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Topics - IchoTolot

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256
NeoLemmix Main / Double assignment -> broken replay (fixed)
« on: September 05, 2015, 05:04:38 PM »
Simon here, playing Ichotolot's levels.

Bug in editor playtest mode: Double assignment isn't remembered in replay.

How to repro:
- pause
- RMB on lemming A to highlight
- RMB on skill to assign to highlit lem A. This will not advance physics.
- LMB on different lem B. This will advance physics.
- Unpause, play on.
- Hit Numpad-Minus to go back in time.
- The assignment B is not in the replay anymore.

-- Simon

257
After thinking quite a bit about the upcomming changes and especially about the "core player with level packs included" method I came to the conclusion:

I would prefer this player method, but I would like to suggest it in the following way:

- Level packs will be simply dropped into the main folder
- A button in the menu lets you choose out of the main folder which pack should become the  active one
- It would be nice if after choosing which pack should be active the main logo in the main menu will be also loaded along the rating signs, which will be needed at least.

The dedicted thread to this was already closed and I remembered that this was the overall preferred method, so I made a new topic to post my little afterthoughts about it and why not make this topic about my (and maybe others aswell) overall opinions of 2.00  :8():


Overall the other 2.00 changes sound well...... Better skill icons, customisable hotkeys, higher resolution, no physic changes which screw over your levels :P   and an editor which includes the graphic set tool, LemMain and the Flexi tool kit (as far as I understood everything. I must admit I did not follow every post in the last time due to my little level creating frenzy)

One more thing which could make more space in the main ingame screen: The little things drawn left and right the minimap. They could be thrown out for possibly 2 additional skills.


258
I've finally got all L2 (except Classic because Pillar already exists) and the L3 "biolab" tileset completely converted to NeoLemmix. A big part of the animations had to be redrawn and things like getting together all the tiles and the custom biolab background was a big pile of work, but it's finally done!
A notice that the Egyptian, Shadow and Sports tilesets are originally converted from PacGuy765's Lemmini version.

L2+L3 Tileset Pack (V 2.1): L2 + L3 Pack V 2.1

Lemmini Conversions (V 1.4): Lemmini Conversions V 1.4

To access the tilesets with the NeoLemmix editor simply copy all the .dat files into the styles/NeoLemmix folder of the editor and to get them with the name of your choice and in the right order add the sets manually in the styles.ini in the same folder like:
.
.
.
[polar]
Name=Polar
Order=45

[circus]
Name=Circus
Order=46

[l3_biolab]
Name=Biolab
Order=47
.
.
.

For EXAMPLE

And now time for some pictures (polar and circus missing) :laugh:

L3 biolab (all grey things are steel here):


L2 medival:


L2 cavelem:


L2 highland:


L2 outdoor:


L2 space:


And with lots of Clams: L2 Beach:


Please report bugs or problems so I can try to patch them out!

Enjoy making levels with them, you might see them in one of my futute projects.......;)

259
Level Design / Level Designing appeal about Bridge-stretching
« on: July 14, 2015, 08:42:07 PM »
When I discovered NeoLemmix I was very happy about all the little helpers like the one screen back/forward button etc. It helped focus the levels more about finding the solution and not about getting the solution to work, even with very precise levels.
Also Bridge-stretching has become very easy for experienced players who know this little trick............and here comes my concern:

I and probably most of the experienced NeoLemmix users use streching as a natural. I saw it by playing myself and from namida's videos that nearly all of our bridges aren't clean stairs anymore and turned into *oh how should I call it ???*  little levels of single stairs (all bridges streched out).
This would not be a big deal, but for new players it is unnatural to strech bridges (even "Livin' On The Edge" just requires building one bridge at the edge and not stretching) and it is a big thing to puzzle through for them the first time.
Furthermore it adds under NeoLemmix just very little but still some more mostly unnessesary precision and fiddeling. Some levels make a good combo trick with this technique, but most of the levels just have it there adding this precision/fiddeling and (this is my main point) to prevent backroutes from their levels, or out of consistency!

Let me explain this:

1.)
Some gaps that need for example 3 builders to get over, can also be conquered with 2 steched ones. -> one spare builder to backroute
Solution: Design little-medium gaps which make no difference in bridges needed with streched/unstreched builders.

