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Topics - namida

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496
Closed / [BUG][PLAYER] Latest experimental fails on music fallback
« on: May 18, 2016, 04:09:55 AM »
BitBucket: https://bitbucket.org/namida42/neolemmixplayer/issues/28/issues-with-music-fallback

NOTE: This only occurs in the experimental versions. Fallback is working fine in V1.43n-F.

Play a level that specifies an exact track, while not having a copy of that track available.

Expected behaviour: NeoLemmix falls back to whatever track should occur based on the default rotation; only if that too is unavailable, it will play no music.
Actual behaviour: NeoLemmix does not play any music.

I'm fairly sure the cause is that line 1764 of LemGame.pas, NeoLemmix detects the missing file via this line throwing an exception, but it doesn't seem to be throwing one anymore. Indeed, adding code to unconditionally throw an exception in the "try...except" section here, causes the fallback to work properly (of course, in this case, it would always fall back, because the exception always occurs). I haven't looked for a more reliable (and non-unconditional) fix yet.

497
Older Flexi versions may store levels in one of two manners:
> In "levelXXX.dat" files
> As LVL files in a "levels" subfolder

The latest version on the other hand, stores them in a "levels" subfolder, but with arbitrary names (and a "levels.ini" file to store the information on level ordering). When updating an older pack, if it uses the LVL files format, there is no problem. If however it uses "levelXXX.dat" files, generally an error message will occur saying something like Cannot Create File "****\levels\0101.lvl".

(Until an update that fixes this is released, the workaround is to create a folder called "levels" in your project folder, then try again - then it will work. The bug occurs because the "levels" folder doesn't exist, and the toolkit doesn't create it; with projects using LVL files, the folder does exist so there's no problem.)

498
As you can see in the OP I submitted both of my levels to the Contest. However, I discovered a bug whilst playing one of my two levels. When a Glider falls down a 1-pixel wide pit they apparently glide through floors that are three pixels or less (And in my case, as it's the bottom floor they fall to their death :(). I've remedied this by stretching the walls out a bit. Still worth mentioning though.

See attached level for examples. In particular note - it does not happen if the wall continues for at least 3px below the top of the floor (not including the top pixel of the floor itself, so 4px total).

Bug confirmed to occur in both V1.43n-F and Nepster's experimental V1.44n-B; there does not appear to be any differences as to when it does or doesn't occur between the two versions.

499
Contests / Lemmings Forums Level Design Contest #10
« on: May 05, 2016, 06:04:16 AM »
Alright, time for a new contest! We're going to be using the three-choices structure again.

Note that there is one change from the previous contest (and this change is going to apply to all future contests in this format too): While three options will be provided, a single user may only enter up to two of them (it is still perfectly acceptable to only enter one if you like; you just can't enter all three).

So - pick one or two of the following rules, design one level per chosen rule, and submit them. Remember that all levels will be voted on together, and there will only be one winner (not one winner per rule).

When submitting a level, be sure to state which rule you're submitting it for, especially if the level fits more than one of the rules. Also - just to clarify, if you're submitting two levels, it is entirely up to you whether they're for the same engine or for two different ones.

Rule 1 (Any engine)
Create a level that does not use any permanent skills, whether directly (ie: as part of the skillset) or indirectly (ie: pre-assigned to a lemming, or available as a pickup skill).
For reference, these skills are:
- Global skills: Climbers, Floaters
- NeoLemmix exclusive skills: Swimmers, Gliders, Disarmers
- Lix exclusive skills: Runners

Clarification: Blockers are allowed, whether it's possible to free them or not. Unless I've somehow missed another new permanent skill in Lix (I don't think I have though; I specifically checked the available skills in the editor), only the skills listed above are forbidden.

Rule 2 (Any engine)
Create a "Fun / early-Tricky / Tame" type level. The exact criteria are:
> No more than four entrances (in the case of NeoLemmix levels, pre-placed lemmings also count towards this limit)
> A skillset where at least six skills have 10 or more uses
> A save requirement of no more than 80% of the number of lemmings (rounded down), unless the level has three lemmings or less
> No time limit, or a time limit much higher than any reasonable solution to the level would take
> Possible to save every lemming
> The level should not be harder than Tricky 13 of Orig *

* This only applies to completing the level. There is no requirement as to how easy or hard it is to save 100%, apart from that it must be possible. And I realise this is very subjective; I'll be fairly lenient on it, but if it's clearly far too hard to be considered a "Fun / early-Tricky / Tame" type, it does not meet the criteria for this rule. Basically - don't aim to create the hardest level you can while staying within the rules here; try to create a level that's easy and fun to play.

