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Messages - IchoTolot

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3406
In Development / Re: NeoLemmix Conversion of Lemmini levelpacks?
« on: October 05, 2015, 05:14:14 PM »
Two ranks down. Only a few more in depth changes needed ("The Landing Strip" for example). Most of the changes until now where just build to the level side prevention, because of the level space reduction to cut of the not needed space. (and of course a lot of time limits that are not necesseraly needed have been thrown away)

3407
Help & Guides / Re: Looking for a particular level from the past
« on: October 04, 2015, 11:02:08 PM »
Sounds and looks like "Dolly Dimple", the second level from the second rating from "Oh No More Lemmings".

Here you find some NeoLemmix players for the original games, if you want to replay it ;)
http://www.neolemmix.com/old/neolemmixplayers.html

3408
In Development / Re: NeoLemmix Conversion of Lemmini levelpacks?
« on: October 04, 2015, 10:18:13 AM »
Quote
I'm glad Pieuw agreed. Has he said anything about what to do with levels that don't work in part or whole?

I'm afraid many levels will give you trouble, as I had fun exploiting a lot of Lemmini's weird mechanics... you can do what you think is best, I give you carte blanche. Open source PimoLems! :laugh:

Levels like "Fish Fry" will certainly need some reworking and thinking about a clever different solution, but as far as the standard level goes I just remove time limits where it makes no real sense (it is just there, because Lemmini must have one), looking if 1pixel gaps that have been created in the conversion, adating a more fitting level size (+ avoiding building to the side solutions) and direct drop prevention, create a replay and see if everything works or little changes are needed.

No worries! I will find a clever solution for the "problematic" levels ;)

3409
In Development / Re: NeoLemmix Conversion of Lemmini levelpacks?
« on: October 03, 2015, 09:36:11 AM »
I am a huge fan of this project and if you have small tasks, I would be glad to help (but not with drawing rating signs, because I am very bad at this).

To reduce the amount of work, wouldn't it be better to wait for NeoLemmix V2.00 first (or at least until all mechanics changes are decided) and then adapt the Lemmini levels to NeoLemmix?

To convert to 2.00 I will simply run through all my saved replays and see if they are still ok, after building the pack again with the new 2.00 editor and that should be it (if no replay is corrupt).
Until now 2.00 seems to have just a few minor machanic changes which do not matter for 99.9% of the levels, so work is already in progress ;). I don't mind to check quickly through it again for the 2.00 update.

Annnd for small tasks: It seems I have another person to send in a bunch of levels for testing ;)

3410
In Development / Re: NeoLemmix Conversion of Lemmini levelpacks?
« on: October 01, 2015, 09:58:32 PM »
Jeez, everybody is posting so quickly on everything lately... I can't keep up :-\

If you want to do it, sure! by all means. :) I really don't have a lot of time atm, but I could do a few things, you can ask me about whatever.  I do remember backrouting a few of Pieuw's levels, I'll see if I can find old replays or just remember the levels.

I'm glad Pieuw agreed. Has he said anything about what to do with levels that don't work in part or whole?
Some levels may just need a quick and simple fix that wouldn't even be very noticable; while others may require more serious changes. Some levels might still be possible but the exact solution may not be at all possible.

Some of the major issues I can think of off the top of my head:
-timed bombers
-the timer of Lemmini is tighter
-miner's don't turn on steel
-splatters can explode
-direct drop does not work
-while I don't think Pieuw or Dodochacalo ever did this, Gronkling definitely has; look out for entrances with terrain behind them to turn the lemmings.


Pieuw: "No... But I would give my absolute approval :D"

Nothing specific about altering levels, but I will stay as close to the original as possible.