2.)
There is a critical builder lenght (from 7 to 8 builders as I remember it from one of my levels) in which streching will always spare a builder which can be used for backroutes, unless you make the streching nesserary to have enough builders for this gap! (steched pixels = lenght of 1 builder)
For my NeoLemmix port of Lemmings Reunion I changed one of the big gaps from 8 unstreched builders in Lemmini (nobody sane steches so many builders there) to 8 streched ones in NeoLemmix to prevent backroutes. This gap needs this many builders to create a long task to complete before the horde comes.
I also thought about a solution for this one: foe example 3+3+2 builder gaps on which steching will make no difference.
Another solution would be to make the height of the bridge the main criteria to get over the gap, because this connot be streched and normal steching would make the height worse.

So what's my appeal here in this post for all of the level designers????

Do not use bridge-streching as part of the intended solution, unless the level uses a trick centered around it!
But don't punish players who use it as natural (me included)! Make gaps on which streching makes no difference, so it doesn't get punished, but it also doesn't get rewarded with a spare builder!

This will lead to less precision and fiddeling on your levels and make it a bit easier for new players!

I don't say change all of your packs to this non-rewarding method! I myself let the consistent streching requirement to prevent backroutes in my pack and current single levels, too!

I appeal to use this method in your future stuff!
Don't reward or punish it! Make it nessesary only where it actually contributes to the solution!



260
NeoLemmix Main / Save requirement: show during play (July 2015)
« on: July 06, 2015, 03:50:48 PM »
Edit Simon: This topic belongs to a series of related ones:


DISCLAIMER: IchoTolot is not responsible for the content of the following post: ;)

I'm trying to look at Ichotolot's level in Neolemmix.

I open it and pause and look around.

WHY DOESN'T IT DISPLAY THE FUCKING SAVE REQUIREMENT? Now I gotta exit the level again, only to look at one single number. I've reported this bug already! I can dig it out of the IRC log or bug topic, even.

A level is always always always always always played like this:

1. Enter it, look at the landscape.
2. Look at the skillset.
3. Look at the initial count and save requirement.

THERE SHOULD BE NO STEP 2.5: Exit the level.

Ichotolot thought: Maybe it's not so important. The requirement is at most 10 %, because it's a contest level.

IT DOESN'T DISPLAY THE INITIAL NUMBER OF LEMMINGS EITHER! ARG ARG ARG!

-- Simon

261
1.) Download Link:

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

Lemmings Reunion (V 5.2  ~ 308 KB): Lemmings Reunion V 5.2
Contains the level pack in the newest version!

Lemmings Reunion Music (~ 80,6 MB) : Lemmings Reunion Music
Contains the music tracks! Extract all the tracks into the "music" folder of your NeoLemmix player. If the player does not have a "music" folder yet, create one in the same folder where the player is located.

Outdated Old formats version (before NeoLemmix 12.0.1):
Lemmings Reunion (V 3.3  ~ 293 KB): Lemmings Reunion V 3.3
Contains the level pack in the newest old formats version! Uses the same music pack.

To update you only need to redownload + replace the files of the previous version. The music only needs to be downloaded + configurated on your first download!

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 that are linked in the player section there as well and extract them into your player's "styles" folder. The pack uses some non-standard tilesets and
    therefore needs the collection.
2. Unzip "Lemmings_Reunion.zip" into the main folder of your Neolemmix player.  ../levels/Lemmings_Reunion should exist now.
3. Extract all the music files from "Reunion music.zip" into the "music" folder of your NeoLemmix player. If the player does not have a "music" folder yet, create one in the same folder where the player is located.
4. Run "NeoLemmix.exe" and press F2 in the main menu so you can access the pack through the level browser.
5. Inform yourself about the basics, new NeoLemmix features and hotkeys with the manual: https://www.lemmingsforums.net/index.php?topic=4081.0
6. Enjoy!

