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Messages - namida

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10066
nuking is never part of the solution. just press escape instead.  it is an optional display of pyrotechnics.

There's one level in H94 that would disagree with your claim... :P
As well as many challenge solutions and fan-made levels.

10067
Let's drop some more preview info.

I'll confirm that at least two of the secret levels so far don't use a gimmick at all, but in fact are levels based on concepts that showed up in the highest rank in both LPDOS and LPII, but were absent from LPIII. :) I'd say both of them are harder than the LPDOS/LPII levels using the concepts. Most of you can probably guess exactly which two concepts I'm referring to here. :P

As for actual progress... no new levels yet (I'll probably do some over the weekend though), but I fixed yet another backroute in Party 7. xD I've actually had some good ideas come to mind for levels, but they're non-gimmick levels that use new skills so they'll have to wait until LPZ - for those who haven't read all the posts about it - LPIII Bonus Pack is not going to use any of the new skills or gimmicks, though I'm not ruling out using other, smaller features that weren't around at the time of LPIII's release (for example, there's one level that has a pre-placed lemming who starts out as a climber). This is fairly consistent with how LPII Bonus Pack was too - it didn't introduce any major new features, but did use some minor ones such as left-facing entrances and combinations of gimmicks.

10068
I had that issue myself when using Linux at one point, and as far as I'm aware there's no fix for it. It doesn't actually mute the sounds as such, but rather, it seems to store a few sounds up, then after a while play them all at once. Which isn't really much better. xD

Lemmix (especially traditional Lemmix) doesn't require an overly powerful PC, so if you're using Linux, perhaps running a Windows virtual machine (or dualboot) might be a better solution than trying to run it through Wine? It shouldn't need a particularly recent version of Windows - I can say for sure it works on Windows XP, I haven't tested on anything older though I can't think of any reason why it wouldn't work as far back as Windows 95 (I don't think it'll work on Windows 3.1 though :P). I also can't say I've ever tested it on Windows 8 or 8.1; but my PC is Win7 and runs it without issues.

10069
Other Projects / Re: CustLemmix and FlexiLemmix (Latest version: V17)
« on: September 17, 2014, 03:26:33 PM »
V17 update is here. This adds support for graphic sets with more than 64KB each of object and terrain data. There are no new features that are specific to only Cust or only Flexi.

CustLemmix V17 and FlexiLemmix V17
--------------------------------------------------
*  Adds support for graphic sets with more than 64KB per section of image data.

CustLemmix: https://www.dropbox.com/sh/nxdlwjuvp09fona/AADPy_T6dxcbZJqS7aOVzlN0a
Flexi: https://www.dropbox.com/sh/jcq1ndmvpc5215d/AAAnClvX98dnQmBkcabFoIaJa
Source: https://www.dropbox.com/s/crawou5mx2h9sjs/PlayerSource_CustLemmix_V17.zip

10070
NeoLemmix Main / Re: NeoLemmix (Player: V1.20n | Editor: V1.20n-A)
« on: September 17, 2014, 03:12:18 PM »
Alright, here we go! I already uploaded the LemSet Update V9 earlier (it also fixes a bug with decompiling non-official 16-color styles, as well as adding the support for the new extensions), but here's the new NeoLemmix and editor updates. :)

NeoLemmix V1.20n
----------------------------
*  Objects can now be invisible.
*  Objects with the effect of anti-blocker field or steel area now work properly.
*  One-Way Arrows automatically apply the Only On Terrain flag, as this is more
   consistent with how they actually behave.
*  Overflow and Reverse Skill Count gimmicks now interact with each other properly.
*  Pickup skills now interact properly with the Overflow and/or Reverse Skill Count
   gimmicks.
*  Any skill count that isn't in the range of 0 to 99 is now considered to be
   infinite. (Previously, only exactly 200 was considered infinite.)
*  A time limit exceeding 99:59 is now considered infinite. (Previously, there
   was no option for infinite time.)
*  When using traditional LVL format, if the time limit seconds exceeds 59, it
   overflows into the minutes instead of giving glitchy results. (For example, if
   the limit is 1min 62secs, the actual time limit will be 2:02)
*  When Reverse Count is in effect, skills are unusable at 99 instead of at 100.
*  The text file saved with a replay when Challenge Mode is enabled now uses the
   level's skillset to save used skils info, rather than only showing the traditional
   eight skills.
*  One-Way Down arrows have been added to all traditional and LPII styles (except Xmas).
*  Graphic sets with more than 64KB of object and/or terrain data are now supported.
*  When using Test Mode in NeoCustLemmix, the forced settings are no longer saved
   to the INI file.
*  The positioning of the one-way arrows on Danger 26 of LPDOS has been improved.


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


NeoLemmix Editor V1.20n-A
-------------------------------------
> Supports graphic sets with more than 64KB of image data in either section.
> Has the updated traditional/LPII graphic sets that include one-way-down arrows.