3411
In Development / Re: NeoLemmix Conversion of Lemmini levelpacks?
« on: October 01, 2015, 05:18:42 PM »
Annnd I've got the Ok from Pieuw ;)

Now just waiting for möbius answer, so that we can plan this out! :)

3412
In Development / Re: NeoLemmix Conversion of Lemmini levelpacks?
« on: October 01, 2015, 02:15:45 PM »
Ok, I've sent Pieuw a Youtube pm (as he was active there a short time ago), if he would give the OK to such a conversion. I'll let you know if I got an answer! :)

3413
In Development / Re: NeoLemmix Conversion of Lemmini levelpacks?
« on: October 01, 2015, 10:34:03 AM »
Scrab the If! This needs to be done (if the creators agree)! I also thought and planned about this project and would have started with PimoLems after I finished my video series. :P
Argh möbius this should have been a surprise :XD:

Levels that rely on Lemmini behavior could maybe be altered to fit into NL. I did this too with some of my own stuff.
As I solved PimoLems and DoveLems and currently even doing a video series of PimoLems, I could do the task as I have no real big project atm (just slowly gathering of new levels).
For my conversion of Reunion I just used the NL version of the standard tilesets, so no real worries about high-res needed here (they will still look good). Also there are still a few old backroutes and possible new backroutes due to NL to be fixed and of course most time limits could be trashed.

If möbius is ok with this, I could begin with PimoLems and quickly ask Pieuw if this is ok for him. I would send over to you the levels + intended solution replays, so you could test the result (So a bit more time for your own projects. Would love to play ML2 ;)). It would be an honor for me to convert this for newer engines!

Edit: Would still need some help with rating signs and logo as my drawing skills are still very limited :-[

3414
Closed / Re: 2.00 One-Way Arrows
« on: September 28, 2015, 05:00:29 PM »
I have quite some levels too where one-way-arrows only affect a little part of one terrain piece, so I would leave it as it is with one-ways-arrow objects placed onto the terrain itself. This way the designer can place them much more exactly, together with the one-way option on the terrain itself.  So I think this is perfect as it is. (changing this affects too many levels!!)
The animation (as I said to Simon), I couldn't care less about it. I simply don't care if the arrows are static, left/right or back and forward moving. The peak of the arrow is the important part.

3415
Here are my (+ Simon's :P) solutions for bsmith's and Crane's levels with each of the 4 exits used.

And one question from us to Crane: Should the crosses turn climbers? Because they do not, but look like they should.  ???

And for namida: Simon has again gathered some things for a little rant post :devil:

3416
A closer attempt on IchoTolot's level.

Spoiler (click to show/hide)

Comment on this try:
Spoiler (click to show/hide)

At least my fear that this level is way too easy is out of the way :P but as I see now it may be too hard instead :-[

As a little help: The general idea behind this level:
Spoiler (click to show/hide)

3417
Ok, feedback time! :)

bsmith's Quartic Egress:
Spoiler (click to show/hide)

Crane's Stonecrest Bay:
Spoiler (click to show/hide)

GigaLem's The Burns of Dread:
Spoiler (click to show/hide)

I think it is important to differenciate between two styles in this contest:
1.) All (nearly all) exits are used in the main solution. (Giga and me)
2.) One (maybe two) exit is used during a solution at a time. So the level needs more solutions to be juged correctly. Otherwise you just look at the easy one and say *meh* (prob bsmith and Crane)

PS: Forgot to attach the solutions :-[        Fixed now!

3418
My thoughts:
IchoTolot's Lemmings in Unison (click to show/hide)

To aviod confusion:
As I mentioned in the tileset post:
Everything grey = steel
Everything green = normal terrain
exactly as it was in L3


3419
Closed / Re: 2.00 Platinum/Diamond-level talismans
« on: September 24, 2015, 08:38:55 PM »
I am not a real achivement fan in Lemmings (that's why I don't care about them in my own packs) and I think that the current bronze/silver/gold distribution is completely enough.
Maybe the "gold" achievement should really be reserved for extremely hard ones only and not be given away on medium challenges.

3420
General Discussion / Re: General Comings and Goings
« on: September 21, 2015, 11:37:50 AM »
Ok! Everything seems to be fine! :) 
In a few days I hopefully can see the results by eating a nice steak or pizza without it keep getting stuck ;P

Ty for the nice comments again!

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