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Topics - LJLPM

Pages: 1 [2]
16
Help & Guides / computing score
« on: September 13, 2014, 04:39:44 PM »
Hello,
the Android game I'm coding doesn't handle scores (but, of course, I do handle and save the following level stats: % saved, nbSkills, and time).
I would like to know if you would like to see scores in the game, and if yes, what would be an efficient algorithm to compute scores.
Thank you!

17
Hello,
level rankings are based on 1) % of saved Lemmings, 2) number of skills used, and then 3) the time used for completing the level.
About the 2) "number of skills used", should "Nuke" be taken in account? (because one may use "Nuke" instead of "Bomber(s)" for handling last blocker(s)). What do you think about that?

18
Other Projects / jLevelBrowser
« on: September 02, 2014, 09:10:26 PM »
jLevelBrowser has been released :D

More than one year ago, I decided to code a Lemmings-like game.
It's my currently-running Android game project: http://www.lemmingsforums.com/index.php?topic=963.0;all

And before actually digging into this game development, I created a level-editor that suited my needs:
It's jLevelBuilder: http://www.lemmingsforums.com/index.php?topic=794.msg17498#msg17498, which you can also use to design levels for Lemmings.
(as a matter of fact, for storing levels, my Lemmings-like game uses a Lemmini-compliant file format)

Now that the Android game dev is pretty much finished, I can focus on making the game's graphics and levels.
And, in order to easily list and sort my future levels, I wanted a convenient tool which could quickly browse my level directory: it's jLevelBrowser.

For every level found in the browsed directory, this little Java app (20ko) displays thumbnails of your levels, as well as levels' main info.

jLevelBrowser is compliant with ".lvl" and ".ini" levels!
But, for each tileset, this app does require a configuration file: it's just the Lemmini's "brick.ini", "dirt.ini", "snow.ini", etc... config files that you have in your Lemmini's tileset directories.
Why is this file required? Because in this config file, the app will find the number of frames of each animated Object, and therefore it will be able to determine the size of the 1st frame to be displayed!

So, how does this level browser work? It's dead easy actually.
- click on the .jar file
- choose your Lemmini's Style/Tileset root directory (the directory that contains all your Lemmini tilesets: bubble, rock, pillar, snow, etc ...)
- then, choose your Level directory (the directory that contains the .lvl/.ini levels to list)
- and voilĂ !
Each time you select a Level directory, if there are new levels to scan, then the display is refreshed.

Please note: to perform fast browsing, thumbnails are approximations of the actual levels: upside-down pieces are inverted, but Eraser pieces are just not drawn, and NoOverwrite and OnlyOnTerrain properties are not handled, too. However the results are accurate enough to help you locate, remind, and get infos about specific levels among your stock of levels :)

You can save ALL! the thumbnails as .png images, using the "File > Write output images" option.
The output images will be written in the directory jLevelBrowser is in (so don't put this program directly on your home/desktop directory :sick:, but create a specific dir for it instead).

One more thing: data text is red for .lvl files, while data text is white for .ini files (so it's easy to see the format of a given level).

That's it.

I find this software to be convenient ; maybe you will find it too.

You can freely download jLevelBrowser by clicking on the following link:
http://www.lesjeuxlesplusmieux.com/webtools/downloadfile_jLevelBrowser.php

ps:
using custom tilesets is obviously possible: 1) just create a dir named after your custom tileset, and 2) put in this dir your complete custom tileset + a config file (tilesetname.ini) for your animated Objects (in this config file, the only required info is "frames_" actually).


19
Help & Guides / Just Dig!
« on: August 30, 2014, 04:24:41 PM »
Hello,

what is the easiest way to get the .lvl or .ini file of the "Just Dig!" level, please? Thanks!
By the way, while I was playing with bitmap-generation code, I created the funny images below (levels over levels) ;P



20
Tech & Research / Objects' trigger area
« on: July 29, 2014, 06:08:39 PM »
Hello,

I have a question about Object's trigger areas in Lemmings 1.
To determine if Lemmings trigger a trap, does the game:
- 1) for each Lemming, loop through a list of interactive objects to see if the current Lemming is inside an interactive area?
- 2) test Lemmings' position against some kind of colored mask (as with testing Lemmings' feet against solid terrain or empty room)?
- 3) neither 1) nor 2)???

Thank you for your help on the subject :D

21
Other Projects / [Android] Lemmings-like game (WIP)
« on: March 24, 2014, 12:23:12 PM »
edit: *** currently available tilesets (work in progress) ***

1/ dirt


2/ marble


3/ brick



4/ pillar



5/ rock



6/ colors


7/ tech


8/ sci-fi



+ early WIP: ice:


------------------------------------------

Hi,

I'm coding a Lemmings-like game for Android (free-time project), and dev is going well. Well enough to say that I passed the critical "I hope to finish this project" stage: I've now coded too much on this project to let it down!

I create this topic to report (probably not-frequent, sorry) updates about the project, and for you to write game ideas you would find interesting to see in a Lemmings-like game (gameplay mechanics). I'm handling the Lemmings's actions now, so if you have gameplay ideas, the time is right.

Some news about the current wip version of the game:
- in the very-early stage of the game development (nov. 2013), it turned to be a "2-player vs" game, but it's no more, and now the game has a classic Lemmings1's 1-player-only style.
- I have the title screen + the level-selection screen + the level-briefing screen working (but the gfx are not final and have to be polished/re-designed).
- the actual game works pretty well, too (I use a dozen of levels for my tests): level-loading is ok, you can select your Lemmings, assign tasks to them, dig what's not a Steel piece, zoom/pan the level, pause the game, ... (but some Lemmings' actions have yet to be coded, such as builders, for example)
- the map, with Lemmings' real-time positions, is also there
- the game seems pretty memory-stable on my Nexus7

What's missing (a lot of things actually):
- saving the player's game progression (locked/unlocked levels)
- the success/failure screen after finishing a level
- the traps aren't handled yet, as well as the collision with the exit door (yes, you can't finish the levels atm...)
- many, many level's graphics have to be done (I won't use copyrighted gfx from Lemmings), as well as designing levels, of course

Please remember this is a hobbyist project, and there's no estimated release date yet.

- below: 2 early screenshots with gfx/GUI design not final:



22
Other Projects / jLevelBuilder 1.88 (june, 9th 2021)
« on: May 27, 2013, 09:41:37 PM »
*** jLevelBuilder has been released on October, 5th, 2013 ***
*** direct download link: here ***

*** for help, please refer to this post ***


Hi,

I've started to code a Lemmings clone in Java: dev is far from being finished (I code the game in my spare time), but things are going well.
But, in order to have a nice game, I quickly realized that I needed a tool to easily create levels: so I'm now focused on coding the level-editor (Java) : things are going well, too.
The level-editor will be a free app, so people who like the game will be able to create and share levels.

Here's a screenshot of the level-editor (WIP):
(selected items have a yellow border)


- screenshot of upcoming jLevelBuilder 1.79 (WIP@april 2016) :


(*** old forum's topic ***)

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