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Topics - namida

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646
NeoLemmix Main / DAT File Tool
« on: June 14, 2015, 02:17:52 AM »
So, someone was having trouble with QuikPack (which I don't really blame them for, it's a horribly outdated tool with many options that are mostly irrelevant now, and isn't very user-friendly, not to mention its DAT compression isn't very efficient either). So, I put together a new tool for managing DAT files; primarily those containing levels.

http://www.neolemmix.com/old/lemtools/DatPacker.exe

It's primarily designed for use with DAT files that contain level packs, but it works with any compressed DAT file, and any contents in them. It can add and remove sections, reorder them, and extract them. Although designed with NeoLemmix in mind, it should work perfectly fine for DOS / traditional Lemmix DAT files too (with the caveat that each section in the DAT file must not exceed 64KB in the case of DOS, and there's probably some upper limit on the DAT file's total size there too; there are effectively no limits when using with NeoLemmix or with recent versions of regular Lemmix).

Hope you guys find use for it! :)

647
So, the last voteoff! (not including the grand final, which'll put the winners of the four voteoffs against each other)

This one is for the Extra Levels, which are basically all the official levels that come from versions with DOS-like mechanics, but were not included in any DOS version of the game. The overwhemling majority of these are from the Genesis version, but some are from other sources such as demo levels that didn't make it into final games, variations of the games on Amiga, or other versions.

All the levels in this voteoff are included in the Extra Levels Lemmix Player, although not all levels in that player are included. Those that will be included in this voteoff are (based on their classification in the Extra player):

- The levels from the "Genesis" rank, except the two test maps. This includes the alternate versions of the special graphics levels.
- The levels from the "Present", "Sunsoft" and "Other" ranks.

The two-player levels from the various versions, and the Master System and PSP levels, will not be included.

Throughout the voteoff, levels will be referred to by their position in the Extra Levels player, not their position in the version they come from. This is because generally, the Extra Levels player is the easiest way to play these levels, so it makes sense to describe how to find them in that player. Remember - you can quickly get to any level by first activating cheat mode (type "CHEATCODES" as a password), then typing that level's rank and number (eg: GENESIS01) as a code.


As usual, the rules for qualification to the next round are:
1) All levels in first place qualify, no matter what.
2) If the limit has not been reached, all levels in second place qualify, no matter what.
3) If the limit has not been reached, then 3rd, 4th and so on are considered, but *only* if (a) including them won't cause the limit to be exceeded, and (b) they have at least one vote (first round) or half as many votes as the first place levels (any other round).

And as usual, each set is open for 48 hours, except the final which is open for 72 hours. And, in the case that levels cannot be dividied equally into the number of sets specified for a round (or the number of levels per set specified), the earlier rounds get an extra level each until all levels are included.

And again as usual - remember, do not discuss in this topic any level that's in the set currently being voted on. It's perfectly fine to discuss levels that are in this voteoff but aren't in the current set, or to discuss them elsewhere on the site, of course. General comments (along the lines of "this was a hard set to choose from", etc) are fine.


So, the round breakdown - this may of course be subject to change depending on how many levels get through to the rounds.
Remember; as always, the number of votes is a maximum, not an exact requirement. You may vote for less levels if you like (eg: if the round allows voting for 3 levels, it's fine to only vote for one or two instead).

Round 1
Levels are divided into sets of 10 levels. Each user is allowed 3 votes, and the qualifying levels limit is 5.

Round 2
Levels are divided into sets of 6 levels. Each user is allowed 2 votes, and the qualifying levels limit is 3.

Round 3
Levels are divided into sets of 4 levels. Each user is allowed 2 votes, and the qualifying levels limit is 2.

Round 4
Levels are divided into three sets. Each user is allowed 2 votes, and the qualifying levels limit is 2.

Round 5
All levels are played in a single set. Each user is allowed 2 votes, and the qualifying levels limit is 2.

Round 6
All levels are played in a single set. Each user is allowed 1 vote, and this round determines the winner.

