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Topics - namida

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616
Closed / 2.00 Main menu of player
« on: September 03, 2015, 11:15:13 AM »
So - this is something that might actually end up being developed fairly soon, so let's discuss what it should be like.

Would you like to see something similar to the existing (DOS L1-like) menu, but expanded to support better level selection and multiple games (as well as non-game content; ie: small CustLemm-type level packs, and even individual levels)? Or would you prefer a more typical Windows GUI type menu? Or somewhere inbetween, or something else entirely?

Should packs (especially full games) be listed with a logo, or just a text name? And what about ranks within those games?

And, anything else in general anyone would like to suggest for the main menus (by this I mean not just the title screen, but also configuration screen; basically, everything in the player outside of preview/postview screens and actual gameplay).

617
Contests / Official Level Design Contest #6 (Voting phase)
« on: August 27, 2015, 02:23:50 PM »
Okay, you all know how this works by now. :)

Voting structure will be as follows:

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

If there's a need for a tiebreaker, the following rule will apply (with some discretion, in case the option here wouldn't be feasible for some reason):
- If allowing all the tied levels to the next round would mean the qualifying limit is exceeded by only one level, then that is what will happen.
- If preventing all of the tied levels from advancing would mean the number falls short of the qualifying limit by only one level, then that is what will happen.
- Otherwise, a tiebreaker mini-round will be held, the setup of which will be decided based on the qualifying limit and the number of levels it'd be exceeded by.

(This does not apply if the tied levels have zero votes (eg. in the first round, if only 3 levels receive any votes at all). In this case, the tied levels are prevented from advancing; or in other words, no matter what, a level will not advance or be entered into a tiebreaker if it has zero votes, it'll just be eliminated.)

As always, the voting is simply a matter of which levels you liked the most - it's entirely up to you how you decide that. And it is perfectly permissible to vote for less levels than the vote limit - it's a limit, not an exact number.

Remember, discussion of the contest levels anywhere on the site (except via PM) is not allowed while voting is in progress. This includes posting replays.

618
Closed / 2.00 Musics and music packs
« on: August 27, 2015, 04:54:19 AM »
So, in regard to musics... we all know there's several versions of a lot of tracks out there, especially the Orig ones. And we probably all have our favorite versions - which might not be the same for every track (eg. some people might prefer the Amiga version of Track A, but the DOS version of Track B and the Master System version of Track C).

With this in mind, I'm considering allowing multiple versions of the same track to be installed, and allowing the user to select their preferred version, which would be played on any level that uses that music (whether as a result of the general rotation, or because the level in question specifically is set to that track).

The current way I envision this working is that, for each track (not just each set, but each individual track), the user can choose their preferred version out of all installed versions of that track. They'll also have an option of how strictly to prefer that track - either "Allow a level to override the version selection", or "Force this version".

What's that mean? Well - at the same time, levels could either specify in general "just use this track, whatever version the user prefers", or "use a specific version of this track if available". So the user option would affect whether or not the level can override their preferred version.

So let's use "cancan" (from "orig") as an example. Let's say there's three versions - Amiga, DOS and SMS (of course there's way more than this, but just for the sake of an example...). The user in question has the Amiga and DOS versions installed, but not the SMS versions.

Case 1
User has "Amiga" set as their preference, but has not selected to outright force that version.
Level specifies "orig.cancan" as the music but doesn't specify any version of it to play.
> The level plays the Amiga version of orig's "cancan".

Case 2
User has "Amiga" set as their preference, but has not selected to outright force that version.
Level specifies "orig.cancan" as the music, and specifies to play the DOS version.
> The level plays the DOS version of orig's "cancan".

Case 3
User has "Amiga" set as their preference, and has selected to outright force that version.
Level specifies "orig.cancan" as the music, and specifies to play the DOS version.
> The level plays the Amiga version of orig's "cancan", since the user has chosen to override the level's version specification.

Case 4
User has "Amiga" set as their preference, but has not selected to outright force that version.
Level specifies "orig.cancan" as the music, and specifies to play the SMS version.
> The level plays the Amiga version of orig's "cancan", because the user does not have the SMS version installed, so it reverts to their preference.


Some possible issues:
- What to do if the user doesn't have *any* version of the specified track installed? While NeoLemmix would come with at least one version of all the official tracks (most likely Amiga versions, since they're the second most well-known after DOS, and are far smaller files than the DOS ones), this could be relevant if, say, someone makes a level and specifies an LPIII track for it.
- Should the "override level's preference" option really be there? My initial thought was against this, but then I realised someone who's really determined to get their preferred version could just delete the not-preferred version of it anyway, which would just create a mess and achieve the same end result.
- What about cases where custom packs have musics which could be considered variations of the standard ones? Two examples that come to mind here are Holiday Lemmings Plus and Lemmings Reunion, both of which have both completely new tracks and variations of existing ones. Should it be encouraged to install them as variants of existing tracks?

