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Topics - namida

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706
Closed / [OLD] Editor Bugs / Suggestions
« on: January 02, 2015, 01:35:33 PM »
Alright, let's keep everything in one place. If you know of any bugs, or have any suggestions, for the NeoLemmix Editor make them in this topic. In the case of bugs, be sure to mention which version it happened in; even better if you can provide screenshots, sample levels that trigger it, or anything like this.

Note that new -A versions generally correspond to a new player version, and usually contain the bare minimum of updates to ensure compatibility with the new version of the player. Bugfixes and new features are generally added in the -B, -C etc releases.


Anything struck-out on the following lists has been implemented/fixed for the next update.

Currently uneditable features
> SuperLemmini: Background layers

Currently noted suggestions
> Quicker changing of terrain piece / object types
> More user-friendly setting of S-value / L-value based object properties
> Remember sub-window positions
> Assign "No Overwrite" option by default on new objects


Currently known high-priority bugs
none

Currently known low-priority or unfixable bugs
> One-Way Arrows still render on top of interactive objects and steel
      Not an urgent issue, as it still shows the general idea of how they work, but I will look into this when I get a chance.
> Zombie pre-placed lemmings are still rendered as normal lemmings (this could also be said for blockers)
      Not an urgent issue; technically the editor is rendering the object, not a lemming.
> Several values that are fixed for certain level types but editable in others display default values instead of accurate values for the types where it isn't edited
      Not an urgent issue; this is purely cosmetic and has no bearing on the actual output levels.
> Drag and drop doesn't work properly when Windows increase size is in effect.
      Appears to be unfixable without pretty much completely rewriting the editor.

707
Closed / [OLD] Player Bugs / Suggestions
« on: January 02, 2015, 01:28:38 PM »
Alright, let's keep everything in one place. If you know of any bugs, or have any suggestions (note: only minor changes are likely to be considered at this point), for the NeoLemmix Player make them in this topic. In the case of bugs, be sure to mention which version (and game, if it only happens in one of them) it happened in; even better if you can attach a replay.

Things that may be worth reporting are any mechanics-related glitches, anything that causes a crash, or any levels that are impossible or disproportionately difficult to beat in their respective NeoLemmix players if the level is included in a player in the NeoLemmix update stream - if the issue is with a version of the level other than the included one (eg: the DOS version levels used directly in NeoLemmix) then that's simply an issue of the level not being made for NeoLemmix (or adjusted to fit it), and if it's someone's custom level, that's obviously something you'd have to take up with the level author.

Anything that's been struck out has been added (or fixed, in the case of bugs) for the next update. All bugs (but not suggestions) are ordered by most important first; this doesn't nessecerially mean they'll get fixed in that order though (especially if I plan to fix them all in the same update; I'll generally fix the easiest-to-fix ones first rather than the most serious).

Note: There will be no further updates to V1.xxn branch players, unless there are critical bugs. "Critical" means that something actually doesn't work, not that there's a behaviour that probably shouldn't happen as a result of a very obscure and specific setup and combination of skills / objects / gimmicks (though if an update is needed for the former reason, fixes of the latter type may possibly be applied at the same time).

Currently noted suggestions:
> Add an option to display total number of lemmings in level (minus those who have died / exited) for OUT, rather than only those that have already spawned
> Don't count zombies / ghosts in the lemming count on preview screen


Currently known high-priority bugs:
none

Currently known low-priority bugs:
> When cheat mode is used to access non-existant secret levels in NeoCustLemmix, they act like clones of the first levels of each rank
    This bug won't be relevant anymore in V2.00n, and doesn't affect gameplay, so won't be fixed.
> The first frame of a trap animation is skipped.
    This bug (which carried over from regular Lemmix) could open up a lot of backroutes if fixed. As such, I'm leaving it as is until V2.00n, at which point due to being a rewrite re-testing levels would be highly recommended anyway.


Levels that need checking:
H94 Frost 12 - Impossible in current version

708
Reviews / Level Review - GeoffLems
« on: January 01, 2015, 10:11:41 PM »
Well, I wanted to start this a few days ago when I made all the other ones - GeoffLems is quite possibly my favorite large fan pack of all time! - but a copy of GeoffLems was nowhere to be found. Thanks to DynaLem, it's been recovered though, and can be downloaded here.

As usual, I've attached all the images in a ZIP. So... let's do this! :)

Fun 1 - "How Do I Lemming?"
Good: A bit of variety, and an amusing name!
Bad: Quite hard for a first level.

709
Site Discussion / "Light" Theme?
« on: January 01, 2015, 01:40:18 AM »
One thing that a couple of users have brought up in the chat is that they find things such as the logo, karma, the lemming icons under the username, etc, to be pointless and just take up space. Other users clearly do like these (otherwise, for example, they wouldn't have volunteered to make images for them), so what I'm wondering is... if I were to look into making a "light" theme (which anyone can select to use, and would strip out these features and only display the essential board elements), how many people would want to use it?