648
NeoLemmix Main / Plans for V1.35n
« on: June 04, 2015, 07:51:35 PM »
So, what would you like to see in V1.35n?

One of my main goals for it is to reduce the font size for the text above the skill panel, and thus include some more information there. Proposals for what to have, so far, include always displaying information on which permanent skills a lemming has (not possible due to space limits with the current font size, hence the system of "hold alt and highlight a lemming to display it"), how many lemmings have been lost, and how many lemmings need to be saved to pass the level. One other thing I was thinking was the time taken so far - although this could instead be done similar to Lix, in that on levels with time limits it stays exactly how it is now, while on levels without them it displays a counting-up timer that shows how long you've taken so far.

Aside from that, I also hope to replace the MAIN.DAT format, similar to how I've done with levels and graphic sets, to be more flexible (and support 32-bit images, although like with graphic sets NeoLemmix will probably not implement support for alpha values other than "fully transparent" or "fully solid" for now). It'll be done in such a way that future additions to it don't require losing support for older files; aside from that, one thing I was considering adding is supporting (but not requiring) seperate lemmings graphics for zombies - at the moment, zombie graphics are based on a hard-coded recolor. One thing I'll need to think about is how to handle the effect seen in the MAIN.DAT files of LPIII / LPIV / LPOmega, where the color of certain elements of the skillbar changes between different graphic sets. The hardest part will be how to edit this in a user-friendly way, more than simply how to make it work in NeoLemmix. As you probably know, I plan to make a better MAIN.DAT editor than LemMain, similar to how I replaced LemSet with a more user-friendly graphic set tool; but I'd like to actually have the new format implemented (rather than just planned) before doing this.

Another thing that one person has been repeatedly requesting is an option (for custom packs) to disable direct-drop. While I don't particularly like the idea of having those kind of mechanics-options (indeed, I was reluctant to even add a "timed bombers" option), I do see how constantly designing levels to avoid the possibility could be a pain in the ass, so I might look at adding such an option.

Needless to say, it makes sense to introduce these two changes at the same time, since changing the font size itself would require modifications to MAIN.DAT's structure.

649
Levels for v10 or older / Lemmings Plus IV (Updated)
« on: June 03, 2015, 12:00:05 PM »
So, it's finally here! The latest entry in the Lemmings Plus series, Lemmings Plus IV, has arrived!

Lemmings Plus IV consists of 80 levels, spread over four ranks (Smooth, Bumpy, Twisted and Insane). Unlike LPII and LPIII, there's no secret levels or gimmick levels this time - just plain old puzzles! That's not to say that there aren't a few levels based on unique and unusual concepts, of course.

As with LPII and LPIII, there's a few new graphic sets here - the four sets are Candy, Space, Clockwork and Wasteland. For the first time in Lemmings Plus, these are not palette-based with a very small number of colors, but full 24-bit color graphic sets.

Lemmings Plus IV continues to make use of new NeoLemmix features - many new object types are used, including some that are completely new to Lemmings Plus IV. The new NeoLemmix skills are also used. And, from day one, Lemmings Plus IV has talismans - there's a total of 15 of them for you to try and obtain!

Huge thanks to DynaLem, exit, IchoTolot and Nepster for pre-release testing. :)

Download LPIV from this page
http://www.neolemmix.com/?page=lemmingsplus

The cheat code, for those who want it, is...
Spoiler (click to show/hide)

650
Contests / Official Level Design Contest #5
« on: May 27, 2015, 05:29:15 AM »
So, time for a new contest!

Let's start with the general rules. Again, there's been some slight changes, specifically relating to how updated versions of the levels are handled. Apart from this, they're the same as before. To be precise - during the playing phase, until the "update deadline", you may post updated versions of your levels as often as you like. Initial submissions (during the creation phase) are still via PM. No new levels may be submitted during the playing phase, only updates to existing submissions. There'll be two seperate topics during the playing phase; one for general discussion / replay posting / etc of the levels, and the other one only for creators to post updated versions of the levels; this is to keep them easy to find (any other posts in that topic will be deleted). And just for reference, the update deadline is subject to the same 72 hour rule as the main submissions (ie: even if the deadline has passed, updates only close when no updates have been submitted for 72 hours).

Spoiler (click to show/hide)



Contest #5

These rules were picked by Nepster, as a prize for the last contest. As such, any questions on the exact details of the rule will need to be answered by him, too, unless the questions relate to general contest rules.

