »
Hmmm, I take it that it isn't as simple as inverting the y-axis or subtracting instead of adding vertical coordinates or whatnot... granted each individual lemming would need a Boolean flag that dictates if they're inverted or not.

655
Closed / Re: [SUGGESTION] New tool: "Inverter"
« on: January 04, 2018, 01:32:08 AM »
Here's a second attempt, although I'm worried it looks maybe a bit too comical! :P :lix-tongue:

656
Closed / Re: [SUGGESTION] New tool: "Inverter"
« on: January 03, 2018, 10:19:54 PM »
Here's a concept image for the icon that I quickly put together. It could probably use some improvement, but you get the idea.

657
Closed / [Rejected][SUGGESTION] New tool: "Inverter"
« on: January 03, 2018, 09:38:55 PM »
So I confess this is partially based off the old "Cheapo Copycat" mechanics, but I would like to propose a new tool that, if used on a lemming, causes him to flip upside-down and be pulled towards the ceiling (or the right way up again if the lemming was already upside-down).

When upside-down, all subsequent tools perform as expected, but with the up and down directions flipped, so using a Miner will cause the lemming to move towards the top of the level, for example.

When used, the lemming will likely fall in his new direction, and might splat if not careful.

Nuances:
  • The lemming inverts about his feet. This ensures the lemming doesn't become stuck in the terrain upon inversion
  • A lemming walking on the ceiling can have all skills assigned to it as normal - this includes the Cloner, which will create another lemming walking upside-down, and the Inverter itself which will switch the lemming back to the floor
  • Can be used on a lemming currently performing a task, which may cause their vertical direction to change in the case of Builders, for example, but will likely cause them to stop if their feet are in open air after inversion
  • If used on a Swimmer, the lemming will (normally) fall out of the water
  • Can be used on a Blocker, but will remain a Blocker if his feet is on terrain after inversion (which will happen if the Blocker is inside a tunnel that's only a pixel tall)
  • If used on a Climber, the lemming will invert but continue to climb the wall he's climbing (albeit in the other direction)
  • Splat distance is NOT reset if used on a Faller
  • An inverted lemming interacts with obstructions and objects as normal
  • Cannot be used on an Ohnoer (Bomber), Exiter, Flipper, Splatter, Frier/Vaporizer, Drowner or Stoner, or a lemming dying to a custom trap (because the lemming object no longer exists).
  • The Inverter is not a permanent ability - if used on a Walker, the lemming afterwards will remain a Walker, just with gravity switched

The icon, I suggest, should be of a Lemming that is facing right but falling forwards, with an up arrow to his upper left, and a down arrow to his lower right.

How's it sound?

658
Lemmings Main / Re: Tileset ideas thread
« on: January 02, 2018, 03:03:44 AM »
I had an idea for one, which I would like to attempt to put together one day...

Industrial.

Things like yellow acid, hazard stripes, spinning lights (those things that have a rotating reflector inside a transparent dome) over a door to indicate an exit, and gas flames, spinning sawblades and pumping pistons (splat pad) as traps, for example.

659
Levels for other engines / Re: [Lemmini/Lemmix] Revenge of the Lemmings!
« on: December 26, 2017, 06:57:16 AM »
Möbius gave me the working copy of the Revenge of the Lemmings files last year, so I should still have them on my systems somewhere - I'll see if I can dig them out.  Granted they were a work in progress.

660
Forum Games / Re: Family Feud 2018
« on: December 18, 2017, 10:47:26 PM »
I also hope to see the "Pointless" variant where the least popular answer wins. Those are fun due to the next level of tactical thinking required!

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