Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - IchoTolot

Pages: 1 ... 120 121 [122] 123 124 ... 242
1816
Contests / Re: Level Design Contest #17
« on: April 04, 2019, 03:37:57 PM »
As I am submitting my first entry....

I want to remind you on the new default naming scheme for contest entries:

Author_Levelname_RuleVersion

Examples:

IchoTolot_A very good Level!_R2V1
Bob_Builderfest_R1V23

So please, when submitting and later updating levels, use this format for the filenames! :)

1817
The voting for group 4 is now up! :)

1818
NeoLemmix Levels / Re: Ski Sloping Lemmings (80 Levels)
« on: April 02, 2019, 07:49:46 AM »
Quote
is there a shortcut key for playing replays? I forgot which key it was.

Standard hotkey for loading replays in a level is "L".

All hotkeys can be looked at by going into the configuration menu by pressing "F3" in the main menu.

Also the answer to most things in that regard is: The Manual

Quote
At least we got in working in the end. :)

Your attachement in the main post still contains the wrong file name for "levels.nxmi". ;)


1819
Level Design / Re: April 2019 Level Collaboration
« on: March 31, 2019, 08:30:53 PM »
A reminder that this is still in planning and could use a few more participants! ;)

1820
NeoLemmix Levels / Re: Ski Sloping Lemmings (80 Levels)
« on: March 31, 2019, 06:48:37 PM »
Thanks guys trying the pack out, look forward to checking those replays you guys have.

The issue is still not fixed yet.

The "levels.nxmi" file is still named "Ski Sloping levels.nxmi" in your attachment.

Rename and reattach it so unsuspecting users still get the right order of difficulty ranks, it's just 1 file that needs a quick renaming.

Otherwise most people will start with Black Slope.


I attached the fixed pack. It's quick so I simply did it. ;P

1821
Moving on to group 3! :)

1822
Contests / Level Design Contest #17
« on: March 31, 2019, 02:43:56 PM »
Welcome to another contest of the Lemmingsforums! This time the three rules have been picked by Colorful Arty for winning contest #15.

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 either use new format NeoLemmix, or Lix.
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. ;)

Pre contest testing: You can choose 1 person who does a bit of pre-testing for you, so that the biggest backroutes and screw-ups of your levels can be detected before the playing phase. I cannot control this so it's only a guideline, but still I would prefer not everyone knows every level before the playing phase starts. ;)

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 not extend over the initial dead line!
- 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:

Rule 1

Make a level only using tilesets that you haven't used before in a level you have publicly published. VGASPECs are not allowed!
In the case that you have published levels that collectively use every tileset (likely only to happen in Lix), then make a level only using tileset pieces that you either haven't used before or use infrequently (You may use whatever objects you like in this case).
We likely won't be able to strictly enforce this rule, so it will be a bit of an honors system, but if you make a level that clearly doesn't use anything unfamiliar to you, it will be rejected. This is a rule to encourage you to try one or more of the many different tilesets the forumers have created.

Rule 2

Make a level that gives you:

-    Exactly one type of permanent skill (Climbers, Floaters, Gliders, Swimmers, Disarmers or Runners)
-    Exactly one type of continuous constructive skill (Builders, Platformers or Stackers)
-    Exactly one type of continuous destructive skill (Bashers/Shovelers, Miners, Diggers/Stampers, Fencers)
-    Exactly one type of sacrificial skill (Bombers/Exploders/Imploders, Stoners, Cubers)
-    Exactly one type of instant skill (Blockers, Walkers, Cloners, Jumpers, Batters)

This means five different skills will be assigned, but you can assign as many of a given skill as you want. Example level gives you: 5 climbers, 2 bashers, 1 builder, 3 bombers, and 2 cloners.
Each type of skill needs to play some role towards the intended solution. For example, putting disarmers on a level with no traps would not be allowed!