For this contest, your goal is to design a level with a save requirement of no more than 10%. Remember that all engines that use percentages round down, so the same will be true here - 2 out of 19 lemmings equates to 10.5%, but since this would be rounded down and displayed as 10% in-game, that's acceptable. Likewise, in a level with 200 lemmings, a save requirement of either 20 lemmings or 21 lemmings is fine, because both would be displayed as 10% (but do keep in mind that traditional Lemmix would accept 20 lemmings as a pass in this case, even if the requirement is actually set to 21, because both calculate to 10%; NeoLemmix does not have this issue (20 lemmings would equate to failure in this case)).

Allowed engines: Lemmix, NeoLemmix, Lemmini, SuperLemmini, Lix

Engine-specific rules:
NeoLemmix: The "10%" should be according to Cloner-adjusted percentages. If you're calculating by hand, this means you should treat the total number of lemmings as (number of lemmings + number of cloners in skillset + number of pickup skill cloners in the level). More reliable would be to simply ensure you've set NeoCustLemmix to use the Cloner-Adjusted Percentages (run it directly rather than playtest mode, and in the settings menu, check that Use Percentages is set to "ADJ") and check what it says there.

Timeframe: Entries will close on 16th June 2015, 4:07 PM (UTC) (subject to general rule #10).
The update deadline will be announced when the playing phase begins, but will be at least 10 days.

The prizes available for this contest are:
- US $10 $12.50 (see general rule #8) <Will be increased to $15 if we reach 10 entries>
- One month's * advertising for a project you're creating (or involved in creating), whether lemmings-related or not, and whether free or not, in the forum's news ticker <Will be increased to a month and a half if we reach 10 entries>
- A Two new gimmicks of your choice added to NeoLemmix (within reason)
- A new object type of your choice added to NeoLemmix (within reason); this only includes supporting it in-game and in the graphic set editor, and does not include actually creating a graphic set (or expanding an existing one) to include the object
- Your choice for the next contest's rules (within reason)

* "One month" refers to a calendar month; not specifically "30 days" or "31 days".



Entries received: 7
bsmith
Crane
geoo
GigaLem
IchoTolot
Nepster
Simon

651
Contests / Official Level Design Contest #4 (Results)
« on: May 23, 2015, 02:23:41 PM »
So, this contest has ended! The second round of the votes was a tie, which means the tiebreaker is which one did better in the first round.

1st Place
IchoTolot's True Grid
Prize: 1 month advertisement on the news ticker, reserved for future use

2nd Place
Nepster's Fourtissimo
Prize: Picking the next contest's rules

Well done to the winners, and thanks to all entrants for participating!

652
NeoLemmix Main / Athletes
« on: May 17, 2015, 06:00:01 AM »
I'd like suggestions on how better to handle athletes; since unlike traditional Lemmings where there are only two permanent skills and thus you know that an athlete is Climber + Floater; under NeoLemmix there are a total of 5, of which any one lemming may have up to 4 at a time (a single lemming cannot be both a Floater and a Glider).

Since the addition of these new skills, the system has simply been to use fancier names when they have multiple skills - two gives "Athlete", three "Triathlete", and four "X-Athlete", no matter what those skills are. However, the problem is precisely that - it doesn't indicate what permanent skills they have, just how many. I would guess in a lot of cases this could be deduced from the available skillset, but in complex levels, or levels that have lemmings which spawn with permanent skills already assigned (in which case they don't nessecerially have to be skills that appear in the skillset), this may lead to uncertianty.

So, I'm wondering if there's any suggestions on how to better handle this, or if everyone thinks it's fine as-is.

One method I did briefly experiment with was appending a string to the normal skil name, or to Athlete, which would show a dash for any skill they don't have, and a single letter for those they do; for example, for a climber + glider + disarmer (mechanic), it'd show C-GD (with the dash being where an S would appear for Swimmer). Since Floater and Glider are mutually exclusive, I didn't see the need to have five spaces; the third one would change to either F or G as appropriate. The problems with this is that it looks a bit untidy, and also that it barely fits - the "1" (or whatever quantity number is correct) is literally right next to the O in "Out" (see attached screenshot). The problem is even worse if the normal name (rather than always using "Athlete") of their action is used, particularly if the lemming happened to be a Platformer at the time.