619
Closed / 2.00 Online content database
« on: August 15, 2015, 12:23:40 PM »
Final decision: This idea seems to be universally liked among those that voted. But it's also quite a lot of work to implement. So most likely, such a feature will not be in the first release, but all coding will be done with keeping in mind to allow for this to be easily added in a future update.

So another idea that's crossed my mind - and please be aware, I'm not 100% sure if I will be able to do this, it's just an idea really that I might look into if there's enough interest.

Should V2.00n (or more likely, V2.something-n; I doubt it'll be in the first release) be capable of directly accessing an online database of NeoLemmix content? This could simplify the update process; with almost everything being able to update just by clicking a "check for updates" type button - not only NeoLemmix and the "official" content, but also any fanmade packs. On top of this, it could alleviate the need for any manual setup of packs - just find it in the database, and click "Download" and it's done. Likewise, custom content could also be uploaded directly from NeoLemmix itself (or more likely, from the editor). Other potential uses is that, if (for example) it detected that you were missing the required graphic set for a level, it could try and find it through the content database.

Aside from the question of whether or not I'd actually be capable of implementing such a thing, I don't really see much in the way of drawbacks. However, I'm well aware that some people prefer a system of "keep everything offline / manual". Of course it would be possible to simply not use any online features (and of course it would be possible to download the content through traditional means rather than through NeoLemmix; and for that matter, to distribute it without doing so through NeoLemmix's online features); but some people may be touchy about the fact that such features even exist.

What's everyone's thoughts on this idea? Before any discussion of how it should be implemented, let's first see what the opinions are of the idea overall.

(And no, "multiplayer" is not something I am considering supporting among the online features. Sorry about that.)

620
This topic is for discussion of the levels, feedback, posting replays, etc. For creators wishing to post updates, or if you're looking for the latest updates, please check this topic instead.

So, entries have closed, it's time to play! :)

The submissions are (as usual, alphabetical by author name):

<V4> "Safe Descent" by bsmith (NeoLemmix)
<V4> "Mind the gap!" by Crane (NeoLemmix)
<V1> "Cogopolis" by DynaLem (NeoLemmix)
<V2> "Parking Garage" by Geoffster (NeoLemmix)
<V3> "Las Ranas Hermanas" by geoo (Lix)
<V1> "The Adventures Of Lemdiana Jones" by IchoTolot (NeoLemmix)
<V1> "House on a Hill" by mobius (NeoLemmix)
<V1> "Altruism" by Nepster (Lix)

NOTES:
IchoTolot's level has a custom music file to accompany it. This should be placed in the same folder as CustLemmixNeo.exe.
Nepster has recommended that his level may be more difficult on the 2015-08-09 release due to physics changes, and an older release should be used if possible. Geoo recommends the opposite for his level.

The levels are in an attached ZIP. To play the levels:

NeoLemmix: Run NeoCustLemmix, press F6 on the title screen, and select the LVL file. Alternatively, open them in the editor, then press F2 for playtest mode (requires a copy of NeoCustLemmix in the same folder as the editor).

Lix: Copy the level into the /levels/single/ subfolder, then select them from the "Single Player" menu.


Update phase will end at whatever comes last - 22/08/15, or when 72 hours have passed since the last time an update was posted (currently 22/08/15 15:50). The voting phase will begin about 5 days after the update phase ends.



As a reminder, the prizes available for this contest are:

The prizes available for this contest are:
- US $12.50
- One and a half month's advertising in the forum's news ticker for a project you are involved in, whether lemmings-related or not, and whether free or not
- Early access to the Ghosts gimmick in NeoLemmix <May be chosen by both winners>
- Your choice for the next contest's rules (within reason)

Note that in the case of someone who already has a one-month advertisement on hold, if they win the one-and-a-half-month one here, it is entirely up to them to choose which order they use them in.

Attachment updated 20/08/15 02:57

621
This topic is for entrants to post updates to their levels only. Any posts in this topic, other than for the purpose of entrants posting updates to their levels, will be deleted. If you are simply wanting to discuss the levels, please use this topic instead.

Please follow these rules for posting updates:

1. Please don't leave multiple versions of your levels in this topic. When posting a new update, remove the attachment from the old post.
2. Don't edit your old post to attach the new update, even if there have been no other updates since. Make a new post for a new update.
3. Any posts that have had the attachments removed (due to being superceeded by a new update), I'll delete eventually. (Any other mod/admin is also free to do this.) So don't leave any important details in them (or if you must do so, copy the details into the newer post).

Updates are now closed.

