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Messages - IchoTolot

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2686
General Discussion / Re: General Comings and Goings
« on: April 14, 2017, 09:12:15 AM »
I'll be away over the weekend so there will be way less activity in that time period for me.

2687
NeoLemmix Levels / Re: [NeoLemmix] DoveLems
« on: April 12, 2017, 06:29:20 AM »
I solved all of the levels.

Thanks for the replays! :)

Will look through them over the days, but I'll be away over the weekend.

2688
This is the way it should be done: Having the background as an object like it used to be was actually better.

The old was completly horrible!
For every change you would have to do to the level having already placed the background-object you would have to delete + replace it in case another object in the level is to be changed, or manually disable object rendering which lets the other objects disapear as well. Also the level load time was significantly longer, too.
To have the choice between one of the backgrounds or none is fine, but please keep the new way of doing so as the old way is nothing but trouble and having the ability to choose the starting position of the background isn't worth much to be honest.

2689
NeoLemmix Levels / Re: [NeoLemmix] Lemmings Reunion
« on: April 10, 2017, 11:27:23 AM »
Nxp was rebuilt with the newest FlexiToolkit version + solvability with the newest NeoLemmix version confirmed!

2690
NeoLemmix Levels / Re: [NeoLemmix] PimoLems
« on: April 10, 2017, 11:26:27 AM »
Nxp was rebuilt with the newest FlexiToolkit version + solvability with the newest NeoLemmix version confirmed!

2691
NeoLemmix Levels / Re: [NeoLemmix] DoveLems
« on: April 10, 2017, 11:25:30 AM »
V 1.1 is out!

Following levels have been changed:

- 2 13 visual error fixed
- 2 19 level name updated
- 3 05 builder count set to 6
- 3 28 backroute fixed
- 3 30 backroute fixed
- 4 10 backroute fixed
- 4 16 backroute fixed
- 4 20 backroutes fixed
- 4 26 a lot of backroutes fixed :P

Also solvability with the newest NeoLemmix version confirmed!

2692
NeoLemmix Levels / Re: [NeoLemmix] DoveLems
« on: April 09, 2017, 08:34:11 AM »

I'm really curious if you kept "Only in the footsteps of God" the way it was. :-\


I've placed fireblowers on the visible outside of the boxes ----> therefor the original solution is still required and you can see the danger ahead as well.

2693
NeoLemmix Levels / Re: [NeoLemmix] DoveLems
« on: April 08, 2017, 09:01:33 PM »
A little list which I will update regulary with current levels with known backroutes:

- 3 28
- 3 30

- 4 10
- 4 16
- 4 20
- 4 26

2694
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! :)

2695
Help & Guides / Re: Software to record gameplay?
« on: April 08, 2017, 08:10:20 AM »
I would recommend OBS (Open Broadcaster Software). It's open source, relatively easy to use and with a bit of finetuning I managed to get everything I wanted to record until now. :)

There are tons of Youtube tutorials and online manuals as well.

2696
Very good idea :thumbsup:   This would help in quite a few situations :)

2697
Closed / Re: [Suggestion] Cull the zombie noise
« on: April 07, 2017, 07:09:16 PM »
Yes, where can I sign! I find it annoying as well ;)

2698
Levels for v10 or older / Re: [NeoLemmix] Lemmings Squared
« on: April 06, 2017, 11:23:32 PM »
Here is Brutal 20 100% saved 8-)     

I would remove the timer here as it really adds only possible frustraition.

Will maybe do even some commentary videos on it in the future ;)

Played on the latest exp version!  (zooming out to watch recommended :P)

2699
V 2.1 release with a little hotfix to the L2 space tileset!

The 1x1 px trigger on the space receiver wasn't 1 pixel below the object as I messed up and swapped in the wrong file :-[   It was instead set on the lowest row of the object.

Sry about that, but now it's right. I also checked the dune teleporter again just to be sure and luckily there it was set correctly 1 pixel below the object.

EDIT: It even seems like it changed nothing physics wise even as my replays still work :lem-mindblown:

2700
Closed / Re: Trigger areas for rotated objects are not symmetric [BUG]
« on: April 06, 2017, 10:10:43 AM »
Even though it's a bit of work. I think a) "set them manually" would be the correct call. Objects are very different: water, triggered traps, teleporters....finding a rule that fits for all does not work as we saw already in my old topic.

So I would call to keep the old system for now and make rotated/inverted trigger areas customisable in the future. This standard rule can still be applied when no custom trigger is set.

A few levels would need fixes when some rotated/inverted triggers are changed, but it would not be an incredible ammount.

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