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Topics - IchoTolot

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211
So yesterday I found out that the new editor doesn't display the current (manualy changeable) X/Y coordinates and the size of the currently selected pieces anymore.

I found this very critical, as it's one of my most used features to be honest. After asking Nepster he explained me that he wasn't using it really and therefore left it out.

Now I want to know if I am a special snowflake here and the only one heavily using changable X/Y coordinates and the piece size information. Please, if you are using this features and want them to stay write in here.

Some words about usage:

It starts with the first piece placement. I usually choose a multiplyer of 8 for the first pieces to start a grid. I type in let's say 240/80 for the hatch and go further from that. Without the feature I would need to place pieces I know by memory they are 16x16 pixels and use them to create a grid, as the piece size isn't displayed, too.

Creating precise gaps is much easier. A builder can build 24 pixels further --- add 24 pixels to the next piece in the X-coordinate for a precise gap. Even better with long gaps -- I want a 96 pixel long gap --- just add 96 to the next piece. No measuring by placing other pices (which we now even don't know the size of anymore) or slow constant playtesting.

Also adjusting the height of gaps and nearly everything is easier check both pieces Y coordinate and adjust. Being sure everything is at the same height is so much easier. A gap should be the same height / have a 37 height difference on the sides, one quick edit in the Y-coordinate and you're fine!

Crating complex structures is way easier if you know the size of your pieces. If I know my piece is 57 pixels long I can better calculate how many pieces of another tile I can fit under it, or parallel 48 pixels under it to extend this.

Using the size information and being able to manually change the current X/Y coordinates saves you a ton of time and nerves when you want to make exact, symmetrical or nearly every structure in the game!


Really I am using it extremely often and I would even consider it as one of the core and most important features of the editor. So it would be sad to let it go. That's why I ask if I am the only one who is using them! ;P

212
While meeting up with Simon yesterday, we had a short discussion about the shimmier and I've came up with some easy to understand mechanics/rules for it, that I find are share worthy and maybe lead to an interesting discussion.

The starting/ceiling catching part, as it was discussed earlier, was pretty clear: A jump that goes straight up for a few pixels and catches up to a ceiling if it hits one. Otherwise it could also be used as a delaying skill. The only thing left here is the jump height. Maybe 1 or 2 times stacker/basher etc height or something in that region would be reasonable.

The main discussion I want to start here are the ceiling checks! 

My simple and intuitive rule I popose for the top check:  The Shimmier can go forward if the ceiling height changes <= 1 pixels going forward.

This would lead to the Shimmier being able to go up/down to 45 degree slopes. This feels a bit steep, but still reasonable. Also it's very easy to understand even for new players: If they see a 2 pixel high step on the ceiling -- this means a stop.
Allowing only a not so steep slope would need something like a counter that counts the up/down height changes: Only X steps up/down allowed in the last X moves. This is not as intuitive and can also lead to weird cloner interactions where a cloner could be able to cheat itself further forward if the counter goes on incorrectly.

The most reasonable proposal for a milder slope would maybe be miner tunnel  ---> only 1 pixel ceiling height difference allowed every 2 pixels.

As I said I would prefer the steeper variation as it may seem a bit more extreme, but easier to understand.
It also allows the Shimmier to do more things and therefore being easier to implement into a solution, leading to more usage.

There would still be the question of the bottom check: Through how narrow tunnels can the shimmier go on?

1 pixel, as it is the case with walkers, floaters and climbers (even though it would be somewhat consistent) wouldn't be a great choice here I feel. It would seem weird seing the Shimmier go throw a 1 pixel high tunnel.
What what height to choose otherwise?
Maybe 5 pixels high as a minimum as a bashers that want to go on? I don't know, but this seems like a somewhat reasonable line to draw. We need more ideas and opinions here.

So let's here more about this topic: Do you agree with me? If not why not and do you have a better proposal? Let's hear it! :)

213
NeoLemmix Main / [NeoLemmix Discussion] Future Plan
« on: August 22, 2017, 10:34:20 AM »
Because of recent events, mainly related to: http://www.lemmingsforums.net/index.php?topic=3371.0

We should discuss things and make a plan for the future.

As namida won't be working on NL from now on to a undetermined point in time, we need to adapt. Nepster has in-depth knowledge of the Player and new editor code, but I don't know if it's enough to actually finish the format change.

I don't really know the current exact state of the format change. It could be that we are so close that Nepster is able to finish the rest and we can proceed to convert packs, tilesets and other stuff to it. The last thing I've heard is that it's mainly the Toolkit that's missing. Maybe the format change is still possible, but I don't know. ---> To clarify this is one main point of this topic.

