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Messages - namida

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10036
NeoLemmix Main / Re: NeoLemmix (Player: V1.20n-B | Editor: V1.20n-C)
« on: September 21, 2014, 01:23:06 PM »
Known bug in NeoLemmix: When the Backwards Walkers gimmick is in effect, if a builder hits terrain, sometimes he ends up one pixel inside it. I haven't yet determined whether this can also happen with Platformers. I need to investigate further as to what causes this (and whether it affects Platformers too) before I can make a fix, but I'll make sure it's fixed before the next update.

EDIT: Alright. Fixed that. It does indeed happen with Platformers too, fixed that too (although it's MUCH harder to trigger it with platformers than builders anyway). Also, I finally did something about that pesky "gap in the staircase" issue when turning a builder with a blocker.

I've also added a couple of the suggested gimmicks, specifically:
- Lemmings turn around when a skill is assigned to them
- When a skill is assigned, all other skills count down instead of the one that was used

And I'm about to have a go at implementing the one where any skill that's assigned is assigned to *all* lemmings that are able to do it.

EDIT: Implemented it. However, I explicitly made it not apply to Cloners, as otherwise the lemming count gets out of hand extremely quickly - just 4 cloners in an average level (80 or 100 lemmings) can result in over 1000 lemmings, which causes major lag. It does apply to all 15 other skills.



Known bug in NeoLemmix Editor: When copying/pasting objects, only the traditional attributes get copied/pasted. This is fixed for the next update.

Known bug in NeoLemmix Editor: Sometimes it's possible to select steel that doesn't actually exist (only happens when Steel In Background is disabled). Fixed for the next update.

Known bug in NeoLemmix Editor: When trigger area rendering is enabled, some "ghost" trigger areas appear near the top-left corner. Fixed for the next update.

Some other changes for the next version include confirmation boxes when changing formats in a way that could result in loss of information (such as downgrading from Extended Format to Standard Format, or switching between Lemmix and Lemmini -based styles), and the style selection box defaulting to (though not automatically selecting - you still have an opportunity to choose otherwise if you want!) a Lemmini style when opening a Lemmini level (or vice versa - if a Lemmini style is the first one in your list, and you try to open a Lemmix level, it will default to the first Lemmix style in the list).




Also, one long long LONG overdue feature that I'm including in the next update of NeoLemmix (and likewise supporting in the next editor update) - horizontal flipping of terrain! I'll probably implement it for objects too at a later date.

10037
NeoLemmix Main / Re: NeoLemmix (Player: V1.20n-B | Editor: V1.20n-C)
« on: September 21, 2014, 01:11:11 PM »
I've just added an entirely new object type to NeoLemmix. I won't say what it is, apart from that it's something that exists in (at least) one of the official games. I've added it to the Metal style, and will probably add it to the Psychedelic style too. It would've worked nicely for the Circuit and/or Lab styles too, but I'm not adding anything to the LPIII ones.

(This doesn't mean you'll have to wait for NeoLemmix V1.21n to get the updated styles - I'll release them as soon as all 5 are done. It just means the new object type won't work until that update is released. That is unless both are ready at roughly the same time.)

10038
NeoLemmix Main / Re: NeoLemmix (Player: V1.20n-B | Editor: V1.20n-C)
« on: September 21, 2014, 12:31:56 PM »
It's a good idea, but those would be quite a lot of difficulty to code without glitchiness (look at how many glitches the Glider had :P - and there were many more that came up after creating it but before the first release with them included). I could maybe look at them later on.

Also just for reference-  there are 3 free object slots in the Sky style...

For radiation in the Psychedelic style, I might add that too. There's enough spare slots for it. But I'll also add it to the purple style as well.

10039
NeoLemmix Main / Re: NeoLemmix (Player: V1.20n-B | Editor: V1.20n-C)
« on: September 21, 2014, 11:23:24 AM »
Alright, going back to the subject of adding objects to existing styles - I'm going to do the LPII ones very soon, but the official styles may be a bit further away.

As long as you weren't planning on needing to use the new objects, you can still go ahead and create levels of course - the new objects will be added at the end of the style, so they won't cause compatibility issues with existing levels.

I won't necesserially use all the available slots - it depends what objects make sense for the style too, and I'm only adding *new* object types, not more objects of existing types. For example, I'm not going to add teleporters to the Tree style, but probably will add them to the Psychedelic style.

Most additions will be re-using graphics from the LPIII sets (possibly recolored).