3.) Ratings:

I'm too young to die

No Knight Shall Die!:

In the first rating you will encounter tutorial levels, a few go to the exit ones, levels teaching you basic tricks and your first real puzzles. Don't expect it to go as slowly as the original game! (The final level of the rank will prob be a spike as it counts on you using a bunch of tricks you learned so far)
(Fun-Tricky)

Hey, not too rough

Rock and Metal:

Puzzles are getting harder, the tricks you learn will be advanced ones and even some pixel-precision will be needed.
(Tricky-Taxing)

Hurt me plenty

Whispers and Lights:

It gets a lot harder here. Levels getting way more difficult and longer and you have to frequently use all the tricks you learned so far. Sometimes think outside the box!
(Taxing-Mayhem)

Ultra-Violence

A.M.:

Now it's on! It is getting frustraiting sometimes and you have to use everything you got.
(Mayhem-Beyond)

Nightmare!

Justice for Heroes !:

Are you serious? Let's find out! The first ~ 15-18 levels will be just plain hard, but then :devil:. I am no longer your friend here! I am your worst nightmare! Levels are mostly long, complex, require perfect precision and everything out of your trickbox. They will be frustraiting, but consider: THIS IS THE NIGHTMARE! RATING and not the cuddle one!
(:devil::devil::devil::devil:)

4.) Thanks to:

namida                           for helping me along the way and with all the programs it took to convert the pack onto NeoLemmix
Plom and GigaLem         for making the mainmenu logo and the rank signs for me
Nepster                          for testing the Lemmini version
Akseli                             also for testing the Lemmini version
Vurez                             for three of the music tracks (Medival Arrengement, Tetris and Memories of the Green-Haired folk)
                                      Youtube: https://www.youtube.com/channel/UCy6yLi_53JfvJxSwNtdalWA
DJ Alundra                     for one of the music tracks (Medival remix)
                                     Youtube: https://www.youtube.com/user/pussi24/videos
Arachnosoft                   for one of the music tracks (Lemmings medley)
                                     Youtube: https://www.youtube.com/user/arachnosoft/videos
Numac                           for the rank finisher tracks
                                     Youtube: https://www.youtube.com/user/NUMaCmusic

5.) CONTACT INFO:

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

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

Now have some fun with Lemmings Reunion and send me a few replays to get the last pesky backroutes!

262
I've been trying a bit around to see the main problems that will come with converting Lemmings Reunion to NeoLemmix in the future.

Conclusions after viewing a few test levels:

- I don't see a very huge problem with converting the "classic-tileset" levels. The overall level size needs to be adjusted, as it covers in "NeoLemmix mode" just 1/2 of the standard height now (just one number to be changed :)) and the trap triggers need to be "armed" again as most of them aren't triggering anymore and after a test run they should be alright. Of course there are a few levels need to be reworked mostly because of the different blocker behavior.

- Now the big problem: The custom tileset ones! :devil:
I've managed to convert the Lemmini tilesets into NeoLemmix "g_xxx" and "v_xxx" ones (with the new Graphic set editor) and they are recognized by the editor (Creating new lvels works), but some tiles are converted false (some solid pieces from the Castle set for example have holes now and the Shadow ones have the altered background on the regular one overlapped). Furthermore the sizes seemed to be doubled ---> The hatch and all the other tiles are double the size (funny to see the tiny Lemmings come out there :laugh:). This leads to that loading already existing levels will end up in a mash up of the tiles as their size are now doubled.

Possible solutions that come to my mind:

- "Try" to rebuild the levels in a different NeoLemmix tileset (in the best case with a similar theme).
- Wait for the release of the L2 tilesets for NeoLemmix and rebuild the levels again (Pieuw's Castle tileset levels could be medival ones then).<---would love to see that :)

and of course the final levels with the "all in one" or "epic" tileset need to be rebuild as well. :(


When I am making progress with the converting I will let you know :)

263
NeoLemmix Main / NeoLemmix editor --- Music selection
« on: May 11, 2015, 01:48:16 PM »
So I started using the NeoLemmix Editor to create levels for the contests. The possibility to choose the right music directly in the editor was one of my favorite new features :thumbsup:

But (sry for maybe a little bit harsher language here ;)):

Finding the right track is a pain! :sick:

You only see the numbers, so I had to test and switch through them ~ 5 min to get the one I wanted and that's no fun at all! 
So I am wondering: Why don't the editor use the actual songnames ???  (like  "Who's that doggy in the window"  for an example)

I mean nobody says my favorite music track is track 27 in my music folder. No you say my favorite music track is Interpret XY with the song XY.
And it is a waste of time when you must search for right track everytime!

