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Messages - IchoTolot

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3151
NeoLemmix Main / Re: Help wanted! Creating animations for L2 objects.
« on: April 06, 2016, 04:10:20 PM »
Shadow phone box





(12 frames, horizontal alignment)

This looks already really great :thumbsup::thumbsup:


3152
NeoLemmix Main / Re: Help wanted! Creating animations for L2 objects.
« on: April 06, 2016, 03:02:14 PM »
Curent job list:

L2 Shadow (Lemmini conversion):

1.+2.)





Proposal:
The leaves could move in the wind. Apart from recoloring, moving the transparent tiles can help here + the dark red fruits could glow a LITTLE bit.

3.-6.)












Proposal:
Again some lighting effects. Also thought about some eyes flashing out of the trash can, but this would look like a trap :devil:

7.)


Proposal:
A slight glowing that is still inside the lamp.

L2 Egyptian (Lemmini conversion):

1.)


Proposals: 
- Lighting effects.

2.)


Proposals:
- the heart beats a little
- the feather glows
- again lighting effects

3.)


Proposals:
- change the color every few frames like   blue-red-green-blue..... 
- as usual :)  some lighting effects

Jobs may be removed/added over time.


3153
NeoLemmix Main / Help wanted! Creating animations for L2 objects.
« on: April 06, 2016, 03:01:35 PM »
As most of you know there are quite a few objects in the L2 tilesets that can fool the player, so that he thinks they are solid.
An easy solution would be creating little animations for those objects, but as i mentioned a few times I am not very talented in drawing and animating stuff. :-[

So I will make a "job-list" of objects that could use an animation + my proposals for a fitting animation.
Everyone can help! Everything can be done "easily" even in MS paint ;)
Sent it back in png format and post it here into the topic so that other people can see it.
Opinions on these are welcome!


Please notice:

- Sending me an animation does not mean I will automatically accept and use it. I will look at it, decide if it is good-looking and fitting, then finally decide if I put it in. Also if multiple people send in animations for the same object, I also will have to decide which one to take.
- You don't need to 100% follow my proposals! If you can think of sth better try it out and we will see if it fits.
- Some pictures are in Lemmini heights/lenghts (Shadow/Egyptian). It will be half as big in the actual game. So single pixels in the game will appear as 2x2 brackets in your editing-program.
- Please tell me how many frames your final animation does include!

How to make an animation + some tipps:

- Take one of the attached pics in the 2nd post.
- Increase the height of the picture by a multiple >1 of the original height. The multiplyer depends on how many frames your animation should have (2 times ori height = 2 frame animation , 10 times ori height = 10 frame animation.....).
-Example: For a 32 pixel high picture the first 32 pixels of the animation should include the original picture. The next 32 pixels will have your first animation frame and so on.
                 An easy start would be to copy-paste the current frame (starting with the original picture) below itself so that you start with a copy of the last frame to work on the next.
- Notice! The last picture of your animation should go fluent into the original picture, or even be the original picture!
- The pink color means that this will be a transparent area. Please use for everything that should be transparent this pink color (color mix is 255 0 255 as I recall)
- If your animation shall be stagnant for a few frames: Copy-paste the same frame a few times under itself.

Edit: namida informed me via IRC that the animation can also go horizontally:

<namida42>IchoTolot: two things in regard to that topic:
<IchoTolot>yes
<namida42>1. transparent color doesn't have to be 255,0,255. it can be anything (just click on a pixel of that color when importing)
<namida42>also, for 32-bit PNG files, they can also use the alpha channel directly, rather than a key color
<IchoTolot>yes but i already used that color
<namida42>2. it also supports importing strips that are arranged horizontally rather than vertically; i don't know if some people might feel more comfortable working this way
<IchoTolot>I never worked horizontally before :P
<namida42>i find it particularly useful when creating the one-way-down arrows from one of hte other directions :P
<namida42>no need to rearrange; just rotate the entire image them import as a horizontal strip ;)
<IchoTolot>currently preparing the 2nd post
<IchoTolot>will mention it

Also you can make a experimental version of the tileset you are working on using the Graphic-set-tool from namida, to see your animation in action inside the game!
Get it here, load the tileset with it and replace the object with your full animation + save under a different name: http://www.lemmingsforums.net/index.php?topic=2098.0

3154
NeoLemmix Main / Re: Experimental Releases for Physics Bugs
« on: April 06, 2016, 01:17:14 PM »
Ok tested my single levels with the newest exp version.