Additions.

Tree: Updraft (Sky)
Purple: Teleporter (Martian), Slow Freeze (edited version of Lab radiation object)
Psychedelic: Teleporter (Circuit), Radiation (Lab), new object (original)
Metal: Locked Exit (original), Button (Circuit), new object (original)
Desert: Updraft (Sky), Radiation (Sky)

10040
Results so far

Round 1
see attached txt file

Round 2
Section 1:
* Tricky 09 "They just keep on coming"
* Taxing 26 "Triple Trouble"
* Mayhem 20 "No added colours or Lemmings"

Section 2:
* Fun 26 "Nightmare on Lem street"
* Tricky 18 "It's Lemmingentry Watson"
* Mayhem 27 "Just a Minute (Part Two)"

Section 3:
* Fun 20 "We are now at LEMCON ONE"
* Tricky 19 "Postcard from Lemmingland"
* Mayhem 18 "And then there were four...."

Section 4:
Section 5:
Section 6:
Section 7:
Section 8:
Section 9:
Section 10:
Section 11:

Round 3
Round 4
Round 5
Round 6


Section Lists

Round 1
see attached txt file

Round 2
Section 1
Fun 28 "If only they could fly"
Tricky 09 "They just keep on coming"
Taxing 26 "Triple Trouble"
Mayhem 01 "Steel Works"
Mayhem 20 "No added colours or Lemmings"
Mayhem 26 "The Steel Mines of Kessel"

Section 2
Fun 26 "Nightmare on Lem street"
Tricky 18 "It's Lemmingentry Watson"
Tricky 26 "I have a cunning plan"
Tricky 30 "The Crankshaft"
Taxing 10 "Izzie Wizzie lemmings get busy"
Mayhem 27 "Just a Minute (Part Two)"

Section 3
Fun 10 "Smile if you love lemmings"
Fun 11 "Keep your hair on Mr. Lemming"
Fun 20 "We are now at LEMCON ONE"
Tricky 19 "Postcard from Lemmingland"
Mayhem 16 "Just a Minute..."
Mayhem 18 "And then there were four...."

Section 4
Tricky 28 "Lost something?"
Taxing 03 "Heaven can wait (we hope!!!!)"
Taxing 09 "Perserverance"
Mayhem 08 "Last one out is a rotten egg!"
Mayhem 21 "With a twist of lemming please"

Section 5
Tricky 04 "Here's one I prepared earlier"
Taxing 27 "Call in the bomb squad"
Mayhem 03 "It's hero time!"
Mayhem 06 "One way or another"
Mayhem 28 "Mind the step....."

Section 6
Tricky 23 "From The Boundary Line"
Taxing 18 "Tribute to M.C.Escher"
Taxing 29 "How do I dig up the way?"
Mayhem 07 "Poles Apart"
Mayhem 12 "The Far Side"

Section 7
Fun 24 "Konbanwa Lemming san"
Fun 27 "Let's be careful out there"
Taxing 28 "POOR WEE CREATURES!"
Mayhem 09 "Curse of the Pharaohs"
Mayhem 13 "The Great Lemming Caper"

Section 8
Fun 22 "A Beast of a level"
Tricky 29 "Rainbow Island"
Taxing 13 "Upsidedown World"
Taxing 21 "Feel the heat!"
Mayhem 29 "Save Me"

Section 9
Fun 09 "As long as you try your best"
Tricky 11 "Lemmings in the attic"
Tricky 22 "Turn around young lemmings!"
Taxing 02 "Watch out, there's traps about"
Taxing 06 "Compression Method 1"

Section 10
Tricky 12 "Bitter Lemming"
Tricky 25 "Cascade"
Taxing 16 "Mary Poppins' land"
Taxing 22 "Come on over to my place"
Mayhem 30 "Rendezvous at the Mountain"

Section 11
Tricky 06 "Lemmingology"
Taxing 07 "Every Lemming for himself!!!"
Taxing 08 "The Art Gallery"
Mayhem 05 "Down, along, up. In that order"
Mayhem 10 "Pillars of Hercules"

Round 3
Round 4
Round 5
Round 6

Mod Edit: Restored attachments.

10041
Lemmings Main / Original Lemmings level voteoff! (closed topic)
« on: September 21, 2014, 09:49:00 AM »
Click here to go to current topic.



So, like I did with my packs, I'm now running voteoffs for the official lemmings games. Starting, logically, with the Original Game.

