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691
In Development / NeoLemmix Community Pack
« on: February 08, 2015, 09:44:19 AM »
This topic is now closed. IchoTolot has taken over this project and created a new topic for it, which can be found here: https://www.lemmingsforums.net/index.php?topic=4148.0



I suggested this idea once before, but now that NeoLemmix is a bit more stable (with updates not occurring on an almost-daily basis, and when they do, generally not changing or adding to gameplay mechanics but only interface-related or graphical features), perhaps it's a better time to suggest this project now.

So... who would be interested in such a thing? I'd like to aim to create something similar to the official games / Lemmings Plus packs in size; with contributions from a variety of authors. Of course, I'll contribute too. :P I think for stylistic reasons it's probably best we leave out the Horror, Xmas and Sega graphic sets (though if you disagree feel free to debate it), but all the others (official ones and LPII / LPIII sets) should be alright. The Xmas style in particular is out of place due to the different theme (and otherwise similarity to the Snow style); for Horror it's a matter of the much higher graphics quality than the others. Thinking more about it, Sega is probably fine...

I won't say this project is started yet, but if there's interest, then I'd say we should get this going! Obviously, NeoLemmix-based contest entries would mostly be good candidates to include here, as well as new levels. Existing levels that work particularly well under NeoLemmix mechanics, perhaps with some adjustments to make more use of NeoLemmix features, could also be good. One thing I do wonder about though is if the new skills will see much use; I'd rather either have them used regularly, or not at all, instead of just being these things used occasionally in the odd level here and there (though of course, at least Mechanic and Cloner will probably end up like that anyway; even in my own packs they've done so as they're quite situation-dependant and very vunerable to causing backroutes or being avoided themself).


So yeah. What do you guys think? Should we try and put together such a project?



Read before submitting!
Levels that were originally designed for other engines (including traditional Lemmix) are generally fine, but be sure to test them UNDER NEOLEMMIX before submitting. Although at a quick glance everything may appear to work the same, a lot of subtle mechanics differ - for example, a climber cannot pass through a small overhang at the top of a short wall in NeoLemmix. Also please tidy up skillsets (remove any skills that are unused rather than just setting them to zero), and if there's no reason the level needs a time limit, remove the time limit altogether. In short - this is a NeoLemmix pack; so while your levels don't have to go out of their way to make use of new NeoLemmix features, these kind of small tweaks to be consistent with the general approaches used in NeoLemmix should be made.

Also, make sure to put your name in the Author field!

Levels submitted so far:

All submitted levels can be found in this Dropbox folder: https://www.dropbox.com/sh/aig6srv3mtvvk39/AACnOIdWRlOWqkDQN_w7Lyt1a

692
Contests / Official Lemmings Forums Level Design Contest #2
« on: February 01, 2015, 09:29:14 PM »
Okay, first contest went well. Here's something that might be a bit more accessible to all designers, though. :)



Here are the standard rules for all official contests:
1) You may not enter into the contest a level that you've (or anyone else) released before. You are, however, welcome to release it as part of another pack after the contest is over. This includes remaking a level on a different engine.
2) One entry per person, unless the contest's rules specifically state otherwise.
3) Anyone caught attempting to cheat at or manipulate the voting in any way is disqualified.
4) Whether or not a level meets the criteria is decided by the LF administrators; the winner will be decided by vote unless otherwise stated in the contest's rules (which may only happen if the winning criteria is purely objective).
5) Any deadline dates / times are in UTC.
6) Joint entries are permitted, but there will still only be one prize; it will be up to the entrants to determine how they will split this.
7) Whichever staff member(s) is/are running the contest may enter just for fun, but cannot receive prizes - the prize will be passed on to the next position.
8) Entries should be submitted via private message to the staff member running the contest. Do not post them in the topic, unless the contest's guidelines say otherwise. If the contest allows for use of more than one engine, please be sure to specify which engine you've created your level for, and if you've used traditional Lemmix, please be sure to specify which mechanics set (Orig, OhNo or Cust) your level is intended to be played under.
9) Deadlines may be extended once, by one week, if less than four entries have been received. If there are still less than four entries after this, that contest is cancelled.
10) If you are using an unofficial graphic set, you must include a copy of it with your submission, unless it's one that is always included with that engine (such as the Lemmings Plus graphic sets in NeoCustLemmix).