So I've thought of a more conservative future plan, if the new format change seems to be set back too much at this point.
Maybe in that case, if more changes will come, they should be more on the smaller side, as the main coder is abscent. That would probably mean:

- Focus on fixing more bugs and issues on the stable version.
- Adapting the new editor to work with the stable version.
- Only adding in features that require small effort.

A statement from Nepster and maybe even namida on the current state of the code and about the possibility of the format change still coming would be very appreciated. I just want to clear out a plan for the future for everyone, instead of leaving everyone in uncertaincy. Uncertaincy at this point would only end in chaos.

Still I can promise you even when development will stand still for quite some time, I will continue to test packs, help you with your content, create new content, run contests and generally be there.
The NL engine is still strong in it's cureent state and even when new things won't come for a while, the ability to play and create, the absolute core of the project, won't go away and will always be there!

214
Contests / Lemmings Forums Level Contest #13
« on: August 13, 2017, 02:20:21 PM »
Welcome to another contest of the Lemmingsforums! This time the three rules have been picked by Colorful Arty as his prize for winning the last contest #12.

A few words to new participants and forum members: If you haven't entered before, I strongly encourage you to try - even if you don't win, it's fun to participate; and we have had cases where first-time entrants have won before!; there are three choices of rules given, you may enter one level each for up to two of the rules. You may use NeoLemmix, Lix, or SuperLemmini. If you have two entries, they may (but do not have to) be for the same engine. Please make sure you tested your level for basic solvability before submitting and be sure to also submit any custom tileset you are using, so others have no problem playing your level. ;)

Here are the rules on how the submission deadlines work:
- Initial submission phase deadline will extend such that it's 72 hours from the time of the last submission, up to the 5th submission (inclusive). After this it no longer changes no matter what.
- Update phase deadline will extend such that it's 72 hours from the time of the last update, with no limits on how much it may extend.
- Even if you missed the cutoff date for the initial submission phase, late entries are accepted until the update phase ends. There is no penalty for a late entry, beyond that people are less likely to spend as much time on the level before voting begins.

And here is the new ruleset provided by Colorful Arty:

Rule 1:

Make a level that involves tileset mixing. The level must use terrain and/or objects from at least two different tilesets.

Please make sure that the tileset mixing is easily noticable. Simply putting in one object or terrain piece from another tileset is a bit boring. I think I can trust you to make use of the tileset mixing feature in at least a reasonable way for this rule. Otherwise setting a fixed minimum requirement for this is quite hard.

Rule 2:

Make a level with at least two intended solutions, example being "They Just Keep on Coming" from Lemmings 1 (Tricky 9).

The two intended solutions must be significally different ---> only swapping out 2 skills or only moving the assignments ever so slightly won't cut it for this.

Rule 3:

Make a level without using any tilesets from official Lemmings games, this includes Lemmings 1, Lemmings 2, Oh no more lemmings!, XMAS Lemmings, and Lemmings Chronicles.
Gronkling's menace and BeastII tilesets do not count as L1 tilesets, so they are allowed for this rule.
Lix levels should use tilesets outside of the initial ones created (this means the following ones + any approved new tilesets are acceptable: Amanda's occult and forest sets, Raymanni's sets, Proxima's tile/spheres set).




Submission phase ends September 30th 2017 at 00:00 UTC. Deadline for the playing / update phase will be announced when it begins.

So you've got a bit more time to enter this time and hopefully this will result in a few more submissions! Ruleset in detail again: http://www.lemmingsforums.net/index.php?topic=2246.0

Send me a personal message with your level/s and if needed tileset/s to participate. It would also be nice to also tell me the rule which each level satisfies.

Prize selection:
- US $5.00
- One month's advertising on the forums news ticker
- Pick next contest's rules

Entries so far: 13

- bsmith (1)
- IchoTolot (2)
- Colorful Arty (2)
- Flopsy (2)
- Nessy (1)
- Simon (1)
- möbius (1)
- nin10doadict (2)
- Raymanni  (1)

215
There is one big problem I see with the upcomming new formats and it's the storage of the pack-specific tilesets which are not included by standard in NL.

I am always very concerned about maintainability of packs and strife for a big database of functional packs from all the different authors. Sadly some packs are lacking updates to keep them up-to-date and running on the new NL versions which makes me a little bit sad inside seeing good packs decent into incompability.