Rule 3

Select a piece of terrain from any tileset and make a level using only that type of terrain piece. VGASPECs are not allowed!
You can insert as many duplicates of that piece as you want, and you can use other terrain pieces as erasers, but the only visible pieces can be that one type you selected. For example, you could make a level using nothing but the wishing well from the Dirt tileset and use other terrain pieces such as pillars from the Pillar tileset to erase parts of the wishing wells, but you cannot make the pillars visible on your level.
You are not limited in which or how many objects you can place in a level!

Submission phase ends May 7th 2019 at 00:00 UTC. This should give everyone enough time to think about a level. :) Deadline for the playing / update phase will be announced when it begins.

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

- IchoTolot (2)
- nin10doaddict (2)
- The Tomato Watcher (1)
- Nessy (1)
- Crane (2)
- Colorful Arty (2)
- SQron188 (2)
- Proxima (1)

1823
NeoLemmix Levels / Re: [NeoLemmix] Lemmings United
« on: March 31, 2019, 10:25:16 AM »
Exactly intended! :thumbsup:

Spoiler (click to show/hide)

1824
NeoLemmix Levels / Re: Ski Sloping Lemmings (80 Levels)
« on: March 31, 2019, 09:23:02 AM »
Hi! Downloaded it and it seems to work. :)

But I found 1 bug currently:

For me the "Black Slope" rank is the first rank in the level selector. I also found the reason:

Your "levels.nxmi" file is named "Ski Sloping levels.nxmi". This way the file gets ignored and the levels are just displayed by folder order in the level select screen.

I fixed it for myself now and the "Blue Slope" rank is now the first rank as intended. Did you manually edit the file's name? ??? If yes, don't simply rename those generated files! ;)

Anyway rename the "Ski Sloping levels.nxmi" file to "levels.nxmi" and reattach the pack with the fixed name. Then everything will function correctly. :)

I will try to take a look at the pack over the next week. :)

1825
In Development / Re: Ski Sloping Lemmings
« on: March 30, 2019, 10:33:29 PM »
In extension to this: :P

Quote
You need the entire contents of the pack's folder - compress it into a ZIP file. Windows has had built-in support for ZIP'ing since Windows XP; or else 7zip is a very good, lightweight and free (both as in cost and as in open-source) cross-platform tool.

We need the whole folder to play.

Put the folder into a zip archive and attach it here.

For example look what you get if you download Lemmings United's level files (no music included here) with this link: https://www.dropbox.com/s/3fktfwkt12kyini/Lemmings_United.zip?dl=1

Also I still would make a new topic in the "NeoLemmix level" board. Extra tipp: Pictures make the release post look a lot better. ;)

1826
NeoLemmix Levels / Re: [NeoLemmix] Lemmings United
« on: March 30, 2019, 09:02:30 PM »
Here's my re-solves of 0126 and 0129. (Haven't looked at 0141 again yet.)

Exactly intended! :thumbsup:

1827
NeoLemmix Levels / Re: [NeoLemmix] Lemmings United
« on: March 30, 2019, 03:49:56 PM »
V 2.9 is out!

Based on namida's feedback the following changes for rank 1 were made:

Level swap:

- 1 33 <--> 1 38

Backroute fixes:

- 1 26 (locked the RR, - 1 platformer, 1 pick-up skill removed, some steel added)
- 1 29 (some steel added)

Comments on namida's comments:

Quote
I felt that the X-of-everything levels (and a couple of other meant-to-be-simple ones) were more long and tedious than they needed to be, with many such levels taking over 10 minutes in-game time. However, once I got past those and into the puzzles, I really enjoyed this pack so far! I also find - though this isn't really your fault - that the traps in some graphic sets are almost inherently hidden traps, in particular the BeastII tileset's weasel(?) trap. The Biolab set also could perhaps use some darkening on the background; it's very easy to mistake terrain for background in some cases.