Contest #2

Goal: Design a "Fun / Tame type" level. The specific criteria are:
  • Skillset: 20 of each.
  • Save requirement: Must be no higher than 75%. Note that, like how Lemmix / NeoLemmix do, any part-percents will be rounded down to the nearest whole %.
  • Time limit: The time limit must be 99 minutes (Lemmix / Lemmini) or infinite (NeoLemmix / SuperLemmini).
  • Other: It must be possible to save 100%, and it must not be a SuperLemming level.
  • EDIT: For the avoidance of doubt, there is no rule about what release rate your level may have.
Note that despite the description as "Fun/Tame type", it doesn't have to be easy. As long as it meets the above criteria, it's fine.

VGASPECs / equivalents: Allowed, but not required.
Custom graphic sets: Allowed, but not required.
Allowed Engines: Lemmix, NeoLemmix, Lemmini, SuperLemmini
Winning Criteria: Users (which may include those who did not enter the contest) will vote for their favorite level; they may base their vote on whatever criteria they like, be it the funness of the level, the appearance, the challenge potential, etc.

Engine specific rules:
Lemmini - The level must use the default fall distance.
NeoLemmix - The skillset must consist of all 8 of the traditional skills, and may not contain pickup skills (but other NeoLemmix objects are fine). The level may not use any gimmick, including the 80px Fall Distance.
SuperLemmini - The level must use the default fall distance and boundaries.

Timeframe: Entries close 16 Feb 2015. Voting will commence approximately one week after this, and last for one week. Voting will be done in multiple rounds with fewer levels each round (and fewer votes allowed per user each round), the exact specifics will depend on how many levels are entered.

You may make a level of any size.

Prizes:
Your choice of:
- A Steam game, Amazon gift card, or similar up to US$10 in value, or US$10 worth of a major cryptocurrency (BitCoin, LiteCoin and DogeCoin are fine, others may be considered upon request). The rules for sites are that the website must take Paypal (or take credit/debit cards directly and be well-known and have a good reputation), and must not be an R18-type site*.
- An advertisement in the board's news box (on the main page) for a project of yours, whether Lemmings-related or not and whether free or not. For the avoidance of doubt, this may be saved for later usage, but only one may be active at a time - first in first served out of those who've won them.
- Getting to pick the next contest's criteria.

* This doesn't mean "sites that state you must be 18 or over" in general; I'm sure you all know what kind of sites I'm actually talking about here.

Both 1st and 2nd place get a prize; they may not choose the same prize (1st place has first pick, obviously). Either winner may choose not to claim any prize, in which case 3rd place will get their prize instead (and so on).

Good luck, and may the best level win!



Entries received so far: 4
DynaLem
Giga
IchoTolot
Nepster

693
Contests / Official Lemmings Forums Level Design Contest #1 (Results)
« on: January 30, 2015, 01:49:40 PM »
Well, it's time to announce the results!

1st Place
Crane's level "Precarious Construction (Part 2)"
Prize: Steam game worth up to US$10

2nd Place
IchoTolot's level "Shadowrun"
Prize: Advertising on the news ticker for 1 month

Thanks also to keiya, möbius and Nepster for participating, and to everyone who played and voted for levels! :) You're now welcome to discuss these levels, and the creators may upload backroute-fixed / improved / alternate versions if they wish.



EDIT: Neither winner chose to set the next contest rules, so I'll be choosing them. I've put up a poll with some vague ideas to see what people think; this may influence what I pick though it is not nessecerially a matter of "whatever wins will be the rules". And of course, you're welcome to suggest other ideas altogether either in this topic or by PMing me.

694
Contests / Official Lemmings Forums Level Design Contest #1 (Voting)
« on: January 23, 2015, 06:11:35 AM »
WARNING: Absolutely NO discussion of the contest levels is allowed ANYWHERE on the forums (except in private messages) from this point until voting has finished.

Alright, you've had time to play and discuss the levels, and now it's time to pick a winner!

Some things to keep in mind:
- All levels are definitely valid entries. The only criteria were "not using an official graphics set"*, "not using a VGASPEC", and "the level is for Lemmix, NeoLemmix, Lemmini or SuperLemmini", which all five levels have met.
- There's no specific criteria you're being asked to decide based on - it's simply a matter of which level you liked the most. You may use whatever criteria you like to determine this.