710
Reviews / Level Reviews - cLemmings Ultimate Edition
« on: December 31, 2014, 02:41:07 AM »
Well, this one we'll all be playing for the first time (most likely) as we go through this thread, given that it's a very new release. So grab your copy here and let's see what it has in store!

Note that cLUE is built with the Flexi Player, and exit has disabled the mass dumping of levels / level images. So, to get an image of a level, you'll need to go to that specific level and press I on the preview screen. While theoretically I could just hack into the EXE and change this (since I made the Flexi player and know about how it works), I think it's better that I don't do stuff like that. :P So, no ZIP file of the images this time; you'll have to grab them as you play.

Simple 1 - The Pilemmo
(Image attached)
Good: This level actually requires a few clever tricks to pass. exit stated that this pack doesn't start easy, and this level definitely shows that. :P
Bad: This level requires a fairly well-timed bomber, from what I can tell. Since it's made with the Flexi player, exit could've used instant bombers... it's also possible I'm overlooking something, though.

711
Reviews / Level Reviews - Holiday cLemmings 1994
« on: December 31, 2014, 02:34:22 AM »
And, one for Holiday cLemmings! :)

As usual. ZIP of the level images is attached. You can get the pack here, and if you want the updated Lemmix features, you can just replace the EXE with a copy of the H94 Lemmix player.

Frost 1 - Floating Down!
(Image attached)
Good: A nice easy level to start off with.
Bad: The way part of the exit hangs in midair looks a bit weird.

712
Reviews / Level Reviews - Oh No! More cLemmings!
« on: December 31, 2014, 02:29:29 AM »
Since we have a dedicated board for these now, we can do as many as we like at once! So, here's one for Oh No! More cLemmings!, created by exit.
I've attached a zip of all the level images to this post.

If you don't already have ONMcL, you can download it here. If you want the up-to-date Lemmix features, you can just replace the EXE with a copy of the OhNo Lemmix player; make sure to turn LookForLVLFiles on. (Speaking of which, if you don't have it, I'd highly recommend it! I haven't played cLemmings Ultimate Edition yet, but out of the other three, it's by far exit's best pack!)

Tame 1 - Just Dig!
(Image attached)
Good: A very easy level to start off.
Bad: It's almost an exact copy of Fun 1 from the original Lemmings game.

713
Reviews / Level Reviews - cLemmings
« on: December 31, 2014, 02:24:33 AM »
Okay, well, I felt like starting up a few more level review games, so here's one for cLemmings, created by exit! :)
I've attached a zip of all the level images to this post.

We'll start from Fun 8, as the first 7 levels are copied verbatim from the original Lemmings game.

If you don't already have cLemmings, you can download it here. If you want the up-to-date Lemmix features, you can just replace the EXE with a copy of the Orig Lemmix player; make sure to turn LookForLVLFiles on.

Fun 8 - Lemming Crystaliers
(Image attached)

Good: A not overly difficult level to start, with no immediate threat to the lemmings and a bit of variety in the solution without being too long.
Bad: A buried exit is quite tricky for a first proper level.


714
Reviews / "Level Review Game" Topics
« on: December 30, 2014, 02:09:55 PM »
I'd just like to set down a few rules on these, mostly to avoid clutter:

1) For small packs (CustLemm-type packs), one topic per author.
2) For large packs (eg. official games, Lemmings Plus, cLemmings, GeoffLems, etc), a seperate topic for each pack is fine, but one topic per pack (eg. don't make one topic for Fun, another for Tricky, etc).
3) For obvious reasons, don't review your own levels. :P (You can however post in topics about your levels/packs if you aren't reviewing, for example, to provide image links or to comment on people's feedback.)
4) You may review two levels in a row if no one reviews the next level within 48 hours of you reviewing the first one. In no case should the same person review three or more levels in a row in the same topic.
5) However, feel free to review as many levels as you like at a time if they're in different topics.
6) Attaching an image of the level is generally considered preferable, but is not obligatory.
7) Don't start a topic for a review game of your own levels/packs. Let someone else start it if there's enough interest.
8) If someone has specifically asked that a review topic not be made for their levels (or certain levels of theirs), please respect this.
9) Most of all, have fun! :)

The general approach in these topics is to mention at least one good thing and one bad thing about the level you're reviewing.

715
Contests / Official Lemmings Forums Level Design Contest #1 (Designing)
« on: December 30, 2014, 06:27:30 AM »
Alright, let's kick this off, and hopefully revive the level designing spirit and see some new ideas!

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.



Contest #1

Goal: Design a level using an unofficial graphics set. This may mean (but isn't limited to) any of the LPII or LPIII graphic sets, the Castle set for Lemmini, or even a newly made one specifically for this contest. The Sega set does not count as an "unofficial" graphics set.
VGASPECs / equivalents: Not allowed.
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.

Timeframe: Entries close 16 Jan 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, and if it's a NeoLemmix level, you may use any skillset and/or gimmick you like.

Prizes:
Your choice of:
- A Steam game, Amazon gift card, or similar to the value of up to US$10 (or equivalent in another currency)
- 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
- Getting to pick the next contest's criteria

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!