As I thought deeply about the new formats I came to a point which can result in chaos: Each pack still has to come with the non-standard tilesets it is using and as these cannot be stored hidden in an nxp anymore, they go directly into the tilesets folder and here is my point --> I highly doubt every pack creator keeps the tilesets bundled with his pack up-to-date!
This can result in total chaos when a tileset creator releases a critical update. Some users use the new version and the pack isn't working anymore. Other users overwrite the new with the pack version and now every other pack has a chance of not working.

So what to do?

I've come up with 2 solutions and a proposal which can help reducing the problem in general:

[Solution 1]

This is not my preferred solution and you will see why.

Letting packs have (again) internal tilesets which have priority over the tileset database within the pack. This ensures the pack is working all the time while still not influencing the other content.
Still we want to go away from hidden files and binary blobs and that's why this is far from optimal.

[Solution 2]

Each pack can have a modification (mod) folder where it stores modded tilesets in the new format. This is similar to SuperLemmini which also has a mod folder for tileset modifications.
Here each pack can (!= must) store it's non-standard tilesets and the author does not need to update the pack when one of the tilesets there gets an update. It's still preferable to update the mods as well, but no different tileset versions will overwrite themselves, causing possible broken content.
This could lead to having tons of versions of the same tilesets and that's why I highly advertise to keep the mods up-to-date as well, resulting only in safety duplicates.
Also now minor modifications to existent tilesets will be possible without overwriting the original maybe made by a different author.
Furthermore trash tilesets don't clutter the already big tileset folder -- like Sega2.dat I use in Reunion. They can now be stored the the tileset's mod folder.

This would be my preferred solution.

[Helpful proposal]

Expanding the by standard included tileset list of NL.

If more tilesets are included by standard, fewer tilesets need to be included with downloading a new pack. Of course these should be tilesets which are relatively stable and high quality ---> not having many major content breaking overhauls anymore.

Why not include the following to the standard list:

-- Gronkling's tilesets (Menace,Beast II,Cyber,Slime and minimal)
-- My Dune tileset, Lemmini conversions of Pieuw's castle and Prince Jamie's City tileset.
-- zanzindorf's glacier and sKiwi tilesets
-- I don't know how many of them are currently stable: GigaLem's freedom planet tilesets.
-- Arty's lego tileset

Raymanni's tilesets are currently still in the development phase, but after that they are also a hot candidate.
I 100%missed some potential candidates, but simply write in here!

With all these included by standard the ammount of nessesary tileset additions to packs will drop dramatically!

This will also lead to the reduction of the safety duplicates if [Solution 2] is chosen.



What do you think about the problem and how should it be adressed after you?  Do you also want a bigger standard NL tileset database, or which tilesets did I miss here?

I will also soon update the topic on the upcomming changes to the L2 tilesets, but don't panic no content breaking stuff there. Only removal of some no-trigger objects and the adding of a few tiles, which won't be problematic with the new formats.
 

216
Encountered this really annoying and hopefully little bug while updating some Contest 12 replays:

After trying to rewind via hotkey the skill selection always jumps to the first skill in the skillbar --> forcing skill reselection after nearly every rewind.

Hopefully a little hotfix will get that soon. ;)

217
NeoLemmix Levels / [NeoLemmix] DoveLems [Difficulty: Easy-Medium]
« on: April 08, 2017, 07:33:24 PM »
Here it finally is: The long awaited NeoLemmix conversion of DoveLems!

1.) Download Link:

NeoLemmix player: https://www.neolemmix.com/

DoveLems NeoLemmix (V 3.7  ~ 202 KB): DoveLems V 3.6
Contains the game itself.

Outdated Old formats version (before NeoLemmix 12.0.1):
DoveLems NeoLemmix (V 1.4  ~ 139 KB): DoveLems V 1.4
Contains the game itself.

This pack has no custom music, so edit the standard rotation tracks to your liking to get whatever music you think fits. ;)

2.) Installation:

1. Get a NeoLemmix player from: https://www.neolemmix.com/  and extract it into a folder of your choice (if you already have an up-to-date player you can skip this step)
    Also make sure you got all the styles as well and extracted them into your player's "styles" folder.
2. Unzip "DoveLems.zip" into the main folder of your Neolemmix player.  ../levels/DoveLems should exist now.
3. Run "NeoLemmix.exe" and press F2 in the main menu so you can access the pack through the level browser.
4. Inform yourself about the basics, new NeoLemmix features and hotkeys with the manual: https://www.lemmingsforums.net/index.php?topic=4081.0
5. Enjoy!