Results:

Total levels: 35    Passed: 26   Failed: 9     (~ 1/4 failure rate)

The failes were all just broken replays, because of following reasons:

Builder fix: 4 (Among it "T=0K")

Stacker change: 2

Assignment is off due to cloner platformer/builder fix: 1

Basher against steel: 1 ("Lemmings in Unison")

Walker assignment off. 1 ("Spider Dance")

3155
Lemmini / Re: SuperLemmini 0.102a
« on: April 05, 2016, 10:53:56 PM »
As I remember :)  Here's some feedback with SuperLemmini on Linux:

I've actually gotten SuperLemmini to work on ubuntu (on my laptop), but with some problems with the file extration/custom levels.

Ubuntu seems to be very sensetive about upper/lower case letters and therefore fails to find certain files.

At some point it searches for sth like "BUBBLES.dat", but finds "Bubbles.dat"   I cant remember the failure exactly so it can be the other way round or so, but nevertheless I had to do some manual renaming in order to make it find the files.
Custom levels:
The editor for example writes tileset: "Bubble" into a ini file of a level, but the tileset acually is named "bubble" ---> manual renaming required
I didn't test the official levels there, but it could be that the error also accours.

3156
Lemmini / Re: SuperLemmini 0.102a
« on: April 05, 2016, 08:42:50 PM »
I could start the discussion about the default setting should be "everything is unlocked" here aswell. ;)

But I think everything what had to be said about this has already been said in another topic.

Topic: http://www.lemmingsforums.net/index.php?topic=2136.msg51613#msg51613

My post there:

For a long time my opinion was against unlock all. It's not Lemmings like and you need to progress to the final boss level.
But after this thread appeared I thought about it and now I ask myself why Lemmings wasn't unlock all in the first place!

It has to do with a (and maybe even the) main point of the game:

You get stuck!  (and sometimes over weeks and months)

It's is a puzzle game, so you need to think about a solution to a puzzle. Here the puzzle is to manipulate the terrain to get from A to B.
If you think about a solution and don't get it right away you are stucked at this point.
If you don't get stucked in a pack (getting all the solution after a few tries) the whole puzzle aspect of this pack falls short.
And remember: What are the levels which you will remember forever????
The ones you got stuck really hard and solved them finally after days, months or even years. And often they are the best ones! Example: The original games!
"No added colors or Lemmings" and  "There's madness in the method" are the levels where nearly everyone got stuck (I got stuck for a year back in the days and there are my favorites).

But there is one point that keeps pushing these type of puzzles down:

The levels from this point onward lay dead!

If you get stuck hard you often need to take breaks from this level. What do you do?
Play another rank or take a break from the game.
If you are stuck for a long time you maybe loose interest in the pack even if you played just a part of it, because you cannot access the rest! (which usually has a lot of levels where you won't get stuck)

And that's the point why unlock all is in my opinion the best option.
A big part of the game lays dead and some people might loose interest after some time. With unlock all they can explore the game further on and come back to the level they couldn't solve before. (And they will, because that level will haunt them in their dreams! I know it from myself!)
Now they can see the pack in all it's glory and save the frustraiting part for the end.
But don't leave out the frustraiting part, because as explained above it is often the best one when you have beaten it! ;)

At the end of this post a little quote from me I said to Simon at our meet up as we spoke about this topic (translated):

"Frustraition at it's core, if you are too dumb at this point to get the solution, but that is one of the main point of the game"

3157
from IRC:

<IchoTolot>I just wanted to stop the 30+ level per rank thing before it gets too clumsy. With the current implementation it is hard to go through 30+ level batches.  That why a rank-levels-list at the side of the screen will be nessesary
<Proxima>We need to slow down and finish looking at the list of levels first before deciding anything about ranks. That should have been obvious.
.....
<IchoTolot>Proxima is 100% right


3158
Lemmini / Re: Reverse Lemmings Released for SuperLemmini!
« on: April 05, 2016, 04:09:22 PM »
Also I created your replay database ;P

Or to put it in other words: Pack solved and replays attached 8-)

Some really nice puzzles in here, but over some parts there were a bit too much "builder-heavy" levels for my taste. Building long bridges is not one of my favorite tasks :devil:.

"Save me" made me a little proud after I needed just 1 restart :)

Also some of the longer, more fiddly stuff was quite annoying when you have to watch through the whole replay again and again after a tiny mistake :devil:.

Overall it was really nice to visit some new routes in the old levels :)

3159
Lemmini / Re: Reverse Lemmings Released for SuperLemmini!
« on: April 05, 2016, 03:58:23 PM »
I'm guessing this is why levels designers have multiple people test levels before releasing the pack proper. I feel like such an idiot. :P


Here is my way of doing things ;):

I create solving replays for every level I create.