* One level uses a Lemmini remake of a Lemmings 2 graphic set; this is "unofficial" as far as I'm concerned since the set doesn't exist as an official DOS / Amiga original Lemmings graphic set. So, it's fine.


As a reminder, there are three prizes available - the first place winner gets first pick, and the second place winner gets second pick; either one may choose any prize, though the second place cannot choose the same prize the first place picked. The prizes are:
- US$10 gift "voucher" (or an item up to US$10 in value) from Steam, Amazon, or a similar service. The rules for services you may pick is that they must either be very well-known and reputable (and accept credit/debit cards) and/or accept PayPal, and no R18-type sites.
- Advertising space in the forum's news ticker for any project the winner is making (or involved in making) for one month. This will be the first item on the news ticker at all points, unless there's a major reason why something else needs to be placed ahead of it temporarily (in which case I'll add extra time to the duration the ad stays up for). This could be Lemmings-related or not.
- Getting to pick the next contest's rules. Obviously, within reasonable limits.


And as a reminder, here's how the voting works:
- Round 1 - All five levels are put in, voting lasts 3 days, each user gets three votes. Top two levels (possibly more in the case of ties) proceed to the next round.
- Round 2 - The top two levels from the first round are put in, voting lasts 3 days, each user gets one vote. Top level wins; in the case of a tie, the first round's results can act as a tiebreaker, if this still gives a tie, what to do about this will be addressed when it happens (I may just declare the contest a tie overall if the two tied-for-first users don't want the same prize anyway).


Winners will be contacted via private message.


Note that strictly no discussion about these levels is allowed anywhere on the boards (except private messages) while voting is happening. I'm not going to attempt to control or moderate any off-site discussion though. You are allowed to discuss the contest in general, though - just not the specific levels. No need to be overy paranoid - obviously we're not going to ban long-time users just for mentioning a level once - more likely at most we'll just edit out your comment about the level. And, the private message exception doesn't mean go spamming people "hay v0te for my level" (not that I'd expect any of you would do that, of course); it's more just so, for example, you can discuss with creators whether or not your solutions are backroutes.

In case anyone doesn't have them, you can get the levels here:

695
NeoLemmix Main / Player V1.28n, Editor V1.28n-A Released
« on: January 18, 2015, 12:00:41 AM »
These updates fix many things with the Zombie gimmick (which were also fixed in V1.27n-C, but this version was only used in the first release of Doomsday Lemmings), as well as a few other minor issues, and add much extra info to the replay file which will be useful for use with the Replay Database. Note that replays from older versions of NeoLemmix will work on V1.28n, but replays from V1.28n won't work on older versions.

NeoLemmix Player V1.28n
V1.28n
------
* Some extra information is stored in replays, to facilitate use with the
  Replay Database.
* Zombies can no longer infect lemmings when the "Invincible" gimmick is in play.
* Cust and Flexi now include the "Horror" style from Doomsday Lemmings.
* Fixed the bug where if you play a level without an author specified, after playing
  one with one, the second level will display the first level's author.

V1.27n-C *only used in the Doomsday Lemmings first release*
--------
* Zombies can no longer press exit buttons, trigger a secret level trigger, or pick
  up pickup skills.
* Zombies no longer count as "saved" when killed in a Karoshi level.
* Zombies are no longer included in the "lemmings out" counter.
* A level will now exit just as it would if all lemmings were dead / saved, if all
  remaining lemmings are zombies.
* Zombies are no longer affected by the nuke.
* A sound is played when a locked exit is opened.
* Added an option to mostly use the old Zombie behaviour (from V1.27n-B and earlier). When
  set, zombies will still count towards the goal in Karoshi levels, and they can activate
  unlock buttons and pickup skills (but still not secret level triggers or exits). Also,
  the level won't exit when only zombies remain if it's a Karoshi level. To activate this,
  use the (Gim27) option.
* Added options for Rising Water, Clock Gimmick, Zombies and Old Zombies to the configuration
  menu. These aren't very useful on their own though, as the level needs to be specifically
  set up to use them.
* Fixed the bug where pre-placed zombie lemmings would be rendered as normal lemmings
  on the preview screen (and in images saved from the preview screen).
* Fixed the bug where zombies would graphically revert to regular lemmings when using
  a teleporter or dying in a triggered trap.
* Fixed the bug where replays couldn't be saved on postview text screens in the same
  way they can on the regular postview screen or the "You found a secret level" screen.