3.) Ratings:

1 – Plain


Plain 25 - Scrub

2 – Coward


Coward 28 - Valley of Chameleons

3 – Devilish


Devilish 26 - The Triangular Prison

4 – Maso


Maso 13 - A Search for Treasure

5 – Bonus

]

Bonus 04 - Desert of Molten Rocks

4.) Some words about the general conversion:

I generally tried to stay very close to the original, but quite some changes were needed due to the NeoLemix physics. There are also some levels which need to have NL features like pick-ups to fix backroutes or to get around some Lemmini glitches.
I've also removed quite a lot of the timers which I thought were not needed and would just annoy the player (of course "time crunchers" and levels where it fits will still have them).
Furthermore I tried to make all traps as visible as possible (without looking stupidly out of place) and esspecially the "Lemming Digging Iron Plates" level was changed towards a little puzzle challenge rather than a guessing the path type of level.

5.) Special thanks:

Well of course to Dodochacalo for making the levels in the first place! :)

As well to:

namida                                    for creating the NeoLemmix engine
GigaLem                                  for making the mainmenu logo for me

6.) CONTACT INFO:

Via email you can reach me at: ScavengerW@gmx.de

Youtube (IchoTolot)     : https://www.youtube.com/channel/UC4Elfo3E1jTl-SHlOy97kwA
Youtube (Dodochacalo): https://www.youtube.com/channel/UCd6pADGdioEJHas1-Z_YLXw

Please inform me on any errors I made while converting (autosteel forgotten, no author name......) so I can fix them quickly. Furthermore I welcome any sent in in solution replays, so I can get those last pesky backroutes! ;)

Enjoy the pack! :)

218
Closed / [Suggestion][Player] Remove April 1st rickrolling music
« on: April 01, 2017, 10:10:26 AM »
So I wanted to record some NL today as I ran out of Lemmingbytes videos. Sadly all I get is the stupid rickroll music, because I did not count in that today is April 1st! :devil::devil::devil::devil:

Please remove this or at least put in an option to make it stop and play normal music again! Yes it can be funny, but beeing forced to hear this on every level the entire day is just annoying! :devil:

As you probably guessed :):


219
I think the true physics mode should also display the receivers trigger area, so you can determine exactly where the lemmings will spawn.

Also "show trigger areas" in the editor could do the same as well.

220
Closed / [Suggestion][GST] Sound preview for Objects
« on: March 15, 2017, 01:24:22 PM »
When choosing a sound for an object and you want to actually test hear it, you'll have to save the tileset first and test it out in the editor, which is slow and complicated for that simple task.

Why not have a sound test button there which allows you to hear the selected sound for test purposes right in the GST? ???

Right now I have no idea which of the "Custom Sounds 1-10" is which and no intent to try them out one by one using the editor method. As I would really like to know for example which one is the LP IV Space teleporter sound for the upcomming format change.

221
With the upcomming format change, I've decided to couple that update with a few other changes that are mostly very minor, but as a preperation for you and a reminder for me I've made a list:

1.) The sarcophagus of the Egyptian set will be removed as an object and return as a terrain piece!
Level using the object won't be broken as it will simply disappear from levels. So only optional decorative fix is needed.

2.) The libra of the Egyptian set will be removed as an object and return as a terrain piece!
Level using the object won't be broken as it will simply disappear from levels. So only optional decorative fix is needed.

3.) I will add an animation to the Egyptian staff object that shall clarify that this is an decorative object.

4.) In L2 Egyptian the large object containg the staff thing (currently O 12) which acted as a placeholder for that unfair trap taken over from Lemmini can finally go as the order is not relevant anymore after the format change. As the staff is still there in it's normal form and the placeholder is a no-trigger object everything should be just fine.

5.) Adding numerous L2 Sports tiles. Raymanni noticed a few tiles missing and it should be no problem to add them.

Image of the tiles attached!

6.) I still want some animation for the trees of L2 Shadow. Some leaves moving in the wind or a slight glow in them. But here I would need some help. If anyone has made an animation please send it to me!

7.) Will add a slight glowing animation for the no light lamp of L2 Shadow. This shall clarify that this is an decorative object. + some general visual improvents

8.) Object 3-6 of the Shadow set will be removed as an object and return as a terrain piece!
Level using the object won't be broken as it will simply disappear from levels. So only optional decorative fix is needed.

Objects can be seen here: http://www.lemmingsforums.net/index.php?topic=2643.msg57285#msg57285

9.) Better piece names for Dune and my tilesets listed here: http://www.lemmingsforums.net/index.php?topic=3330.0
100% internal change.