This way of displaying the track names instead of numbers has even more advantages if you want to add more great tracks to the selection (which I am planning to do so for my future NeoLemmix port of Reunion):

1.)
New custom tracks could be added way more easily! (and by everyone with every track they want)
If person A want to add new tracks at position 38 and 39, but person B also wants to add other tracks with the same numbers -> there will be chaos!
And after some good tracks have been added to the selection you might have ~ 100 tracks which all have a reason to stay in, but you simply can't say which one is which, unless you make txt file where everything is listed and why adding that when you can simply just put the real titles in the editor.
I would maybe go even further and attach a music folder to the editor and players where everyone can put in the tracks which they want to use (editor reads the tracks out of this folder and displays the names in the selection screen) and if they spread a level to other people, they simply spread the track with it (and put it also in the players music folder).

2.)
Different versions of the same track will be much easier to handle! Just sort them alphabetically and write " Genesis" or "Dos" behind the track.
Now you would just have number 4 and 56 and good luck seperating them!

3.)
You said it already for tilesets in the NeoLemmix Community Pack thread: ;)

Yep, that's right. Although the editor contains presets for some other NeoLemmix-based games, you don't usually need to worry about this anymore, as unlike traditional Lemmix which relies on a graphic set number, NeoLemmix relies on a graphic set name and only uses the number as a fallback (if for example, the name isn't recognized, or when loading a traditional Lemmix level). Thus, I recommend just using NeoCustLemmix, as it contains all the graphic sets and VGASPECs from the official games (even including the Genesis ones), as well as those from Lemmings Plus and Doomsday Lemmings.

And why are the music tracks any different! Even more:
They are usually waaaaaaaaaay more music tracks then tilesets. In my lemmini music folder I can choose from over 150 tracks and I can select a specific one in under 5 sec, because I know the song name.


So in my opinion this way the really awesome music selection feature will be much more easier to use and expand. :8():









264
NeoLemmix Main / I think, I broke the Frenzy levels!
« on: April 30, 2015, 10:31:05 AM »
As the title says I found a way to break the frenzy levels, using a certain feature:

The "B" button  ;P

Simply tap it the whole level and it slows down everything significantly!

So if you have a plan for the level just do it and it is easy as hell!

I recommend disabling the B (and -) botton feature for Frenzy levels.

I attach a replay of "Cunning 21" from "LP II" whre I just kill 3 Lemmings without even trying hard (If I had paid a bit attention there 100% would be a no brainer).


265
I highly recommend using the NeoLemmix version of this pack! All newer updates are just made for the NL version nowdays! Also it is way more convenient to play there as in Lemmini ;)
You can find it here: http://www.lemmingsforums.net/index.php?topic=2175.0

1.) Download Links:

Lemmings Reunion (v 1.5):                https://www.dropbox.com/s/ir0zw4qke3f4ngi/Lemmings%20Reunion%20V%201.5.zip?dl=1

Lemmini:                                            www.lemmini.de

Lemmings for windows (if needed):  https://www.dropbox.com/sh/ugpmlpv4x6urg72/AAADQ3X8m--M4or_akcmeUo2a?dl=1

2.) Installation:

Step 1 is ment for people who doesn't even have Lemmini. Step 2 is the pack installation.

1.1) Download everything and put "Lemmini" and the files for "Lemmings for windows" in different folders.

1.2) Run "Lemmini.jar" in the "Lemmini" folder and select the "Lemmings for windows" folder as the source and the "Lemmini" folder as the target

2.1) Make a safety copy of the "Lemmini files"

2.2) Copy the "Lemmings Reunion" folder of the pack into the "levels" folder of "Lemmini" and overwrite the "styles" folder of Lemmini with the one from the "pack".