Of course, it could be argued that the font is probably larger than it needs to be, and that a smaller one should perhaps be used in order to put more information on the skill bar. In this case, a system like this one would be less problematic.

Anyway, what are your suggestions?

653
NeoLemmix Main / Music packs - track ordering
« on: May 16, 2015, 01:37:21 PM »
So, as you probably know, by default NeoLemmix includes the Amiga version musics. Music packs are also available to instead give them the Master System, Genesis or DOS musics (and others could be made too).

However, the question is - each version has a different track order. So far, in the case of DOS and Master System, the ordering has been consistent with the order in these versions (Genesis has simply used the Amiga order, since the Genesis version doesn't have a track order as such); but should this be changed so instead the music packs are consistent with each other? (In which case, the most likely candidate would be to follow the Amiga order in all packs).

654
Alright so, the main update here is obviously the new Talismans feature. It hasn't been added to the official games yet - further discussion on these is needed. Nor has it been added to Copycat Lemmings yet; I'm mostly waiting to hear Essman's ideas on this one. They're being added to the Lemmings Plus series, and official updates being made for such. However, they can be used in custom Flexi-based packs! :)

Please note that these cannot be added to NeoCustLemmix level packs. I do not plan to support this.

V1.34n
------
* Added a "Talismans" option (basically just achievements with a Lemmings-themed name).
  So far, these have not been added to the official games, but can be used in custom
  packs on the Flexi player and are in the process of being added to the Lemmings Plus
  games.
* Copycat Lemmings now uses new-format graphic sets, and levels are adjusted accordingly.
* Fixed the bug where pickup skill cloners were not taken into account for Cloner-adjusted
  percentages.
* Mayhem 26 in Orig has had its blockers re-added.

V1.34n-B
--------
* The Mechanic skill has been renamed to Disarmer
* The Shift key can be held while selecting a lemming to ensure that only a lemming with no
  previous skills assigned to it will be selected
* The Alt key can be held while selecting a lemming to replace the normal action display
  (eg. walker, builder, climber, etc) with one which shows which permanent skills it has.
  The display will show six dashes, which will be replaced with letters if the lemming has
  certain permanent skills:
    - "C" for a Climber (1st dash)
    - "S" for a Swimmer (2nd dash)
    - "F" for a Floater (3rd dash)
    - "G" for a Glider (3rd dash) - shares Floater's space since they're mutually exclusive
    - "D" for a Disarmer (4th dash)
    - "Z" for a Zombie (5th dash)
* Holding Ctrl while clicking a skill panel button has the same effect as right-clicking it.
  This can be used when selecting the buttons via keyboard shortcuts, too; so for example,
  you can press Ctrl+F2 for an instant release rate 99, or Ctrl+F3 to assign a climber to
  the highlit lemming.
* Supports loading some extended header information from levels; it does not currently write
  this extended information when dumping levels, nor does the editor save it. (The reason for
  this is to have player support for it well before any levels using it exist.)
* When auto-save replays is enabled, the automatic filenames will now include the seconds
  in the timestamp as well as the hour and minute; this virtually eliminates the chance of
  one auto-save replay overwriting another one.
* Fixes the following bugs:
  > Locked exits may unlock prematurely and/or fail to work if multiple lemmings hit a single
    unlock button in the same frame
  > Replays from the first rank can be loaded on the same level number in any rank, while replays
    from the first level of a rank can be loaded on any level in that rank (with the first level
    of the first rank being loadable in any level in the same pack)
  > The LPIV Candy graphic set has a minor graphical glitch on the one-way-down arrows
  > If a lemming is highlit, it becomes un-highlit when a backwards frame jump, load state, etc
    is performed, even if the lemming still exists at the point jumped to
  > The game crashes when a level starts if the level uses an entrance which only has a single
    animation frame


V1.34n-C
--------
* VGASPEC files can now have defined autosteel and one-way areas. To do this, they should
  be in the new format (ie: graphic sets without objects); the first terrain piece should be
  the level image (including the steel / one way areas!), the second piece should be only the
  steel areas, and the third piece should be only the one-way areas.
* NeoCustLemmix and Flexi now include the LPIV Clockwork graphic set.
* Fixed the following bugs:
  > A lemming that falls a fatal distance onto terrain, where that terrain is also the top
    pixel of a water trigger area, while assigned the swimmer skill, will become stuck in
    that position while doing nothing
  > A moving background object placed far outside the level's boundaries may suddenly appear
    out of nowhere after enough time has passed during play
  > Oddtabled levels weren't working at all in V1.34n-B.