Clarification: The skillset requirement is just how many skills the level gives you. It is not nessecary that all of them are required in the solution (indeed, that would very much make it not a Fun / Tricky / Tame type level if they were).

Rule 3 (NeoLemmix only)
Create a level that contains at least two of the following object types / sets of object types:
> One-way down arrows
> One-way left fields and/or one-way right fields
> Teleporters AND receivers
> Locked exits AND unlock buttons
> Radiation and/or slowfreeze
> Splitters
> Splatpads and/or antisplat pads and/or updrafts
> Single-use traps



The deadline for entries will be the 26th of May 15:37 on the 27th of May 13:55 on the 30th of May 21:17 on the 1st of June, subject to the usual extension rule.

If you win, your choices for prizes are:
- $5.00 USD
- A month advertising on the forum's news ticker for a project you're involved with (Lemmings-related or not)
- Your choice for the next contest's rules

If we reach 16 entries, I will offer two prizes for this contest. The selection will remain as above and the "each prize can only be picked once" rule will be in effect, but 2nd place (or 3rd place, if the same person gets both 1st and 2nd) will also get to pick one.



Entries so far: 21

Apjjm (1)
BulletRide (2)
Colorful Arty (2)
Dullstar (2)
Flopsy (2)
geoo (1)
Gronkling (2)
IchoTolot (2)
Minim (2)
mobius (1)
Nepster (1)
Proxima (2)
Simon (1)

500
Contests / Lemmings Forums Level Design Contest #9 (Results)
« on: May 04, 2016, 09:09:54 AM »
The voting has closed, and as such, we have our winner!

1st place
Flopsy86's "Tell me the way to DMA..."
Prize: Hard copy of the design for LPIV Bumpy 12

2nd place
Apjjm's "Thrown Out With The Bathwater"


These results are especially impressive since neither of these users have entered one of the contests before, and yet they managed to create the top two levels in a contest that not only had the highest number of entries so far, but also many very good levels entered! So, a huge congratulations to both of you! :)

501
This topic is no longer relevant. This relates to the old formats version of NeoLemmix. While existing style downloads for it will remain available, no additions or updates will be made. Please do not create new content targetting outdated versions of NeoLemmix.

So, I thought I'd make one place for this rather than having it all over the place.

If you've made a graphic set and would like it to be added to the auto-downloadable graphic sets list, please post here with a link to the topic (or other place) where the graphic set was originally posted. Please also post here if you update a graphic set that's already on the list.

Note that it is up to graphic set creators to submit their graphic sets. I am not going to add every graphic set I see if it hasn't specifically been requested for addition, or ask the author every time whether they want it added.

Please ONLY post in this topic if it's to request the addition of a set, notify of an update to a set, or to point out why a request should not be accepted. Any discussion about the sets (beyond pointing out lack of compliance with the rules) should go in the topics about those sets, instead.


Requirements to be accepted

Naming - The graphic set must follow the standard naming convention.
This is that the name should contain some kind of reference to either the creator, or a pack it's associated with; followed by an underscore; followed by the name of the set. The name should also be in all-lowercase.
Some examples from sets that are already on the list:
ichotolot_dune - Author name + set name
lpv_abstract - Pack name + set name
Note that this rule is not retroactively applied to sets that already had a non-conforming name but predate this rule. Such sets may continue to use their existing name, as keeping the name consistent is more important.

Status - The graphic set must be complete.
This does not mean that once submitted it can never be updated. However, it means that it shouldn't be a work in progress; finish it first, then submit it. Once that's done, if it needs an update at some point, that's fine.

Public Use - The graphic set must be free for anyone to use.
If the graphic set is only for your own use in your own projects, build it into your NXPs instead. Remember that not only NeoLemmix itself, but also the Editor and the Flexi Toolkit, can access the downloadable graphic sets, so submitting it would inherently allow anyone to create levels with it.

Related Objects - The graphic set must not contain one object within a set of related objects, unless it contains all of them.
In the case of objects that are meant to work together, or are related, the graphic set must contain all of them. This means:
- The graphic set either contains all three directions of one-way arrow, or it doesn't contain one-way arrows at all.
- The graphic set either contains both directions of one-way field, or it doesn't contain one-way fields at all.
- The graphic set does not contain a teleporter unless it also contains a receiver, and vice versa.
- The graphic set does not contain unlock buttons unless it also contains a locked exit. The reverse however is allowed, since unlock buttons exist in various sets and have mostly taken on one of two standard appearances, so there is no need to duplicate them.

