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Messages - Proxima

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4246
Tech & Research / Re: Lemmings on the Macintosh
« on: August 04, 2005, 12:21:57 PM »
If you have ResEdit:

Open the Lemmings application program, and open CODE resource #2.

At offset 0x1F58 (the offsets are the numbers running down the side that show you where you are in the code, change B06D DB60 670C to 3B40 DB60 4E75.

The dialogue box asking for a number will still show up, but you can type in any number and you'll be allowed in.

4247
Level Design / Re: imagination problem
« on: August 04, 2005, 01:04:43 AM »
I'd just like to mention that in my new Cheapo styles, the fire style does have a trap object :D

4248
Level Design / Re: Level Idea
« on: August 04, 2005, 01:02:31 AM »
Well, hope you have fun :D

Now, we'll need to draw up a revised order to take account of the fact we have one fewer person.... something like this:

geoo89 -- style
Adam -- number of lemmings
Ahribar -- release rate and music
guest -- number to save
Isu -- time
Shvegait -- title
Conway -- intro text and screen start

Yes, I know that ends up with me choosing two things, but it seemed the quickest and simplest way to rearrange the order, and they're both very little things. I can swap with someone if anyone thinks I'm being unfair.

4249
Lemmings Main / Re: Extended graphic sets in Lemmings
« on: August 04, 2005, 12:54:35 AM »
Quote from: Leviathan  link=1117659057/60#70 date=1123074615
What in fact is Sunsoft and Genesis?

Genesis: a Sega console. The Genesis version of Lemmings has around 100 [EDIT: not 80] extra levels not found in the Amiga version.

Sunsoft: (1) The company that made the Genesis version;
(2) The last difficulty category in the Genesis version, mostly equivalent to Taxing difficulty, with some very hard levels towards the end;
(3) The last difficulty category in the SNES version, containing just five extra levels specially selected from the Genesis version;
(4) In descriptions of CustLemm and Cheapo levels, often used, with reference to (3), to mean a difficulty ranking higher than Mayhem.

4250
Help & Guides / Re: Solutions . . .
« on: August 03, 2005, 08:13:41 AM »
I've only passed that level once; I lost nine, including the climber. I'm surprised that it's possible to save the climber too -- when I was playing it, it seemed to had to find a single pixel or you wouldn't stop the crowd at all -- but I'll try that again on the Mac version as soon as I get home.

4251
Lemmings Main / Re: Extended graphic sets in Lemmings
« on: August 03, 2005, 12:10:36 AM »
Quote from: guest  link=1117659057/60#63 date=1123011099
I think Ahribar already made such a remake, but it was for Cheapo, so go ahead with a LemEdit version.


Yes -- but I was much less imaginative with the title, I just copied the title "Dangerous balcony" from the Genesis Lemmings remake of that level :P

4252
Help & Guides / Re: Solutions . . .
« on: August 03, 2005, 12:07:56 AM »
I left it for a while too..... but it's definitely possible. I found it easier to use the miner in getting down to the exit, and used bombers to get the left lemmings out of the middle "crater".

4253
Level Design / Re: Level Idea
« on: August 02, 2005, 07:44:21 AM »
Or, hit ctrl-H for first hint, ctrl-N for next hint, and ctrl-S to make the hint disappear when you've finished with it.

Hint arrows can be set to appear together with a hint, if you want to pinpoint a particular location -- to make it clearer what your hint refers to, or to reveal the location of a hidden object if you're feeling generous. The hint object's data number determines which number hint it appears with. (If you leave it at 0, they won't appear at all.)

4254
Lemmings Main / Re: Level themes
« on: August 02, 2005, 07:31:46 AM »
Quote from: JasonXV  link=1122593013/0#14 date=1122954791
By the by, has anyone made the Original Graphics sets for Cheapo? I notice Cheapo has got the Original "Diggin' through Dirt" style in there somewhere. But the other styles aren't there.

Yes, I have. All five original styles plus the extended graphics (Tricky 14, Taxing 15, Mayhem 22). And as a bonus, the Yellow Dirt style from the Genesis/Megadrive version.

They're not quite ready for release yet -- but you can download pre-release versions of the Pink style at http://www.geocities.com/zarathustra47/Twenty.zip and the Blue style at http://www.geocities.com/zarathustra47/Collaboration.zip . If you're really desperate, I guess I could let you have the others..... though I hadn't planned to give them to anyone until they were ready for full release......

Quote
The Hell style is in the same vein as the Pink style, although the thing putting the Pink style ahead of this one is that the Hell style has no "non-constant" traps.

Ah, but I'm adding a few traps of my own devising to my styles. There will be a "kill one lemming" trap in the Hell style.

4255
Level Design / Re: Level Idea
« on: August 02, 2005, 01:52:37 AM »
Damn timezones :P I've missed most of the discussion. Here are my thoughts.

Screen start is a very small thing (and if there's only one entrance it's pretty much decided anyway) so it's only fair to give that to someone with something else. I suggest:

Insane Steve -- style
geoo89 -- number of lemmings
Adam -- release rate
Ahribar -- music
guest -- number to save
Isu -- time
Shvegait -- title
Conway -- intro text and screen start

I've deliberately rearranged a little so as not to give Isu the title, if "Group contributed level" is the best he can come up with :D I also don't approve of deciding the release rate first, even before the number of lemmings.