Downloads:
DropBox
NeoLemmix Website: Players | Cust | Flexi



The LemMain update adds support for the Talisman graphics. When extracting a NeoLemmix V1.29n+ MAIN.DAT that doesn't contain talisman images, they'll just be blank. The included MAIN.DAT file does contain them, so you can extract that to get a copy of them. (Remember, you can use the override images + the "extract and rebuild" features to easily add them to an existing MAIN.DAT). Sorry, there isn't a new and more user-friendly MAIN.DAT tool yet; it's still on the todo list.

Downloads:
DropBox
NeoLemmix Website



There's also a BETA version of the Talisman Editor available, so that you can add talismans to your custom packs. The generated TALISMAN.DAT file should be included in the same way as any other DAT file. When creating talismans using this, be sure to use the "Import LVL" button (or manually copy the level's normal save requirement, time limit, skill limits etc - but that's the much harder way to do it); this will copy the level's regular save requirement and so on into the talismans' requirements. This is important because forced skillset, challenge mode and timer mode do not prevent talismans from being received - this is by design; although I don't plan on doing so for my own packs, it's to allow people to make talismans that go outside the normal skillset / time limit and have the player use these modes to get them. When you import a level, it does not have to be in the LookForLVLFiles-style filename, but if it is, the level's rank and number will also be automatically set.

For reference, a "Hidden" talisman won't show up in-game; the purpose of it is that you can still use these to unlock secret levels.

I'll explain better how to use this tool at a later point, but for now, if you have any questions feel free to ask.

EDIT: I should probably explain the "Signature" field. This is just a unique reference number for each talisman, used so that they can be kept track of even if the ordering and/or parameters change. It's a hexidecimal value, and can be anywhere between x00000001 and xFFFFFFFF; all that matters is that it's unique for each talisman. Zero is not a valid value, so any that are set to zero will be assigned one automatically when you save the file. Thus, you pretty much can ignore this field; but it's there just in case.

Download:
DropBox
(For now, I haven't uploaded it to the NeoLemmix website.)



There is no editor update, as there is no new V1.34n feature that requires an editor update. Thus, if any further bugfix / feature improvement updates do occur, at this point they'd be labelled V1.33n-D and so on rather than V1.34n-A (This is in keeping with the main version number being the lowest player version that fully supports the level and graphic set formats and features it uses; not nessecerially the most recent player version.)

655
Contests / Official Level Design Contest #4 (Voting)
« on: May 16, 2015, 06:18:08 AM »
So, you all know how this works by now. Vote for your favorites; the highest scoring ones will go into a smaller final round. Don't discuss the levels anywhere on the board while voting is in progress (discussion by PM or off-site is fine, but obviously avoid the whole "vote for my level!" type stuff - this is more to allow people to discuss with the creators whether certain solutions are backroutes etc).

A copy of the levels is attached to this post, for anyone who doesn't already have them. One level uses a custom graphic set; a copy of the graphic set has been included (although recent versions of NeoCustLemmix / NeoLemmix Editor include this graphic set anyway). All others use graphic sets that are included with their respective engines.

For those who need help with how to play them:

NeoLemmix levels - Easiest way is to put them in the same folder as NeoCustLemmix, run it, and press F6 on the title screen to load a single level file. Alternatively, you could open them in the editor then use the Playtest option.

Lix level - Put it in the levels/single/ folder (or a subfolder thereof) and navigate to it through the Play Level menu.

There are no Lemmix, Lemmini or SuperLemmini levels in this contest's entries.

Good luck to all entrants!

656
So, I'm sure most of you have at least heard of the Flexi player. For those who haven't, it's basically a NeoLemmix player that's designed for use with custom level packs (the difference between it and NeoCustLemmix is that Flexi is designed for entire games, not just small packs that are essentially just a collection of a few levels); there's also a toolkit that allows creating an all-in-one EXE like the NeoLemmix players of official games and the Lemmings Plus series.