One change I'm making is that I'm not entering the levels in chronological order, but rather, it's randomized. The lists are determined by first running all the levels through a randomizer, dividing the result into sets of however many levels according to the rules for that round, and then putting the levels within each section back into chronological order. If a single section contains certain conditions, it was rerolled together with the following section until the conditions no longer occur. These conditions are:
  • - If the section does not contain levels from at least three difficulty ranks
  • - If the section contains too many levels from the same rank
  • - If the section contains both a level and its repeat version
  • - If the section contains more than one VGASPEC level
  • - If the section contains any set of more than 3 consecutive levels
Another section is added into the rerolling if the problem still persisted after three re-rolls. This is continued until the entire list is free of these issues. Also, these things are not applied during the later rounds; only the early ones. The breakdown of the sections can be found in the second post.


As for the breakdown of the rounds, this will be done in six rounds. Each round has a varying amount of levels that qualify for the next round, and a varying amount of votes allowed per user. Qualifying for the next round is based on the following rules:

1) First place - All levels tied for first place qualify, no matter what (even if it exceeds the qualifying levels limit).
2) Second place - If the first place levels do not reach the limit of qualifying levels, all levels tied for second place qualify (even if it exceeds the qualifying levels limit) as long as they have at least one vote.
3) Third place - If the first two places do not reach the limit, and adding the third place levels would not exceed the limit, the third place levels also qualify as long as they have at least one vote (in the first round) or at least half as many votes as the first place level (all other rounds).

If the limit still isn't reached after third place, then the same rule as for 3rd is applied to 4th place and so on.

Original Lemmings round rules

For the "too many levels from same rank" rule, the limit is set at 7 levels; any more than this from a single rank and a re-roll occurs.

First Round
Levels are broken into sets of 10. Three votes are allowed per set per person. The qualifying levels limit is 5. Re-rolling rules are applied.

Second Round
Levels that qualified from the first round are broken into sets of 5; if this does not divide equally then the early sets will get an extra level each (eg: if 17 levels qualify, the first set will have 6, second set will have 6, third set will have 5). Two votes are allowed per set per person. The qualifying levels limit is 3. Re-rolling rules are applied.

Third Round
Levels that qualified from the second round are broken into sets of 4; if this does not divide equally then the early sets will get an extra level. Two votes are allowed per set per person. The qualifying levels limit is 2. Re-rolling rules are applied, but the "levels from at least three ranks" rule is changed to "levels from at least two ranks".

Fourth Round
Levels that qualified from the third round are broken into three sets, however many levels each that may equate to. The number of votes allowed per person will be one vote plus one extra vote for every whole set of 6 levels in a round (eg: if a round has 5 levels, one vote per person, if a round has 7 levels, two votes per person). The qualifying levels limit is 2. Re-rolling rules do not apply.

Fifth Round
All levels that qualified from the fourth round are played off as a single set, however many levels that may equate to. The number of votes allowed per person follows the same formula as the fourth round. The qualifying levels limit is 2. Re-rolling rules do not apply.

Sixth Round
All levels that qualified from the fifth round are played off as a single set, however many levels that may equate to. One vote is allowed per person. The winner of this round wins the voteoff; if there's a tie but it isn't equal between all levels (for example, if 3 levels qualify and only two of them tie for first), a tiebreaker round will be held, but if it is equal between all levels, they will be tied for winning the voteoff as a whole. Re-rolling rules do not apply.



Please be honest with the number of votes you make; double-check with what the poll question says. But just to be clear - the vote count allowed is a maximum, not an exactly number. In a round where 3 votes are allowed, it's perfectly fine to only vote for one or two levels if you'd prefer.

Also, one change from the Lemmings Plus voteoffs where it was somewhat arbitrary - for this one, all sets will be open for voting for at least 48 hours from the time of the post announcing that they have been put up (for the first set, this post counts as the announcement). I'm not saying for sure I'll be updating it exactly on the 48 hour mark, just that I won't do it *before* that mark.


EDIT: Just want to mention, please don't treat the image links in the poll as permanently available. I don't plan to keep them available once the voteoff is finished. If you want a copy of the level maps (which you can host somewhere else, or on a free image host, if you like), you can get it here.