2.3) Copy the files in the "Packs" "music" folder into the "music" folder  of "Lemmini"

2.4) Have fun ;)

3.) Some words

It was back when I was ~ 4 years old as I played Lemmings for the first time on my fathers Dos pc. I loved it from the first moment on (even though I got only to the first repeats of Tricky) and began to create drawings of levels with skillsets, timelimit and everything. The level were simply "build to the exit" ones, but nevertheless I always wanted to create my own levels.
I searched and searched for an editor over the years with no success (the basic game and Oh NO were finally played through).
But then through some random Youtube search I found Pieuws, Dodochacalo's and Lacktardos custom levels for Lemmini. I downloaded Lemmini and played DoveLems which (and the single custom levels of course) opened my eyes in terms of what is possible with Lemmings.
I also stumbled across RTW's playthroughs at this time which gave me a gooood time.
PimoLems and Revenge of the Lemmings later as I was uploading the "Revenge" solutions I came across a comment from 84kingmartin which had the question in it, if I make also my own levels and I thought: Yes Icho why don't you make your own levels, you know that there is the Lemmix editor which works with Lemmini out there.
And so the creating of the pack started and now it is finally done (lil me is cheering in the backgroung :D) and I hope many people will have fun and frustration :devil: with it!

4.) Ratings

I'm too young to die

NoKnight Shall Die!:

In the first rating you will encounter tutorial levels, a few go to the exit ones, levels teaching you basic tricks and your first real puzzles. Don't expect it to go as slowly as the original game! (The final level of the rank will prob a spike as it counts on you using a bunched of tricks you learned so far)
(Fun-Tricky)

Hey, not too rough

Rock and Metal:

Puzzles are getting harder, the tricks you learn will be advanced ones and even some pixel-precision will be needed.
(Tricky-Taxing)

Hurt me plenty

Whispers and Lights:

It gets a lot harder here. Levels getting way more difficult and longer and you have to frequently use all the tricks you learned so far. Sometimes think outside the box!
(Taxing-Mayhem)

Ultra-Violence

A.M.:

Now it's on! It is getting frustraiting sometimes and you have to use everything you got.
(Mayhem-Beyond)

Nightmare!

Justice for Heroes !:

Are you serious? Let's find out! The first ~ 15-18 levels will be just plain hard, but then :devil:. I am no longer your friend here! I am your worst nightmare! Levels are mostly long, complex, require perfect precision and everything out of your trickbox. They will be frustraiting, but consider: THIS IS THE NIGHTMARE! RATING and not the cuddle one!
(:devil::devil::devil::devil:)

5.) Thanks to:

84kingmartin                                     for encouraging me to create my own levels
Pieuw, Dodochacalo and Lacktardo   for inspiring me (their custom levels were the first I saw and opened my eyes)
RTW                                                   for entertaining me with Lemming playthroughs all the time
namida                                               for helping me along the way and getting me also into NeoLemmix (further all his created packs)
möbius                                               for giving me some advise along the way and for mobilems
The whole community                        for letting the Lemmings live on and also for Revenge of the Lemmings

6.) CONTACT INFO:

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

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

Now have some fun with Lemmings Reunion and send me a few replays to get these pesky backroutes!




266
So I am in the final stages of creating my pack and I've decided to create a little topic that shows the status of the remaining tasks:

1.) Creating levels. Status: 150/150   (Done!)

2.) Checking every level again and correct mistakes and maybe adding additional decoration if needed.  (done)

3.) Arranging the levels and binding them together in a pack. (done)

4.) Testplaying throgh the whole pack and creating replays. (done)

5.) Writing "Readme" and release Forum Post.  (done)

Some screenshots:

From Unrest To Antrophy:


The Face Of Evil:


The Royal Halls:


Field Trip:


Comming Home for Christmas:


267
Level Design / Lemmini custom tilesets
« on: January 28, 2015, 07:44:35 AM »
I want to ask if somebody has some more custom tilesets for Lemmini. I am especially interested in Lacktardo's "Biolab"(Lemmings 3 classic) and "Adams Family" tilesets or more Lemmings 2 ones. ??? So far I've gathered: Christmas, Route88, Castle, Egyptian, Shadow, Sport, Sega and Epic (All standard ones combined).
So my hope for this topic is to get to know and even better to get my hands on some more tilesets for my custom levels.  ;)

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