10) Deleting the decorative Lemmings in Shadow, sports and egyptian.
Levels using the object won't be broken as it will simply disappear from levels. So only optional decorative fix is needed.

11) Oudoors bush eyes will be merged into the no edge-bush version
Levels using the object won't be broken, but the decoration would need to be rechecked.

The changes will start when the experimental version becomes "safe to convert". When I finished the changes I will send the updated tilesets back to namida so that the exp player uses the updated versions as well.

222
Closed / [Showcase + Discussion] Teleporter corner cases
« on: March 09, 2017, 04:34:55 PM »
Simon and I found teleporter corner cases and we've made a test level! Attached with solution.

Save a Lem from every hatch using teleporter mechanics!

(Design loosely inspired by fishthekiller ;P)



4 lems, save 3.
Middle hatch spawns 2 lems, others spawn 1 each.
2 climbers,
1 bomber,
1 builder,
1 platformer.

Solutions:
Spoiler (click to show/hide)

These are extreme corner cases, but we wanted to share them with everyone ;)

IchoTolot suggests to keep the current receiver output behavior. As if we change the output to put lemmings always in the same spot like a hatch; this change would affect every teleporter level in existance.
The continuing of skills is debatable and both possibilities would make sense. Keeping and changing are both viable options. + this trick hasn't been used yet to my knowledge :P

Simon isn't sure what to suggest. The output offset irritates him most, more than the kept skill irritates.

-- Simon and Icho

223
Closed / [MAJOR Bug][Player] Mass Replay Checker Broken
« on: February 04, 2017, 12:03:30 AM »
I tried to make another mass replay check for Lemmings Reunion today. After ~ 45 passing levels the checker spit out only "error" and "<no match>" instead of "passed" and ended after that in an NL hang after I clicked to exit, which must be handled via task manager.

I picked a few of the "error" replays and checked them manually ----> they work fine and they solve!

So it seems to me that the new replay checker is currently broken. I did rebuild my pack with the very latest Flexi version just to be sure the newest update could have sth to do with it, but no change here.

EDIT:  PinoLems seems to check through just fine....investigating.....

EDIT 2: The switch to the errors seem to happen starting always at "Four Pals" after "Field Trip" has passed (replays sorted alphabetically). Both replays checked manually and they work just fine. There must be a inner NL screw up here, as from that point on only errors happen ending in a complete hang after trying to exit.

If needed I provide my nxp version + replay folder via pm!  (well sent them to namida in advance anyways :P)


224
Other Projects / Everything by IchoTolot
« on: January 11, 2017, 10:17:24 PM »
I've decided to make a "all-in-one" topic, that can be used as a general hub and "newstopic" for my Lemmings + Youtube projects.

NeoLemmix Pack releases:

- Lemmings United: https://www.lemmingsforums.net/index.php?topic=4131.0

- Lemmings Reunion: http://www.lemmingsforums.net/index.php?topic=2175.0

- PimoLems (originally created for Lemmini by Pieuw): http://www.lemmingsforums.net/index.php?topic=2327.0

- DoveLems (originally created for Lemmini by Dodochacalo): http://www.lemmingsforums.net/index.php?topic=3242.0

- NeoLemmix Introduction Pack: https://www.lemmingsforums.net/index.php?topic=5204.0

Tileset releases:

- L2+L3 and Lemmini conversions

- Dune tileset

(Are now present in NL's standard library)

In Development:

-

Planned:

Lix multiplayer maps: https://www.lemmingsforums.net/index.php?topic=3609.0

----

Youtube channel: https://www.youtube.com/channel/UC4Elfo3E1jTl-SHlOy97kwA

225
So I discovered this today:

I have recently thrown out all internal music in Lemmings Reunion as I put all my custom music into the music folder. Each level has a track specified and no one is using a standard track.

As I run a NL version (latest hotfix) in an empty test folder opening Reunion (without music tacks) in the same location I actually get no music at all; I suspected to get the standard NL music rotation.

Levels with no music track specified will still play a track from the standard rotation (tested with the LD Autumn Contest nxp playing the R1 first level). So the silence seems to come from not
finding the specified tracks.

Is this intentional? ???

So I would suggest if you don't have a level pack's music included, that it would just play the NL standard tracks (or whatever you have set as the standard rotation).

As when the player decided against the custom music he/she should still have the option to get the standard rotation --- he/she still can turn it off anyways.

So all 3 options: Custom tacks/standard tracks/ no music are possible for the player when playing packs with custom music.


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