After this voteoff is finished, I plan to hold them for the other official games, after which there'll be a "final round" pitting all the winners from each game against each other. The order I plan to do the remaining games in is:
2) Oh No! More Lemmings!
3) Holiday Lemmings 1994 (including H93 levels, of course)
4) Xmas Lemmings 91/92 (combined into a single voteoff)
5) Covox Lemmings Demo
6) Prima Publishing Lemmings Demo
7) Extra levels

Extra levels will be all single-player levels from versions that are mostly mechanics-compatible with the DOS version - in other words, the unique levels from Genesis, the unique levels from the Budget Amiga and Bookclub Amiga versions, the unique Holiday Lemmings level from Amiga, and the unique Tricky 21s from the Mac and SNES versions. Levels from versions that are not mechanics-compatible (or at least close to it) such as Master System, NES and PSP will not be included, and neither will two-player levels.

10042
Okay, I'm going to close this topic now. I'll probably do the voteoffs for the official games sometime soon - maybe running them in parallel rather than one at a time - once I come up with exactly how I'll do them (since yes, there are some weaknesses in the current format of doing it rank by rank). If you want to suggest anything for it, PM me.


I'll do a LPIII Bonus Pack voteoff at some point in the future, but obviously not this soon after release. :P

10043
Alright, it's here!

Lemmings Plus III Bonus Pack is now released! Enjoy!

https://www.dropbox.com/s/1w1fbf1al44t5bq/LPIIIB.zip

As usual, things like the cheat code, level files, lists of which levels have the secret levels, etc will be released at a later date.

One thing I will say now - one of the secret levels is NOT accessed in the usual manner! If you're trying to find it...
Quote
Pay close attention to some of the Circuit levels and you might be able to work it out.


So, what's next for Lemmings Plus now? Well, firstly is the updates for this - I'm going to do ONE backroute-fix update (assuming backroutes show up, which they virtually always do) at some point. The second major update (ie: not counting mere upgrades to new NeoLemmix versions, if deemed nessecary) will simply be to re-enable the disabled options (like Challenge Mode, etc). Once that's done, there's the "Lemmings Plus Z Project" (this is just a codename, like "LP5 Project" for LPII and "LPX Project" for LPIII) that I've mentioned here and there (no, I haven't started on it yet, and don't plan to too soon), which will be another large pack using the LPII and LPIII graphic sets combined, as well as the new NeoLemmix skills. I have plans for one other, relatively small entry in the Lemmings Plus series, though that one won't be for at least a couple of months yet - it's quite likely this one will come before, or be developed alongside, LPZ.

10044
NeoLemmix Main / Re: NeoLemmix (Player: V1.20n-B | Editor: V1.20n-C)
« on: September 20, 2014, 02:08:19 PM »
^ I'll look into that at some point soon. :)

In the meantime, here's NeoLemmix V1.20n-B. This is a very minor update, just fixes two glitches - the main reason I'm releasing it now, rather than waiting for further stuff, is so that LPIII Bonus Pack isn't based on an "inbetween versions" release of NeoLemmix - so yes, LPIII Bonus (at least the first release) will also be based on NeoLemmix V1.20n-B. As usual, it's seperate from the NeoLemmix update stream until the first update after it's finalised.

NeoLemmix V1.20n-B
-----------------------------
*  Fixed the bug where blocker fields remained behind when the Disobedient Lemmings
   gimmick is in effect.
*  Fixed a bug where specified post-secret-level redirects always went to the first
   rank instead of the correct one.


https://www.dropbox.com/sh/pf3qz9s1jvxaxzh/AADJQnEVIMYKNKpyk4anjzQja

10045
All levels are now complete! Just got to do some reordering in Moonwalk, then do some testing, and it'll be ready for release! Expect it very soon. :)

Final style counts:
Sky: 9
Circuit: 12
Martian: 10 (including all 3 VGASPEC levels)
Lab: 11

UPDATE: Testing (and preparing replays) is now complete up to the end of Rehash. The reordering is also done for Moonwalk; in the end I only ended up swapping two levels around (level 3 and level 6).

UPDATE: Done to the end of Moonwalk. No changes needed to this point.

UPDATE: Done to the end of Teamwork. Needed two changes here - a backroute fix in one level seemed to have made it impossible, and another level I found gave one builder more than was nessecary (and this extra builder very much simplified the solution).

UPDATE: Done to the end of Party. I realised one level was FAR too hard for its position, so I both reduced the save requirement and moved it to a later position. Aside from that, no issues here. Only the secret levels remain to test now - all their post-completion redirects have been double-checked, but I've still got to check both accessing them and the levels themself.