The NeoLemmix Editor update is a minor update, which mostly just adds the Doomsday Lemmings graphic set, and fixes a few very minor things.

NeoLemmix Editor
V1.28n-A
--------
*  Adds a new graphic set:
      VGAGR25 (Neo) :: "Horror" set (from Doomsday Lemmings)
*  "Classic Zombies" gimmick is labelled correctly instead
*  The hex codes for skillset and gimmick combinations are no
   longer displayed, since they can now be configured in the
   players without knowing these


Download links:

NeoLemmix Players:
- DropBox
- NeoLemmix Website (may be still uploading)

NeoLemmix Editor:
- DropBox
- NeoLemmix Website (may be still uploading)

Note that I haven't put up updated versions of any of my NeoLemmix-based level packs; this is because these will all be official updates. As such, they also need more in-depth testing before release, and possibly (though unlikely, except maybe in the case of Holiday Lemmings Plus) updates to the official replays. However, I have put up updated versions of the NeoLemmix versions of my Lemmix-based level packs (ie: LPDOS, LPII and LPII Bonus).

696
Contests / Official Lemmings Forums Level Design Contest #1 (Playing)
« on: January 16, 2015, 02:50:33 AM »
Alright, level submissions for the first contest have now closed, so it's time to start playing the levels and deciding what ones you like and so on!

Here are some rules for this topic:

1. You are allowed to discuss anything you like about the levels, be it your ideas on solving them, your opinions on the appearance of the level, etc.
2. Any details relating to the solution of the levels, unless very vague, must be spoiler-tagged. For example, "I liked that trick" is fine, "I liked that trick near the end" is probably also fine (though use some discretion), "I liked that cloner trick near the end" should probably be spoilered, and "I liked the trick where you clone the lemming then bomb both versions while the zombie is falling" definitely needs to go behind a spoiler tag.
3. Posting replays of your solutions is perfectly acceptable.


So, now on to the levels... If you were wondering, I've listed them in alphabetical order of the creator's names. We have four NeoLemmix submissions and one Lemmini submission; no one submitted any Lemmix or SuperLemmini levels.

The downloads are in a ZIP attached to this post. For convenience, a copy of the Shadow tileset for Lemmini has also been included in the ZIP.

Precarious Construction (Part 2) by Crane
Format: NeoLemmix
Graphic set: Tree

Shadowrun by IchoTolot
Format: Lemmini
Graphic set: Shadow

Careless Oasis by keiya
Format: NeoLemmix
Graphic set: Desert

General Tsao's Lemming by möbius
Format: NeoLemmix
Graphic set: Psychedelic

Lost in Colourland by Nepster
Format: NeoLemmix
Graphic set: Psychedelic


To run NeoLemmix levels, you can either rename them 0101.lvl, 0102.lvl, etc then use LookForLVLFiles (with NeoCustLemmix), or load them in the NeoLemmix Editor and use the playtest mode. You don't need to download the styles or anything; NeoCustLemmix already includes them.

To run Lemmini levels, copy the "Shadow" folder into the Styles folder (if you don't already have it) to set up the style... as for how to run the level itself, I'm not entirely sure as I haven't used Lemmini in a while. IchoTolot's post just below this one should be able to tell you what you need to know for that. :)


Voting will open in about a week; this is to give everyone time to get familiar with the levels first rather than rushing to vote. There's no specific criteria as to what you should be considering when you vote - it's just which levels you like the most overall, no matter what your reasoning behind it may be.

The voting structure - though this is not "set in stone" so feel free to discuss it if you think it should be done differently - will be that votes are done in two rounds; the first round contains all the levels, and each user gets 3 votes. This will probably last 3-4 days. Whichever two levels have the most vote shere will go through to the second round, which will last the same time but one vote per user; this will determine first and second place. In the event of a tie in the second round, the one that had more votes in the first round will win; I haven't yet thought about how to handle if there's a more-than-two-way tie in the first round, or if the two levels tied in the second round also tied in the first. Suggestions on that are welcome.