So at the moment, a fair few things can be customized, but I was wondering what else people would like to see added to its options? EG: At the moment, some of the texts cannot be customized, but they're also ones that when designing Flexi I felt were unlikely there'd be much interest in customizing, such as skill names etc. One thing that did come up in PMs a while back was more control over the configuration screen - currently, it's mostly pre-set, with just the ability to remove certain options such as LookForLVLFiles, challenge/timer modes, etc.

Just for the record, talismans are going to be supported in the next update, so no need to ask for those. :P

I also realise that a simpler method of using it - particularly for when it comes to building the all in one EXEs - would be quite desirable. It's on my to-do-eventually list. But, for now, what I'm more asking is what you'd like to be customizable, rather than how it's done. Feel free to throw any ideas, and those that have a lot of interest and seem reasonable I'll try and work into it at some point. (Obviously, things such as configuring game mechanics is unlikely, since ideally they should be consistent between all NeoLemmix packs; currently the only mechanics-related option in there (and even this I felt a bit uneasy about adding) is to revert the bombers back to being timed.)

657
NeoLemmix Main / Name of the "Mechanic" skill
« on: May 09, 2015, 05:45:21 AM »
I was recently wondering if this skill's name should be changed.

The two reasons for this are:
1. It sometimes feels weird when talking about it - am I referring to "Mechanics" as in the skill, or to the gameplay mechanics?
2. It's the only skill that doesn't end in -er.

So, I'd like to hear what everyone else thinks on this, and if there's any other suggestions for it.


EDIT:

For those who haven't encountered this skill yet (since it's a NeoLemmix-exclusive skill that so far has only appeared in Lemmings Plus Omega, Doomsday Lemmings and a few small custom packs mostly by DynaLem); a Mechanic is a permanent skill like climber/floater/etc, the lemming that has it will, upon encountering a trap (provided he's not mid-fall or anything like that), disable the trap instead of being killed by it. It takes them about 2 seconds to disable the trap (though from the instant they start, all other lemmings are safe from the trap).

658
NeoLemmix Main / Mayhem 26
« on: May 05, 2015, 01:54:07 AM »
So, generally in NeoLemmix-ised levels, I've removed blockers where their primary purpose previously was to time bombers (since NeoLemmix bombers are instant, not timed). For most levels, this is quite clear whether to leave them or remove them. However, Mayhem 26 is a somewhat special case; because while the primary purpose of the blockers is bomber timing, they can also serve other purposes. At the same time, under NeoLemmix, this level is still possible - and much more suited to its position - without them. Currently, that level has no blockers in the NeoLemmix version. (It's also based off the Amiga version, which means you can only lose 10 lemmings, and only have 10 each of the other two skills.)

Do you think the blockers should be re-added to this level, or should it be kept as is? (In the case they're re-added, if I ever get around to adding achievements, it's also a possibility that an achievement could be added for completing that level without them.)

659
NeoLemmix Main / Player V1.33n-B, Editor V1.33n-C Released
« on: May 02, 2015, 08:13:53 AM »
Alright so, the major update here is, say goodbye to the limit of 128 objects, 1000 terrains and 128 steels per level. And no, I haven't just increased it to some even larger arbitrary number - there's no limit now! :D Additionally, most level files are likely to be smaller than 10KB now; some very simple levels may even be smaller than the 2KB size of a traditional Lemmix level.

The "mass level dump" feature saves in this new format, so levels dumped by it will not be compatible with older versions of NeoLemmix.

On the other hand, the NeoLemmix 2KB level format is no longer supported by the player. It's very unlikely that any levels are in this format - it became no longer the primary format as of V1.16n-B, and as of V1.25n the editor no longer supported saving this format; back at this time I was pretty much the only one making NeoLemmix levels, and I've long since upgraded all my levels to newer formats. In the unlikely case anyone does still have levels in this format, the editor does still support them, so you can load and re-save them with the editor. If you have a large number of them, you might want to use the Mass Convert feature; just choose NeoLemmix for both the source and destination formats. 2KB DOS or traditional Lemmix levels are still supported.