UPDATE: Tested all the access locations. Only thing left to do is test the secret levels themself, then it's ready for release. (I'm actually 100% sure they're all possible as I haven't modified any of them since creation, but it's just my rule - test every level before release.)

10046
In case anyone was wondering: There isn't going to be any "testing period" on the bonus pack like there was with LPIII, and like with the LPII Bonus Pack, there will only be *one* backroute-fix update. Of course it'll be tested by me before release, but I won't be sending it to anyone else for pre-release testing.

So, it's just a matter of making those last four levels, doing some more testing, and then it's ready to go.



EDIT: One more level each now - at this stage, Level 7 in both, but I may end up reordering some of them (in particular, Teamwork 6 is definitely good enough to be put in Level 7 if I don't come up with something even better). Moonwalk definitely could use some reordering of the levels, while Teamwork is more or less fine as it is, except maybe having to slot the 7th level in an earlier position depending how it turns out.


EDIT: Made the last remaining level for Teamwork! Just got to come up with one more for Moonwalk now, as well as sort out the reordering of it.

10047
Here's a level map. I won't say what kind of level this is though, apart from that it does involve a gimmick (or multiple gimmicks) and it's a relatively easy one.

Also, style counts so far - this is including the secret and repeat levels:
Sky: 7
Circuit: 11
Martian: 10
Lab: 10

Only 4 more levels to go before the pack is complete - 2 each in Moonwalk and Teamwork. The remaining empty slots (thoough this may be subject to change) are Moonwalk 5, Moonwalk 7, Teamwork 4 and Teamwork 7. (All levels in Breather, Rehash, Party and Secret have been completed and their order finalised.)

There's 3 VGASPEC levels (and I don't plan to add anymore), although only two are full-blown proper VGASPEC levels; the third is more along the lines of the Covox level (uses graphics from a standard set for most of the image but with some custom stuff added). Of these, one is in Party and two are in Secret.

EDIT: Updated the info above.

10048
Alright, I'll reveal a bit more about the secret levels now.

The Secret rank is in fact the same size as the others - so, 7 secret levels! Obviously, this means that some ranks have more than one secret level. And yes, this means the total level count is 42 levels (although 14 are repeats of LPIII levels, so only 28 original levels), thus putting it at nearly 2/3rds the size of LPIII itself. o_O

I earlier mentioned that two of them re-use previously-seen concepts that were missing from LPIII. While I'm sure all of you already guessed, these are the PSYCHO 28 / Genius 17 concept (a long level that gives 20 of everything but no builders and requires 100%), and the "No Time To Die" concept. The former I would say is around the same difficulty as the LPDOS/LPII levels of this concept, while the latter is definitely the hardest NTTD yet.

The third is simply a level with the Exhaustion + Lazy combination. It's definitely harder than either of the Timid secret levels, though not overly difficult - probably late Dodgy or early Rough.

The fourth is an entirely original non-gimmick level that makes use of locked exits.

The fifth is a level that uses Surviving Bombers gimmick, though admittedly there's no reason why it couldn't be a non-gimmick level that uses diggers instead of bombers. However, in general it's based on a very unique concept for a Lemmings level.

The sixth is a Frenzy based on a very versatile concept that was used once in Original Lemmings, once in LPDOS, three times in LPII, and twice in LPIII - I won't say what it is but you may be able to guess from these usage counts.

The only thing I'll say about the 7th one is that it's a VGASPEC level with no gimmick. As with the VGASPEC levels in LPIII, it has a custom music track, and is internet-related, though this one is not related to any meme.

10049
So, I just made a level for Party that combines the two gimmicks being focused on in the other ranks (backwards walkers and one-skill-per-lemming). The two actually combine to give a very challenging result, even in relatively simple levels. o_O

10050
NeoLemmix Main / Re: NeoLemmix (Player: V1.20n | Editor: V1.20n-B)
« on: September 19, 2014, 05:55:21 AM »
Yes, sorry, that was a bit vague. The first unused bytes are for decompressed size, the second two for compressed size.

It loads it this way so it knows which areas to treat as transparent. This is important when, for example, using objects with No Overwrite. Also partly because, for some reason which I couldn't identify, it kept throwing errors when trying to use the standard Lemmini transparency algorithm (even though it works fine for objects and terrain).

Of course, I will try to improve this. I also didn't realise the mask was transparent, so I'll try to find a way around needing it altogether. Such as getting that damn normal algorithm to work. xD

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