697
Lemmings Main / I present to you, my latest Lemmings-related project...
« on: January 14, 2015, 01:08:36 PM »
The Lemmings Replay Database!

Now, this is still considered a work in progress, but I feel it's far enough along now that I can open it up.

Remember, this should be treated as a "beta"! Do submit interesting replays, but please don't rely on it as your sole replay backup source - keep a copy of them elsewhere (even if it's just on the forum here).

If you find any issues, please post them in this topic. For now, no suggestions (unless it's minor details - "I think you should add a link to X on page Y" is fine, but let's keep the "how about level images and replay stats?" for later); there's room for those later. For now, the main priority is simply making sure anything works.

You can access the database here:
http://www.lemmingsforums.net/replaydb/

Your login username and password will be the same as it is on the forums. Also, if you have moderator or administrator access on the forums, you'll automatically get that on the replay database too (not that it does much at this stage - the only real additional features they have are being able to add levels to ranks, add ranks to games, and upload replays under other people's names). Note that currently, if you log in on the replay database then later change your password on the forum, you will still be able to log into the RDB with your old password, until you log into it once with the new password (at which point the old password will stop working on the RDB too).

Replays are supported from Lemmix, NeoLemmix, Lemmini and SuperLemmini. Please note that for Lemmix and NeoLemmix replays, you need recent versions (V28 for Lemmix, V1.28n or higher for NeoLemmix), and for best results you should save your replays from the postview screen, or at least not until all required lemmings have exited.


EDIT: I've taken it down due to lack of interest.

698
Site Discussion / Weird issues when using site via FireFox
« on: January 11, 2015, 10:26:19 AM »
Okay, over the last couple of days something weird has been happening when I access the site via the desktop (Windows) version of Firefox. Specifically, sometimes it'll display the wrong page - though the title bar is correct. I noticed this always happens if I go from the main page into a board, then a topic, then try to edit a message. It'll display a different page rather than the edit post page, yet the title will be "Modify Message". (Perhaps strangest of all is that it'll sometimes display the correct page while loading, then switch to the incorrect one after loading completes.)

The same issue doesn't happen when I use a different browser (either IE or Chrome), or when I use the Android version of Firefox. >_> When using Firefox, it *does* also happen on the old forum, so I doubt it's related to this forum specifically.

A forced full refresh seems to load the page correctly (Ctrl+F5), but disabling the cache doesn't make a difference; this still happens.

Anyway, is anyone else having similar issues? If so, does it happen on different browsers, etc?


EDIT: Okay, I haven't extensively tested other browsers, but it's definitely an issue somewhere on my side (not the forum itself) as it just happened on Wikipedia... >_>

699
Lemmings Main / Oh No! More Lemmings! Level Voteoff (Winner: Havoc 5)
« on: January 10, 2015, 04:27:35 AM »
So now that the voteoff for Original Lemmings is finished, it's time to do the Oh No! More Lemmings! one.

This will follow more or less the same format as the original did.

So, in each of six rounds, levels will be divided into sets according to the rules for that round. For the most part, this is just a matter of all levels within a round being rolled together, but a set may be re-rolled (together with the next set; and more if the problem persists after a few re-rolls) in the following cases:
* If the set does not contain levels from at least three difficulty ranks
* If 70% or more of the set comes from the same rank (rounded down)
* If the set contains more than three consecutive levels

In the fourth round, a set will be re-rolled if it does not contain levels from at least two difficulty ranks.

Obviously, these rules can be ignored if another result isn't possible. EG: If only Havoc levels make it to the 4th round, then of course the two difficulty ranks rule will be ignored.


Each round has a limit on the number of levels that qualify to proceed to the next round. However, this limit may be exceeded in certain situations, depending on the results. Here's how the "limit" and the results combine to determine the qualifying levels:
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).


There are two important changes I'm going to make here compared to the Orig one:
1) No discussion of any levels in the currently-being-voted set (or the set itself, beyond vague comments like "this is a hard decision") is allowed within the topic. You are free to discuss previous sets/rounds, though, apart from comments relating to the levels that are in the current set/round too. You're also free to discuss them elsewhere on the boards (or outside the boards altogether); just not in this topic.
2) Since this can now be edited/reset on the new board, I'll use the board's Poll Expiry option to determine the round's ending time. So, each set's voting will last for 2 days from when it's put up, except Round 6 which I will set to 3 days.