NeoLemmix Standards - The graphic set must be up to the standards of the latest NeoLemmix versions, or in some cases, a near-future version.
This means that, for example, it should not have large no-effect objects intended for use as backgrounds; instead, the proper background features should be used. The graphic set should not contain no-longer-supported object types, unless the graphic set predates the removal of those types and the object is kept to avoid altering the index of pieces (even then, it should ideally be replaced with a placeholder object with no sprite and no effect). Steel terrain pieces should be marked as steel. If the graphic set is converted from another engine, objects that NeoLemmix doesn't support should be removed (or in some cases, kept as no-effect or another new type of object, at the convertor's discretion). Et cetera.

Quality - Even if the above rules are all met, low-quality graphic sets may be rejected.
This means basically, if your graphic set looks like it was made in MS Paint by someone who's never seen a computer before, it probably won't be accepted even if it meets the above rules. This doesn't mean you have to be a world-class artist; it just means your graphic set needs to look like some effort was put into it.



When in the future, the new graphic set format is introduced, any graphic set which has been accepted to the auto-downloadable list, I will take care of updating them unless the author wants to do it themself, provided that the pieces have been given proper names.


If you want to check whether a set is on the list, you can do so here: http://online.neolemmix.com/styles.php
(The numbers next to the set names are the date they were last updated, in YYYYMMDDHHMMSS format. In the past, I just put zeros for the HHMMSS part, but these days the list is auto-generated.)

502
So, I just stumbled across this on Youtube: https://www.youtube.com/watch?v=yesHDQvf3_s&list=PL3ADEFF9336CC2B12&index=19

I don't recall seeing this in the VGM rips from the game, so I'd be interested to know where he got it from. Certianly, the Master System version of the game doesn't actually contain A Beast Of A Level; Fun 22 in that version is "Go For It!" (roughly the same terrain layout as in Budget Amiga, but a much more generous skillset).

Does anyone know anything about this; in particular whether there's some obscure (perhaps beta?) version of the game that does have this level, and/or if unused Master System versions of the other special graphics level musics exist?

503
Alright, it's time for the voting to start! You all know how this works by now.

We have a whopping 13 levels to choose from this time. As such, the voting structure may need to adapt throughout the voting phase. As an initial outline:

Round 1: 6 votes per user, 6 levels qualify
Round 2: 3 votes per user, 3 levels qualify
Round 3: 2 votes per user, 2 levels qualify
Round 4: 1 vote per user, determines winner

Remember, no discussion of the contest levels is allowed anywhere on the site (except minor stuff via PMs) until the contest is over.

504
Site Discussion / Anti-spam checks strengthened.
« on: April 06, 2016, 07:31:39 PM »
We've had a few spambots get in lately, so I've re-enabled a CAPTCHA.

This will appear:
1. When registering an account
2. When making a post, if the user's post count is 0
3. When sending a PM, if the user's post count is 0

I've set it to what SMF calls "medium" difficulty; which still looks perfectly readable to me. Hopefully it's not so readable to spambots.

If you're one of those users who sends PMs from time to time, but doesn't post on the boards; then (assuming you're not a spambot :P ), I'd suggest just finding an excuse to make one post somewhere or something like that, so you don't have to complete the CAPTCHA + security question each time you send a PM. Please note that the Forum Games board doesn't count towards your total post count, and as a side effect of this, posting there won't remove the security checks from your account.

505
NeoLemmix Main / Experimental physics changes.
« on: April 03, 2016, 01:12:52 AM »
I'm not sure if there's anyone (or how many) who use NeoLemmix but don't follow the bug reports subforums, so just in case, Nepster has made an experimental update with many bug fixes. Please check it out, as many of these are likely to be adopted if there's no problem with them.

http://www.lemmingsforums.net/index.php?topic=2626.msg57149#msg57149

506
So, I've been speaking lately with licence holders and developers on the subject of bringing NeoLemmix to platforms other than PC, and it looks like things will be going ahead!

For the record, I will remain in control of where the project goes. These other developers will merely handle ensuring that NeoLemmix functions properly on these alternative systems. It will be available on all of these via official channels, no need for modded systems. As part of the agreement with Sony (the licence holders for lemmings), it will be available on PS3 and PS4 for at least 6 months before coming to any other console; this does not affect the existing PC version, nor does it affect the Android version which should be available around the same time as PS3 and PS4.