Please, please don't let's mess with background colour....... :P

Hints: I like Conway's idea, but I don't want to end up with eight hints. Let's say everyone has an optional quota of 1 hint they can add if they like. You can't change the order of existing hints, but you can add yours at any position in the order.

Size: go with Isu's idea of starting at maximum (1500x1500) and cropping the level at the end -- that works best, I think.

Entrances and exits: I think it is a good idea to allow exits, but no other objects, to be moved once placed. Instead of a quota of how far you're allowed to move them, I suggest that a move counts as using up one of your quota of objects. (I initially thought two, but since you only get four that's maybe a bit harsh.)

Could we have a quota of, say, 2 terrain erasures per person? Just in case there are annoying fiddly bits that you can't quite get to work?

Style: I would have chosen one of mine if I'd been first, so I can't say it's unfair that you choose one of yours..........

4256
Levels for other engines / Re: Submissions for the short levels set
« on: August 01, 2005, 10:21:09 AM »
Thank you. :D And I don't quite follow your train of thought, but my subject is philosophy.

4257
Levels for other engines / Re: Submissions for the short levels set
« on: August 01, 2005, 04:44:08 AM »
I'll look into it; thanks. Unfortunately, I think a MIDI keyboard will not be an option for a couple more years -- all my spare money is going towards saving up for my next visit to my girlfriend after I return from this one.

4258
Levels for other engines / Re: Submissions for the short levels set
« on: August 01, 2005, 04:13:06 AM »
OK, sorry about everything. This is what happens when someone asks for some levels that use a new style that you weren't intending to release for a while.......

The error I was referring to was in the location of the "point" for the window object, which screwed up my second 20-second level because you would have had a lot more margin for error in placing the digger -- but against that, you'd very likely not have been able to do the level at all without the FF cheat. I'm glad the mistake didn't mess up Insane Steve's level.

Musics #23 and #24 are indeed guest's unfinished ONML remakes. I put them in the style so I could listen to how they worked on the game. I hadn't intended to release the style until they were finished, but Isu wanted these levels......

Music #25 is a Shela folk song (the Shela are a people from my girlfriend's fantasy world, Kadreilia) set to music by me and MIDIfied by one of my friends from another forum, the one where I and my girlfriend met, in fact. Sorry you didn't like it, guest; but I'm glad you did, Steve. (I know the intro's crap; I can't write intros. Given your rudeness, I hope you could do a better one; but unfortunately this isn't the right time to ask you for some lessons.) It's in the style because I'm using it as the music for one of my "unique graphics" levels, though I'm hoping to be able to persuade my friend to make a version that works a bit better as a Lemmings music.

- - -

Two quick notes.

Musics #1 to #17 are the Lemmings normal level musics in order. Any musics beyond that might not stay in the same position in the final style, so if anyone wants to use this style, the music on your levels might change when the final version is released, and you might want to change it back.

Isu, please change the name of this set. Cheapo sets titles are limited to 24 characters; anything beyond that won't display.

- - -

For anyone who's interested: the words to the song. (If it doesn't make much sense, well, it is the middle verse :P )

mi'iaska vin wvamiia vifaanche pretnee i
rehesi tira lo dejache pri chesse ksii
ksia pretniska kses isi a
e miska krisha ksia, pa chayse kara a
lii kanime a kandaar koshtese aara a
da e miska siiwe ithki pa?

English translation:

The light of the lamp fades in the sun
That tiny flame seems to grow very cold
Everything seems full of sunlight
It lights up the heavens, as I watch the dawn
Yet when there is thunder and clouds shadow the sky
Who lights my way ahead?

4259
Level Design / Re: imagination problem
« on: August 01, 2005, 03:49:49 AM »
Quote from: guest (regular)  link=1122849029/0#2 date=1122852096
My impression is that people generally have a few favorites amongst the graphics sets, and so will tend to pick the ones they like.

I do the opposite; I deliberately try to use the styles about evenly, though I know I still have a certain bias towards my favourite Pink style.

How I pick a style when I have a level idea: sometimes the idea will demand a certain style (like my Rhapsody in Blue, which of course used the Blue style -- or The Three Tools of Death, which used Dirt because the idea involved the boulder trap which is unique to that style); otherwise, I'll think of which styles I haven't used for a while, and pick the one from those that fits the level best.

4260
Level Design / Re: Level Idea
« on: August 01, 2005, 03:39:19 AM »
Quote from: Isu  link=1119907802/180#183 date=1122835850
As with the stats....hmm....can I say we follow the same rules as the lemedit one? That seemed to work out great before.

Except that in Cheapo there's more to decide: intro text, hints, level size, music.

We should work out a system whereby some people will choose two things -- preferably putting the smaller decisions together, like time and hints. (Those two would go well being both decided by the last person.) I could try to draw up an order, but first I'd need to know who's in; we seem to have eight people at the moment.

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