Round Breakdown

In all cases, when the sets cannot be divided equally, the remainder levels are added to the earlier rounds. EG: If a round says "divided into three equal sets" and there are 17 levels, the first two sets will have 6 levels each and the third set will have 5 levels. Likewise, if a round says "divided into sets of 5 levels" and there are 21 levels, the first set will get 6 levels. This does not affect the qualifying levels limit or the number of votes unless the round specifically states otherwise.

Round 1
Levels are broken into sets of 10 levels each. Three votes are allowed per user. Qualifying levels limit is 5.

Round 2
Levels are broken into sets of 5 levels each. Two votes are allowed per user. Qualifying levels limit is 3.

Round 3
Levels are broken into sets of 4 levels each. Two votes are allowed per user. Qualifying levels limit is 2.

Round 4
Levels are broken into three sets. Two votes are allowed per user. Qualifying levels limit is 2.

Round 5
Levels are in a single set. Two votes are allowed per user. Qualifying levels limit is 2.

Round 6
Levels are in a single set. One vote is allowed per user. This round determines the winner.

700
Site Discussion / Change to security questions on PMs.
« on: January 07, 2015, 02:49:27 AM »
Previously, you would be presented with security questions when making your first post, or when sending a PM if you had less than 5 posts.

I've changed this so you will no longer be asked them when sending PMs so long as you have at least one post, as it doesn't seem spambots are even able to register (based on looking at Guests in the Who's Online), and if either of the two new registrations that I don't recognize are spambots, they haven't been able to post.

701
NeoLemmix Main / V1.28n Player Features
« on: January 06, 2015, 07:29:39 AM »
Here's the change list so far. This is important to pay attention to if you're making Zombie levels, as all changes (apart from one minor bugfix) relate exclusively to Zombie levels.

Note that many of these changes were also included in V1.27n-C, which was originally planned to be a full release, but in the end was only used for the first release of Doomsday Lemmings. Also, due to the improvements with the replay database, there will be an official update of every NeoLemmix-based pack I've made to use V1.28n.

* Some extra information is stored in replays, to facilitate use with the
  Replay Database.
* Zombies can no longer press exit buttons, trigger a secret level trigger, or pick
  up pickup skills.
* Zombies no longer count as "saved" when killed in a Karoshi level.
* Zombies are no longer included in the "lemmings out" counter.
* A level will now exit just as it would if all lemmings were dead / saved, if all
  remaining lemmings are zombies.
* Zombies are no longer affected by the nuke.
* A sound is played when a locked exit is opened.
* Fixed the bug where replays couldn't be saved on postview text screens in the same
  way they can on the regular postview screen or the "You found a secret level" screen.
* Fixed the bug where pre-placed zombie lemmings would be rendered as normal lemmings
  on the preview screen (and in images saved from the preview screen).
* Fixed the bug where zombies would graphically revert to regular lemmings when using
  a teleporter or dying in a triggered trap.
* Added an option to mostly use the old Zombie behaviour (from V1.27n-B and earlier). When
  set, zombies will still count towards the goal in Karoshi levels, and they can activate
  unlock buttons and pickup skills (but still not secret level triggers or exits). Also,
  the level won't exit when only zombies remain if it's a Karoshi level. To activate this,
  use the (Gim27) option.
* Added options for Rising Water, Clock Gimmick, Zombies and Old Zombies to the configuration
  menu. These aren't very useful on their own though, as the level needs to be specifically
  set up to use them.


Just to clarify on the second point (about Karoshi levels), a lemming becoming a zombie doesn't count as killing it either (just like falling out of the level doesn't).

And yes, zombies can still trigger any other object type, apart from exits, locked exits, unlock buttons, pickup skills or secret level triggers. So they can be used as trap bait (or perhaps teleporter bait) or made use of by directing them through radiation or slowfreeze.

If people were planning to make levels relying on functionality that's being removed, you can set the (Gim27) flag in the editor; this will revert most of the new changes to zombies, apart from the graphical fixes, the inability to trigger secret levels, and the level terminating when only zombies remain*.