I maintain a replay database with solving replays for my packs + single levels and if the NeoLemmix version changes I check if the replays are still solving. We've got an automatic replay checker for packs for this case which can check ~ 150 replays in 3 mins + saves the result in a txt with detailed information.

If I find a broken replay, I will try to make it solvable again. Mostly this is usually just a skill assignment that goes wrong by a few pixels ---> fail, but if the level itself broke ----> hotfix.


3160
Lemmini / Re: Reverse Lemmings Released for SuperLemmini!
« on: April 05, 2016, 03:34:47 PM »
I just remembered how that level became impossible!

When I tested it out, I finished with an extra builder (you originally had 3). I decided when I removed the blank space from the level to remove one of the builders, and accidentally must have removed 2. That is still stupidity on my part, but at least now I know how it happened.

So it is impossible ;)

Then I change the builder counter in the editor to 2 and continue :8():

3161
Lemmini / Re: Reverse Lemmings Released for SuperLemmini!
« on: April 05, 2016, 02:17:42 PM »
@ Colorful Arty: Can you send me a solving replay to Taxing 28 "POOR WEE CREATURES"?

I think I found something ;)

3162
I am still for keeping it a MAX 30 levels per rank. Do not overload them too much. If you go 150+ do more ranks with fewer levels instead of the 30+ ranks.

3163
Closed / Re: [DISCUSSION] [PLAYER] Sides of levels?
« on: April 05, 2016, 07:40:33 AM »
I'm very surprised to hear this; I wouldn't expect as much problems with the ceiling as with the sides.
When you reference holding pits which are restricted through the ceiling; do you mean a pit that reaches the ceiling and the ceiling stops the climbers? I think of maybe one PimoLems level like this... When referring to lemmings walking near the ceiling, so that most of their body is not visible, I would agree that I think whether solid or not, this should be allowed, but I say I personally don't like a level mandating this kind of thing in the first place [might I reference a certain level called Technoir...]

I would vote for letting all this be on option, simply for the benefit of existing levels.

Mostly it are climber walls, but a lot of them and I mean even the walls which are not needed, but could cause the player trouble, because I don't want to punish the player for using a climber ever so slightly different especially in the early ranks.

Obviously I vote for deadly, as it prevents backroutes from happening + doesn't make it nessesary to stratch out a level as much to keep the player from abusing the walls + using the sides actively in a intended solution is kinda dirty.
But here I have to say even with deadly walls they should not actively be used as a "deadly wall" as I mentioned in another thread. They should interfere as little as possible in a level. If the player tries to build a bridge out of the main area they should still punish him, but using them to compress the level size to a minimum is not the correct way here I think.

Also making your levels independent from the solid sides isn't much work I can assure you, möbius  ;)

Example from "Return of the tribes" currently the sides are solid, but as I know Nepster this will change:


Here sth like a little water pit left and right would indicate directly that the climber cannot go to the sides, instead of relying on the deadly sides. This would make the level slightly bigger, but I think it is worth it.

And now an example from my single levels to show the opposite case:

 
Here I originally planned to use the solid side, but Simon convinced me that a steel wall is much more honest.

This is still one of the most inconsistant behaviors across all Lemnming games and as a designer you should not rely on them regulary as part of the solution.

I originally wanted to make a "level design" topic about the not using the sides stuff and I still may do so, but for now this should work :)



3164
Lemmini / Re: SuperLemmini 0.102a
« on: April 05, 2016, 07:15:22 AM »
I can assure you that the path does exist. Is the file I need to point SuperLemmini to INSIDE the src file, or do I have to download WINLEMM somewhere?

The Lemmini version of Reunion has a download link for WINLEM. (It's inside my Dropbox so no dubious site ;))
http://www.lemmingsforums.net/index.php?topic=2101.0

3165
Lemmini / Re: Reverse Lemmings Released for SuperLemmini!
« on: April 04, 2016, 07:32:56 PM »
You're a miracle worker IchoTolot! :thumbsup:

I would ideally like to give those special levels the SuperLemmini look though, the levels themselves don't look as good as they should, but I'm having trouble getting NeoLemmix Editor to load the beast 1 and 2 levels. I had no problem loading the menace and awesome levels though...

Well, I will play on with this fix for now. The special tilesets are often a hassle. Nepster can sing a song about this converting all of the old Lemmix archive.

Gronkling even made complete NeoLemmix tilesets out of menace and BeastII:  http://www.lemmingsforums.net/index.php?topic=2457.0


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