I cannot give a release date at this stage, but I assure you that all your favorite packs (once compatible with the upcoming V1.44n update and later) will be playable on all systems. For legal reasons, the conversions of the official games will only be available on PC and on Sony platforms. Levels derived from them will not be affected so long as they make up no more than 3% of any pack (otherwise, those packs will also be restricted to PC and Sony consoles). Note: I'm trying to push for a one-off special case for Lemmings Redux, but it doesn't look very likely, sorry. So most likely, a Lemmings Plus pack, or possibly the NeoLemmix Community Pack if it gets finished on time, will need to be the "built-in" pack.

The editor and other tools will unfortunately remain PC only for now. Only the game itself will be available. The game will remain free on PC, but may have a small price tag (in order to compensate the developers responsible for porting) on other platforms, most likely around the US $2.00 mark. There will be no charge to download extra content on any platform; only the engine itself will have a price. Source code will also remain available for the PC version, however for reasons I cannot discuss in great detail it will not be available for other platforms, except maybe Android.

Currently it does not look like there will be any iOS version, but this may change in the future.

EDIT: I previously listed Xbox 360 by mistake. NeoLemmix will not be coming to Xbox 360 sorry; only Xbox One.

I cannot give any further details at this point in time, but I hope you're all looking forward to it! :)

507
Level Design / Borders around blue/white tiles in the Sega graphic set
« on: March 30, 2016, 04:12:37 PM »
This is a mistake that I notice people making very often, so I wanted to make a topic to draw attention to it.

The white/gray border pieces that go around the blue/white tiles have one line of solid black! Both to avoid misleading design, and to remain true to how the set is used in the actual Sega levels from the Master System version, this black line should be on the inside of the border.


Correct Usage

(Black line is touching the blue/white tiles.)

Incorrect Usage

(Black line is on the outside, which is also misleading to the user.)


Here is an example in an actual level:

You can argue all you like that "well it shouldn't be solid black in the first place", but the idea was to authentically replicate the actual graphics from the Master System version. And part of that is that there is a solid black line.

So if you're using this graphic set - remember this guideline to avoid misleading (and arguably incorrect) designs. :)

Note: The Lemmini version of this graphic set seems to lack the black lines altogether. So this only really holds for the Lemmix / NeoLemmix version of it. For that reason also, just because this guideline isn't followed may not mean there's an invisible black outline if you're playing a Lemmini, or converted-from-Lemmini pack. It's an unfortunate result of this graphic set being independantly created for two different engines, instead of created for one then converted to the other.

508
This topic is for creators to post updates to their levels only! All other posts relating to the current contest should go in the discussion topic instead.

For those who are new here (or just never really caught on to how updates work), post your updates in this topic.

Due to the multiple rules, I'm going to be a bit more strict on how to handle posting updates, to minimize confusion. So - please follow these rules:
1. When posting a new updated version of a level, remove any old updated versions of that level. You can either delete the post altogether, or just edit it to remove the attachment.
2. Make a new post for a new update; do not edit your most recent post. You may, however, post updates to multiple entries (if you have more than one) in the same post.
3. Use the same filename as found in the ZIP of the entered levels, with "V2" "V3" etc added at the end. No matter how minor an update is, give it a new number.

Just in case, since we have a few new entrants (and a previously-unused contest structure where multiple entries are allowed), I will stress: You can only update your already-entered levels. You cannot enter levels towards additional rules now, nor can you enter now if you didn't already.

509
This topic is for discussion, posting replays, etc. If you're an entrant and you want to update any of your levels, please post in the updates topic. The ZIP attached to this post will be updated periodically, but until the update phase has closed, you should also keep an eye on that topic if you want to be sure you have the latest versions.

So, we all know how this works by now. Here's your levels, play them, upload replays, creators have a chance to fix any backroutes that arise, etc.

Two ZIPs here. One has the levels; the other has some custom musics for a few levels. A couple are variations on regular musics, but use non-standard names ("beast2" and "menacing", where the standard names are "beastii" and "menace"). Place these in a "music" subfolder of your NeoLemmix folder.