* This behaviour will revert in Karoshi levels, but not in non-Karoshi ones.

702
NeoLemmix Levels / Doomsday Lemmings
« on: January 05, 2015, 02:39:41 PM »
This is a relatively small pack, at only 21 levels, divided equally across three ranks. Note that it already starts to get fairly hard by the end of the first rank, so this pack is not recommended for beginners.

This pack is focused solely on zombie levels. Every level has zombies. So... lemmings, check. Zombie apocalypse, check. Insanity, check. What more could you ask for? :P

Doomsday Lemmings is confirmed solvable in NeoLemmix V12.12.X.

You can download the pack here: http://www.neolemmix.com/download.php?program=30
Solution replays can be downloaded here: http://www.neolemmix.com/replay/DoomsdayLemmings_Replays_V12.10-A.zip

Enjoy!

703
NeoLemmix Main / NeoLemmix Editor Help
« on: January 05, 2015, 07:27:54 AM »
So, I'm working on some help info for the NeoLemmix Editor - it's long overdue.

These will be accessible from the editor's page on the NeoLemmix Website. So far, I've written a page describing the Level Properties window; I was wondering if I can get feedback on this, as well as suggestions for what should be included on other pages?

EDIT: Added one for the piece properties too. I'll also do one on the skills and gimmicks dialogs soon; the rest I might wait and see what people suggest needs explaining.

704
Lemmings Main / How to play Lemmings (1991) on a modern PC
« on: January 04, 2015, 11:11:34 AM »
See also:
How to play and create custom levels
List of Lemmings engines (2013)

Running original Lemmings from 1991 on a modern PC isn't as simple as grabbing a copy of the game and double-clicking the EXE file. It was for DOS and Amiga, but modern Windows has no support for these. Even Lemmings for Windows 95 won't run without problems.

Common ways to play on a modern system:



NeoLemmix

As of 2022, NeoLemmix is the most popular engine. It's for Windows, but runs well in Wine on Linux, too.

To play Lemmings 1 and ONML in NeoLemmix:
Physics are different from DOS Lemmings 1. Many glitches are fixed. Some non-glitch physics are changed: Builders cancel when their bellies hit terrain, steel stays intact even when ground removers move halfway inside, ground removers have different cancelling conditions, etc.

NeoLemmix offers excellent quality-of-life features: Rewinding to fix mistakes, replays, savestates, directional select, assign during pause, ... They're all optional. You can play without them.



DOS Emulation

For the most authentic Lemmings experience, DOSBox is your best option. DOSBox is a free and open-source DOS emulator for Windows, Mac OS, Linux, and several other platforms.
  • Download DOSBox from its website.
  • You need an actual copy of DOS Lemmings 1.
  • ... see one of Simon's posts below, or search the forums, search the net ... (to edit here)
  • For Lemmings 1, set DOSBox CPU cycles to 7,000 or fewer (Ctrl+F11 or sometimes Ctrl+Shift+F11?), otherwise music will not load.
  • Run Lemmings 1 within DOSBox.
  • When you're in Lemmings 1's main menu, you can increase CPU cycles to around 10,000 or 20,000. L2, L3, or 3D Lemmings behave best at higher cycle counts, experiment with 20,000 to 40,000 or max speed in the config.
See our threads in the Help section on how to run Lemmings 2 or Lemmings 3 in DOSBox.

Downsides: You'll have no player-assist features, and you need passwords.

For more recent development, try Dosbox-Staging and see its wiki entry about Lemmings 1.



Lemmix

Lemmix is a fan-made clone originally developed by EricLang, with later improvements by ccexplore and myself. There is a "Lemmix player" for each official game based on the original mechanics, as well as one containing extra official levels from various sources. This means Lemmix is an option for Original Lemmings, Oh No! More Lemmings, Xmas Lemmings 91/92, Holiday Lemmings 94 (this includes 93), Covox Lemmings Demo, Prima Publishing Lemmings Demo, as well as virtually every official level from other (non-DOS) platform versions of these which share the same or very similar mechanics (and even some that don't, such as Sega Master System).
Lemmix emulates the original games' mechanics perfectly. For convenience, it offers savestates, fast-forward, forward framestepping, and saving solution replays -- although with unremappable, obscure hotkeys that you must locate by experiment.