At least for now, there's no official update for any of my games. I might do one later, but since there's no bugfixes or new features that'd affect them, I didn't see the need. Unofficial updates are provided, of course (these are only on the DropBox link, not the NeoLemmix Website one).

Player V1.33n
-------------
* A new level format which removes all of the following limitations is in use:
   - Limit of 128 objects
   - Limit of 1000 terrains
   - Limit of 128 steel areas
   - Limit of 32 entries in the window ordering
   - Piece IDs cannot be higher than 255
* Levels are no longer limited to 32 functioning entrances
* The very first NeoLemmix level format (DOS / traditional Lemmix format with the
  unused bytes) repurposed is no longer supported; any such levels must be upgraded
  by either mass-dumping from an older-version NeoLemmix player, or opening and
  saving them in the NeoLemmix Editor. *Actual* DOS / traditional Lemmix levels
  can still be used. The not-as-old 10KB level format is still supported, although
  all of the players have been upgraded to the new variable-sized format.


Downloads
(DropBox)
NeoLemmix Website: Players | Cust | Flexi



Editor-wise, the obvious addition is support for the new format. That aside, you can FINALLY edit the window ordering in NeoLemmix and SuperLemmini levels!

Please note that you must use at least V1.33n of NeoCustLemmix to use the editor's playtest mode with this version (you can use existing versions of traditional CustLemmix and SuperLemmini; no problems there). Likewise, at least V1.33n of NeoLemmix is needed to play levels made / edited with this version.

Also, the Candy style from Lemmings Plus IV has been added to the included graphic sets. (The other LPIV styles haven't been yet.)

Editor V1.33n-A
--------------
> Window ordering can now be edited, rather than just preserved.
> An unlimited number of window ordering entries is now supported in both NeoLemmix and SuperLemmini
  levels, rather than only 32 in NeoLemmix or 128 in SuperLemmini
> Due to use of a new level format, NeoLemmix levels are no longer limited to 128 objects / 1000
  terrains / 128 steel areas

Please note: NeoCustLemmix V1.33n or higher is required for NeoLemmix playtest mode with this version.


Editor V1.33n-B
---------------
> Fixes a bug with negative object coordinates in NeoLemmix levels.


Editor V1.33n-C
---------------
> Fixes the bug where graphic sets would not be found when loading levels if their filenames (or foldernames
  in the case of Lemmini/SuperLemmini) were not all-lowercase.


NOTE ABOUT CHEAPO STYLES: If you have old versions of the Cheapo styles (as two seperate files, eg "g_orig-dirt.dat" and "v_orig-dirt.dat" rather than just a single "orig-dirt.dat" file), DELETE THEM!

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NeoLemmix Main / Important notice about old level format
« on: May 02, 2015, 02:17:06 AM »
The NeoLemmix 2KB level format (the one based on the DOS format but with the unused bytes repurposed) is no longer supported from V1.33n of the player. Actual DOS / traditional Lemmix levels continue to be supported; and this old NeoLemmix format will for now continue to be supported by the editor. NeoLemmix features in these levels that were back-ported to traditional Lemmix (ie: custom music track selection and oddtabling) will also continue to be supported.

I don't think any levels still exist in this format, but if you have any, please upgrade them (by loading and saving in the editor, or re-dumping them from a player via the "Dump All Levels" option) to a newer format; the new variable-sized format is ideal, but the 10KB format is also remaining supported for the forseeable future.

The most obvious way to identify such a level would be if its filesize is 2KB rather than 10KB. Otherwise, assuming they haven't been upgraded since, levels are likely to be in this format if:
> They were made with NeoLemEdit
> They were made with a NeoLemmix Editor version prior to V1.16n-B
> They were made with a NeoLemmix Editor version prior to V1.25n-A and the "Extended Format" option was not selected

If they've been made or edited with NeoLemmix Editor V1.25n-A or newer, made or edited with NeoLemmix Editor V1.16n-B or newer and the "Extended Format" option was used, or mass-dumped from a NeoLemmix player V1.16n-B or later, they'll be in the 10KB format. This covers all NeoLemmix levels I've ever seen released, but in case anyone has any that they haven't released but want to keep, I'm making sure this is well known. As mentioned - the editor will continue to support such levels for now.

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