Rule 1 Entries (Create a level using only new skills in NeoLemmix or Lix)
Flopsy86's "Tell me the way to DMA..." (NeoLemmix)
IchoTolot's "A Silent Scream" (NeoLemmix)
mobius's "Terminal Velocity" (NeoLemmix)
Nepster's "All the Nines" (NeoLemmix)
Rubix's "Waiting For The Answer" (Lix)

Rule 2 Entries (Create a level with only one lemming / lix)
Colorful Arty's "The Tale of Sir Lemalot" (SuperLemmini*)
IchoTolot's "Lonely Drowning In Blood" (NeoLemmix)

Rule 3 Entries (Create a level with exactly two types of skills)
Apjjm's "Thrown Out With The Bathwater" (NeoLemmix)
Colorful Arty's "Freeze, ya Lemmings!" (SuperLemmini*)
Gronkling's "Zig-Zag Catacomb" (NeoLemmix)
IchoTolot's "Welcome To The Spider Dance!" (NeoLemmix)
mobius's "The Copenhagen Interpretation" (NeoLemmix)
Nepster's "Assault on the Helicopter" (NeoLemmix)

* Colorful Arty has mentioned that although designed for SuperLemmini, his levels should work fine on Lemmini too.

I'll assume that by now everyone knows how to play these levels, but if not, just ask.
Do note that many of the NeoLemmix levels use custom graphic sets. All used graphic sets are among the ones that can be auto-downloaded as needed, so the easiest way to get them is to simply turn "Enable Online Functionality" on in NeoLemmix. If however you don't feel comfortable with this, or play on a PC that doesn't have an internet connection, you'll need:
- Several of IchoTolot's converted L2 / L3 styles
- Gronkling's "BeastII" and "Menace" styles
Place these in a "styles" subfolder of your main NeoLemmix folder (or if you go through the editor, place them in the "styles/NeoLemmix" folder).

The update phase will be open until 16th April (subject to the usual extension rule), and the playing phase will close 4 days after the update phase ends.

ZIP last updated: 27th March, 3:14 PM.

510
Over on the NeoLemmix Bugs & Suggestions forum, I suggested some modifications to the NeoLemmix conversions of the official games. Proxima suggested keeping these as is, but creating a seperate, "updated" version using levels from the official games, under the title "Lemmings Redux".

I don't know how I feel about the name, but it works as a working title. The idea itself however, I do like.

My idea of what this should be - a single pack, as large as nessecary, using most or all content from the official games, including the Genesis version, Covox and Prima. Not sure whether we should also include Holiday in this. The content could be re-ordered, and solutions we think are likely to be backroutes fixed, as nessecary.

In the future, when NeoLemmix gets a proper level browser rather than the current "load one game at a time" setup, it could also be included (alongside the NeoLemmix Introduction Pack) as a default pack.

Some thoughts on changes to be made:

1. Get rid of repeats.
Usually this would be done by removing the earlier level, though in some cases it should be done by removing the later one instead (Fun 18 / Taxing 19, and Fun 30 / Mayhem 24, are good examples of this case). Some pairs where this may be questionable are the repeats of training levels, where if we remove the earlier version we lose a valuable introduction level; if we remove the later version, we lose a very good level (in one case, the level that was voted to be the best of all the official levels). Perhaps exceptions only in the case of the training levels is the best way to handle this. In regards of losing the easier levels to fill an early rank, I feel that the Tame levels, some of Covox and Prima, and perhaps even some of the very-misplaced later levels can fill this void.

2. Get rid of time limits where they aren't nessecary.
This one is quite self-explanatory. Some discussion may be needed as to what is or isn't nessecary.

3. Reorder levels.
We should try and improve the difficulty curve. We can split these over more than just four / five ranks if need be; indeed, we should try to stick to (although not consider it the "critical" goal) an equal number of levels per rank.

4. Ditch some of the levels that don't generally conform to modern standards.
The first level to come to mind here would be Tricky 28. Some others that do include the special graphics levels (which perhaps should just be excluded automatically anyway, or maybe replaced with their less-long-and-boring Genesis variants), Taxing 14, etc.

5. Backroute-fix existing levels.
This one may be quite controversial, as we don't really know what is or isn't a backroute. Particularly around the middle of the games, it's likely that many levels are intended to have more than one way to solve them.


For clarification: I'm not proposing we remake, or even to much of an extent alter, the existing levels. It would be more about trimming certain ones, combining into one large pack, and maybe fixing up a few that have functional issues (major backroutes, etc). The majority of levels would, in and of themself, remain unmodified, and the decision is more on where they fit into the overall order (and whether or not to include them at all).

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