622
Closed / 2.00 What features should be attached to hotkeys?
« on: August 09, 2015, 01:32:56 PM »
For now, just worrying about in-game; menu and editor hotkeys will come later, when I've made more decisions about how those should actually work.

I will stress that these will *all be customizable*, and most (probably all) could also be added as a clickable button on the skill panel - user's choice here. It's just at the moment about deciding what functions should *have* hotkeys. The keys listed next to them here are what keys are currently used in NeoLemmix V1.35n-C, and as such, will probably be the defaults in 2.00n as well.

Already exist in NeoLemmix (and/or traditional Lemmix)
Assign skill to lemming (Left Click)
Select skillbar icon (Left Click)
Cancel replay (Left Click) <-- this is to cancel it without doing anything else
Highlight lemming (Right Click)
Exit Level (Esc)
Release Rate Change (F1 / F2) (Right Click + / Ctrl +)
Skills (F3 ~ F10, 3 ~ 0) (Z / X) (Right Click icon / Ctrl + click or hotkey to assign to highlit)
Pause (F11 / P / MidClick)
Nuke (F12)
Force Walker Selection (Ctrl)
Select Previously Unassigned (Shift)
Save / Load State (Enter / Backspace)
Time Skips (-, Space, B, N / Left Click) - I might see about also allowing configuration of *how* much they skip by; if not, there'll definitely be +/- 1 frame, 1 sec, 10 secs at least
Fast Forward (F)
Save Image (I)
Save / Load Replay (U / L)
Quick Restart (R)
Directional Select (Left / Right)
Scroll Screen (no current hotkey, but has hotkeys in DOS L1 / traditional Lemmix)


New Suggestions
Quick-scroll with mouse (Suggestion: Right-click)

Note: For now, especially with the new suggestions, I am overlooking that some of the suggested hotkeys (or hot-clicks) conflict with existing ones. Defaults can be sorted out later; the first priority is determining what to have hotkey support for.

Anything else you'd like to see hotkeys exist for?
(Note: I didn't include "Display permanent skills info (Alt)" here becuase that option ideally won't be nessecary in V2.00 as it'll always be displayed.)

623
So, as I recently announced, I'm working on a sequel to Doomsday Lemmings!

This sequel is currently known by the codename "ZZ Project", as I haven't conclusively decided whether or not to actually call it Doomsday Lemmings II, or use a different name. I've decided to go with the name "Doomsday Lemmings II". It's going to be a fair bit larger than Doomsday Lemmings, although still a relatively small pack - currently the intention is for 40 levels, spread across five ranks.

In terms of features, the zombies will of course be returning! In addition to that, there's also a new type of lemming - ghost lemmings, which cannot interact with objects, and scare other lemmings away (in practice, they're somewhat like moving blockers), but can be assigned skills. A new mechanic is that in certain levels, a lemming may become a zombie or a ghost upon dying.

There won't be any new graphic sets (although there's been a couple of small additions to the Horror set) made for this pack, but it will be featuring an extra one - in addition to the Horror set from Doomsday Lemmings, this pack will also make use to a small extent of LPIV's Candy graphic set. The skill bar has also been recolored to give a more suitable feel, unlike in Doomsday Lemmings which simply used the default one.

As usual, I'm not going to set a definite release date until very close to completion, though it'll most likely be sometime in October if all goes well. A 5-level demo is now available.

Download 5-level Demo

The ranks (names may be subject to change) are as follows:

Treat - This is an introduction rank, featuring simple puzzles to recap how zombies work (and introduce the zombie-on-death feature), and introduce the ghosts.
Trick
Spooky
Haunting
Demonic

I most likely won't make use of secret levels for this one, and no gimmicks or frenzies outside of the ones the pack explicitly focuses on (ie: Zombies and Ghosts).

624
Tech & Research / Windows Lemmings graphic set format
« on: August 05, 2015, 05:04:45 PM »
I'm wondering if the graphic set format for Windows 95 Lemmings is documented anywhere? As a last resort I can probably figure it out from the Lemmix Editor (or perhaps even Lemmini) source code; but I generally find documentation of the formats easier to work with, so does this exist already anywhere?

625
Final decision: A single player EXE that loads data files; with a seperate (but all-in-one) editor.

So - some people have found the current model of each pack/game having its own seperate EXE convenient, and in some ways, it is.

However, there are also some downsides to this - a pack won't get updated to newer engine versions (or graphic set versions, etc) unless the creator actively chooses to make an update; to give an extreme example, GigaLems is still on NeoLemmix V1.30n-D. Having a single core player, with data files for a pack's levels, custom graphic sets, etc would significantly reduce this issue, as well as allowing settings to be shared between players more easily (although doing so is not out of the question with a one EXE = one game setup). Another advantage is that more of the related tools could be built into the main EXE, rather than having multiple seperate apps.