SuperLemminiToo

A series of Lemmings engines developed in Java. The Lemmini series marries Amiga gameplay physics with the lush graphics included in Windows 95 Lemmings, complete with an upgraded UI. It runs on practically any operating system that Java supports.

Our SuperLemmini board offers for fanmade level packs, level editors, discussion, records tables and more.

You'll get high-resolution graphics and high-resolution gameplay. Physics details will be different from DOS Lemmings.

There are basic player-assist features: fast forward, replays, direction select, forward frame-stepping. None of the Lemmini games support rewinding. When you make a mistake, restart the level, let it replay your correct actions, then interrupt the replay before your mistakes.



SNES Emulation

You can even get mouse support, unlike on a real SNES:
  • Get gocha's snes9x-rr or maybe another SNES emulator with Lua support.
  • Load a Lemmings or Lemmings 2 ROM in snes9x-rr.
  • Download the appropriate script: Lua script for Lemmings, or Lua script for Lemmings 2.
  • Load the script in snes9x-rr.
  • Hide the script window. You can move it to the edge, or move it to a second monitor.
  • Enter fullscreen.
Keys:
  • Right mouse button = Start/Pause.
  • Left mouse button = main button.
  • Tab = Fast forward.
Info comes from crazygerry's post below. Thanks!

705
Site Discussion / Private Messages from LemmingsForums.com
« on: January 03, 2015, 11:05:56 AM »
Nope - I haven't forgotten about this at all! So, some of you may want your private messages from LemmingsForums.com transferred to here. I can *partially* do this. Here's the full details:

- I can import your inbox (and other received messages if you have more than one folder). No problems here at all.
- I could theoretically import sent messages, however it's probably slightly easier not to do this - primarily because if that user also gets their received messages imported, it'll most likely result in duplicates. Also, displaying who the message was sent to may be difficult.
- I'm not entirely sure if I can import custom labels, or if they'll all just have to end up in the main inbox.
- I can import PMs even if they're from a user who doesn't have an account here yet.
- If the old forum had a PM attachment feature at some point (I don't think it did though), I probably won't be able to import these.
- "Conversational View" will most likely be broken; they'll all just end up as individual PMs that aren't linked to any others.


If you would like to import your PMs, please follow these steps:

EDIT: Note; please disable anything you may have (browser extensions etc) that may interfere with the layout, such as custom CSS, GreaseMonkey scripts, etc. If you don't know what these are, you probably don't have any. (Just for reference, AdBlock doesn't interfere with it.)

1) Log in on the old forum
2) Go to Profile -> Account Settings -> Modify Profile -> Look and Layout
3) Set the time format to %Y-%m-%d %H:%M:%S
Note: you can skip steps 2 and 3 if your date and times are already displaying in YYYY-MM-DD HH:MM:SS format
4) Go to your private messages
5) Go to Preferences > Change Settings
6) Select "All At Once" for the first option
7) Go back to your inbox
8) Use your browser's File > Save As option (or equivalent) and save as an HTML file; choose "HTML Only" from the dropdown box if that option is there. If you have more than one page of messages, you'll need to do this for each page (but I have set it to display 999 messages per page instead of only 15, so this is unlikely).
9) Repeat steps 5 and 6 for any other folders if you have any (you could also save a copy of your sent messages if you like)
10) Send this file to me via a private means of communication; ie: private message, email, etc. Do not post them in this topic.

When sending these, please include the following:
a) What browser you used to save the HTML file
b) If you have a custom timezone setting on the old forum, and what that is
c) Whether or not you already have some old PMs restored (from when I restored some from the January 2014 backup)

Just for reference - I'm not going to intentionally read through anyone's PMs, but I may have to view small snippets of them in the case of any difficulties with importing them (just to locate the cause of the problems). If this is problematic, you may want to consider another approach, such as saving as "Complete HTML file" and either storing it on your hard drive (or DropBox / OneDrive / similar) or sending it to yourself as a PM on here, though obviously this will mean they won't be included in your private message inbox here.

It's a known issue that all PMs imported this way appear to come from guests rather than actual accounts. This is something that I will fix sooner or later. If there's any other issues though, let me know.

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