The bunch of very long levels in the earlier stages of the pack are indeed made a bit tedious by design I must admit. They can easily be shorter no discussion and convincing needed there! They are not meant to be very great, but there is another reason why they are made this way.
I plan to teach routine and endurance here, as I think this one of the first major things a new player desperatly needs.
Just assign skills and get through these levels moderately efficient, use a lot of skills, gain more of a feeling for the abilities. This routine and the endurance to tackle long tasks I see as very critical things a player needs to increase their skill level. It's not just learning tricks!
This routine for example enables the ability to see the more hidden usages of tricks and simple assignments and is the first step of seeing solution patterns.
I also rather have a few long X-of-everything levels than a ton like the old game here. I still see them very nessesary, because of my own experiences on how I learned Lemmings. I learned so much in terms of basic skills by simply getting through larger landscapes with a bunch of skills in the beginning of playing custom levels.
Also this prepares for longer tasks in the future by developing the nessesary endurance.

I still tried to keep them to a reasonable number though and tried to find a balance between these long tasks and short puzzles in this first rank.

But I could write whole topics here and I think everyone has their own philosophy to teach things in the end.

Now to the more level related:

Spoiler (click to show/hide)

And I must say this loud:
I smiled so much over your 1 41 attempt!! It's just like I walked into a time machine and watched your Reunion 1 41 attempt again for the first time! Some things never change! :laugh:

1828
NeoLemmix Levels / Re: [NeoLemmix] Lemmings United
« on: March 30, 2019, 09:04:56 AM »
On a side note - the [NeoLemmix] tag in the title isn't really needed, given that all packs on this board should be NeoLemmix. ;)

You are right there, I am still used to it though and think it looks neat. ;P


1829
NeoLemmix Main / Re: Preferred level height
« on: March 29, 2019, 01:55:57 PM »
160 is simply the pixel height of the original Lemmings 1 levels, so that was set as the default.

Quote
grey letterbox which kind of annoys visually.

If you mean the grey outline in-game: This is the way to tell the player where the actual playing area ends.
It is very important to tell players in advance to which extend they can go/build towards the edges, as they are all deadly.
In most cases the levels backround color is black and a black border would not be noticeable in contrast to the playing area, so that's why a dark grey was chosen. An option to change or deliver different options for that color could be a possible debate.

The standard screen can display a bit more than the original one-screener from Lemmings 1 (320x160 pixels). If we can display a bit more than the screen, then why not simply display it (if it exists) in a level was our thinking. That's why 184 matches in your case.

Quote
Is it allowed in competition maps etc.?

If you mean contests, that solely depends on the rule you are making a level for. Some may restrict or even force vertical levels. A lot of rules don't restrict the height though.

Quote
Are there any standards for level height in more classic levels?

This depends on the definition of "classic". Classic Lemmings 1 levels are 160 pixel high. Some creators may restrict themselves during creation and aim for more L1 classic levels.
You could also simply define classic as you don't need to scroll vertically. In this case 184 still matches that for you.

Personally I set the height to whatever I need to realise my idea. Often this is more than the 160 standard height. I created quite a lot of levels for Lemmings United that had ~200-240 pixels in height as I simply needed a bit of extra vertical space to create certain falls and set-ups.

In general everyone has their own preferred level creation style and I would suggest don't let yourself be constrained by the levels height or width. You can in general aim to be not unnessesarily huge, but if you need an extra 40 pixels on a side don't hesitate to raise the number. :)

1830
Lemmings Main / Re: Playing Lemmings 2 On Modern PC
« on: March 29, 2019, 12:48:03 PM »
I just hope a platform like GOG will tackle the task of modernizing games like this for current systems. I'd pay a pretty penny for a chance to play games like this without any hassles.

Yeah that would be something. Right now setting things up with DOSbox is not an easy thing to do for everybody.

Lemmings 2 and especially 3 are quite hard to set-up properly.

If you need help with getting any of the entries to run or general help with our custom Lemmings games like Lix and NeoLemmix: Don't hesitate to ask! :)

Pages: 1 ... 120 121 [122] 123 124 ... 242