EDIT: If using a tileset other than those included with (Neo)CustLemmix (ie: any (Super)Lemmini tileset, or any (Neo)Lemmix tileset other than the LPII or LPIII ones), please also include a copy (or download link) of the tileset with your submission. :)

If you're using the NeoLemmix Editor (which is more or less essential to making NeoLemmix or SuperLemmini levels), you may want to see the NeoLemmix Editor page on the NeoLemmix website for information on the new features.



Entries received so far: 5
Crane
IchoTolot
keiya
mobius
Nepster

716
NeoLemmix Main / Player V1.27n-B, Editor V1.27n-A Released
« on: December 30, 2014, 01:49:23 AM »
Player downloads:
DropBox
NeoLemmix Website

Editor downloads:
DropBox
NeoLemmix Website

Changelogs:

NeoLemmix V1.27n
* VGASPECs can now be (almost) any size instead of fixed at 960x160. The one limitation
  is that the width must be divisible by 8.
* Levels can now choose between two fall distances; 63px (default) or 79px. This is primarily
  for the purpose of converting Cheapo levels to NeoLemmix. To set the higher fall limit,
  enable the (Gim30) option in the gimmicks menu in the editor; note that the player does
  not treat this as an actual gimmick (and thus will not play gimmick music automatically
  on levels using this feature).
* Added an alternate mode for Rescue Blink, where it will blink when enough lemmings are
  saved, instead of blinking until enough have been saved.
* The level pack and prefix options for Cust are now in the config screen.
* Background color can now be set by activating cheat mode then entering the code:
    BGxxxxxx
  Where xxxxxx is the RGB values (in hexidecimal) of the desired color. Note that debug
  steel mode still overrides this. To restore default background color, enter "BGCLEAR"
  or "BG000000"; the former works even if cheat mode is not on (though it will still show
  up as "Incorrect Code" (but still work correctly) if cheat mode is not on).
* There is no longer any INI file.


NeoLemmix Editor V1.27n-A
*  Has new version of a style with slight modifications:
    -          VGAGR14 (Desert): Fixed a minor graphical glitch
   This only applies to the NeoLemmix versions of the style.
*  Can create VGASPEC files of any size (as long as the width is divisible by 8), not
   just 960x160.
*  Fixed a bug where modified VGASPEC Y coordinates wouldn't display in the editor.
*  Improved the default position algorithm for special graphics in SuperLemmini styles.
*  Added an alternate paste mode, this can be configured in the INI file (set AltPasteMode
   to 1). This may help if you are having issues with copy/paste; it also has the benefit
   of that if you are running multiple copies of the editor at once, each one's copy/paste
   functionality will be isolated from each other.

717
NeoLemmix Main / V1.27n Player Features
« on: December 29, 2014, 09:30:04 AM »
Here's the new features so far for the next NeoLemmix update:

- Adjustable size VGASPECs, instead of a fixed 960x160 size
- An alternate mode for Rescue Blink that makes it blink when enough have been saved, not when enough haven't
- Added an 80 pixel fall distance option, which may be useful for converting Cheapo levels
- The level pack name and filename prefix options for Cust are now in the config menu
- Background color can now be set via entering a code while Cheat Mode is enabled (since I feel it's somewhat of a cheaty/debuggy feature)
- The INI file is now completely unused and will no longer be created

The editor is of course going to be updated to support these new features, and the VGASPEC adjustment will be made on traditional Lemmix too.

718
Level Design / Where'd my topic go? :O
« on: December 29, 2014, 01:29:04 AM »
A few topics from this board (mostly those relating to large level packs) have been moved to the Other Projects board, so see if it's there.

If you feel that's not the most suitable board for one of your topics, at the moment, users are able to move their own topics to different boards.

719
Site Discussion / Missing attachments from Lemmings Forums
« on: December 28, 2014, 03:27:50 PM »
The majority of Lemmings Forum posts' attachments have been imported, but a very small number of them couldn't be properly imported. If you find any that haven't, please report them in this topic by posting a link to the post; even better if you can also post a link to the topic on the old forum.

Please also state which case it is:
a) The post specifically states at the end of it "X attachments from this post were not able to be transferred"
b) The attachments are listed, but a 404 error is given when trying to download them

Thanks in advance. :)

To moderators/administrators: Please edit a post to strike out topics if/when you fix them.

720
Lemmings Main / Spoiler Tags
« on: December 28, 2014, 01:06:56 PM »
Hmm so, on the old board, we had a sticky topic in here about how to post spoilers. To be specific, it was [quote][color=#dee7ef](Spoiler goes here)[/color][/quote].

Now, on this new board, it's much simpler. To post a spoiler, use the following code:

[spoiler](Spoiler goes here)[/spoiler]

There's also a quick button for it when posting a message; it's the black and yellow one that somewhat resembles the "Radioactivity" warning sign.


Here is an example of how spoilers are displayed:

Spoiler (click to show/hide)

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