So essentially - would you prefer that NeoLemmix's current model is kept, or a move to something more similar to other engines where a single program is used and any games / packs for it are just addon data files? Just for the record - this will not mean that a pack will suddenly become hundreds of files. It'll still be one file per pack when distributed, but rather than that file being an EXE, it'll be a file which is loaded by a single NeoLemmix EXE.

626
Other Projects / "Can I make a topic about my project?"
« on: August 03, 2015, 02:14:13 AM »
It seems that almost every time someone posts a new project here, unless it's actually called something with "Lemmings" in the title and/or by long-time members of the forum, there's inevitably a "Sorry if I'm not allowed to post this" at the end of their post.

So, I'd just like to clear up what exactly is or isn't okay to post here:

1. A Lemmings level pack - Yes, but not here. It'd be pretty silly if you couldn't post about those; but post them in the Level Packs board instead.
2. A new Lemmings engine - Yes! Also, once it gets fairly advanced, you can even ask for a dedicated board for these.
3. A Lemmings-related tool - Definitely! A Lemmings related project doesn't have to be something you can play; it could be a level editor, a Lemmings-related website, etc, too. However, do consider whether it might better fit into the Lix, NeoLemmix or SuperLemmini boards in these cases.
4. A Lemmings-like game - Yes! Even if it's not completely Lemmings like, if you feel it's somewhat related, go ahead!
5. A game that's not Lemmings-like - Probably not. However, you're welcome to post about such projects in the Non-Lemmings Gaming board.
6. A game that you're not sure if it counts as Lemmings-like - Possibly. We can always move it to the Non-Lemmings Gaming board if need be;  we're not the kind of forum that's going to ban you over something this trivial.

"What if the game isn't free?"
That's fine! Obviously, if you're spamming about it in every topic, then that's a different matter, but making one topic about it, posting about updates in that topic, etc, is completely acceptable.

"I'm still not sure..."
If you're just making one topic about it, the absolute worst thing that could happen is we delete your topic - we most certianly are not going to ban you for it. If you'd really like to be sure in advance, ask an Administrator or Global Moderator; but this generally shouldn't be nessecary.

Hope that clears things up.

627
Site Discussion / Anti-spam checks reduced
« on: July 27, 2015, 01:16:05 PM »
So, I've lightened up the anti-spam checks again. There's no longer a CAPTCHA; there's still a requirement of answering one Lemmings-related security question.

There's no change to *when* users will be prompted to pass a check, which is:
- when registering an account
- when making their first post
- when sending a private message, if they haven't made any posts yet


To other admins: In the event that spam suddenly starts happening, please re-enable the CAPTCHA immediately. It's under Admin Panel > Configuration > Security & Moderation > Anti-Spam.

628
Closed / 2.00 In regards to graphic sets...
« on: July 27, 2015, 10:13:01 AM »
Some points that have come up and/or been thought about by me...

1. I already plan to support, at the very least, standard resolution (ie: what NeoLemmix currently uses) and double resolution (ie: comparable to that of Lemmini) in V2.00n. Possibly higher too. With this being said - should I support storing multiple resolution images in a single graphic set file, or should each graphic set only contain one resolution of images (with all others being resized from that one)? I do realise that if storing multiple resolutions is supported, it's not likely to be used much - double resolution versions of the Orig / OhNo graphic sets already exist (in WinLemm), and I'd probably eventually remaster my custom graphic sets to use it too. Beyond that, it'll probably see very little use.

2. Should the use of multiple graphic sets in a single level be supported? This will most likely require a completely new editor, as expanding the current one to support it would probably be a more difficult task than just writing a new one from scratch. However, in this case, I don't know how willing I'd be to implement support (other than simply importing and converting to NeoLemmix) for other level formats. With that being said, writing a new editor would likely mean I could integrate it into NeoLemmix itself, rather than two seperate applications.

3. Should some object types - eg, pre-placed lemmings, one way arrows, be made a seperate part of the level data, rather than a type of object (which requires them to exist in every graphic set that uses them)?

629
Site Discussion / Downloading attachments
« on: July 25, 2015, 02:16:44 PM »
You should no longer need to be logged in in order to download post attachments. :) If this causes a huge spike in bandwidth used I may have to reverse this, but for now, hopefully it's more convenient for users who aren't always logged in. :)

630
Non-Lemmings Gaming / Stealth Inc
« on: July 25, 2015, 11:41:41 AM »
Not sure how many people there are here who even know what Stealth Inc is, but (at least in PAL regions) the "Ultimate-est Edition" is on sale on PSN at the moment - in NZ it's $11. This includes Stealth Inc 1 & 2, plus both DLCs for 1. It's a great game IMO! :)

I'm not hugely enjoying the "Teleporter Chambers" DLC, but the "Lost Clones" one seems great so far.

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