Note that it does NOT yet support other V1.20n features, such as infinite time limits; nor does it yet have support for new features in the latest version of SuperLemmini. Both of these engines will be given better support in the V1.20n-B update. The features have been documented in the NeoLemmix and SuperLemmini level format documentations respectively, so if you need them urgently for any reason, you can manually implement them with a hex / text editor in the meantime.

https://www.dropbox.com/s/8mvqsauypeex3j7/NeoLemmixEditor_V1.20n-A.zip



The ZIP of the NeoLemmix Styles has also been updated with the new versions. If for any reason you're wanting to use these with older versions of the engine, most of them will work fine, but NeoLemmix V1.20n (or higher, once available) is required for the new versions of the Fire, Crystal, Brick and Snow styles. There are no changes at all to the LPIII or Sega styles.

CustLemmix has also been updated to support the new extensions to the graphic set format. Obviously there's no intention to add anything to the CustLemmix versions; it's more so people won't run into the limit if/when they create custom graphic sets.

10071
NeoLemmix Main / Re: NeoLemmix (Player: V1.19n-B | Editor: V1.18n-D)
« on: September 17, 2014, 02:33:42 PM »
I'm fairly sure that's intentional? At any rate, I've kept consistent with the one-way-downs - they also move to the left, not downwards. It's kind of hard to say whether this is an intentional thing or a mistake - I guess the questions to ask are; is this the same in all versions? And, if so, do any official levels actually *use* the one-way-rights in that style, because if not, it's more possible that it was overlooked. (I can't think of any off-hand that do, there might be something in Genesis maybe?)

At any rate, I'll leave it as-is for now, and I can always fix it later, since it'd be a purely graphical change.

Just got to do (and test) the Crystal style, then compile everything, and it'll be ready for release. :)

A couple of other changes that are coming with this update, one of which I was a bit unsure about adding but decided to just put it in, and the other I think most of us will agree is long overdue (as pretty much all other modern engines have it) - invisible objects and infinite time limits.

10072
NeoLemmix Main / Re: NeoLemmix (Player: V1.19n-B | Editor: V1.18n-D)
« on: September 17, 2014, 01:03:19 PM »
Tree: 5 remaining slots - a bird trap (birds eating lemmings; you can place that on the nest terrain piece), updraft, one-way fields
I'm only going to add *new* object types, except maybe with the Xmas and Sega styles. Tree style already has a triggered trap anyway (the falling clump of leaves).

Quote
Also, are you able to add steel to the Bubble set?

Not at this point in time, as it already has 64 terrain pieces, which is the maximum. I'd have to overhaul the format much more significantly in order to add extra terrain. It's something I might consider eventually, but definitely won't be doing in the next update at least.

You could of course create a customized version of the style that either replaces some of the existing pieces, or alternatively, use the spare object slot (make an object that looks like a steel block, and use the Only On Terrain property - if you want different sizes, you could even designate the object as a pickup skill, with a trigger area in a location that can't actually be reached if the area its on is set as steel; alternatively the Steel object type will be working properly again in the next update so that'd avoid the need to manually set steel areas when using the workaround, though I haven't yet tested how this interacts with negative steel).

Quote
Another thing that makes this different from backwards lemmings. For example, after a lemming finishes building, and you assign them a builder again, they will turn around and build in the opposite direction; if you keep doing this, you can make a zigzag staircase without blockers; these will especially be useful as splatforms.

That's actually a really good point. Okay, I'll do this gimmick at some point. It probably won't be the next update though; I need to implement the new extensions to the graphic set formats, then also do an editor update to get it in line with new version features (as well as implement support for new SuperLemmini features), so apart from that and fixing any bugs I might come across, I think I've implemented everything that I'm going to for the next update. (Also keep in mind - you probably saw this coming; since the only function of the new graphic set extensions is to allow more/larger graphics, I'll be updating CustLemmix to support it too.)

At this point, I've finished updating LemSet to support the graphic set extensions, and I've done all the graphic sets except Fire and Crystal (these two, along with Brick, ran into problems before; but since Brick has the simplest arrows, I used it while testing the fixes); I still need to update the player and the editor.

EDIT: Player is now updated to support it. So the player can pretty much be released once I (re-)do the Fire and Crystal sets. An updated editor may have to wait until tomorrow as there's a fair bit to do on it. With that being said, the extended graphic sets don't crash the existing editor, they just look weird, so you can already make the levels using it if you can tolerate slight graphical issues in the editor.

For those who know the technical details of the formats, the new extensions allow the object section to be up to 4GB (which realistically will probably never happen - the brick style, which is the largest so far (though Fire or Crystal might end up exceeding it, we'll see), is only about 65KB - barely over the limit of the old format). The terrain section's limitation isn't so straightforward - the section itself can be up to 4GB theoretically too, but the furthest into it any terrain piece can start is at the 8MB mark exactly; since the maximum size of an individual piece is 248x255, this puts the practical maximum at about 8.05MB. Still far higher than any graphic set is realistically likely to ever use, especially since the current format only allows for 64 terrain pieces (and if I were to make a new format that allows for more, I could then also allow it to make use of the full 4GB maximum section size - the 8MB-ish limit is due to the limitation of bytes to store the piece graphic addresses).

(And for those of you who don't quite understand the above - this is not the same as the size of the actual source BMP files. The size of the 'sections' in the output graphic set are only about 20% of that of the source files.)


Other new objects (apart from the one-way downs) will come in a later release, since they're a lot more work - I have to actually make new graphics (unless anyone else wants to contribute?) for the most part, rather than just rotate and maybe slightly modify existing ones; although I could possibly recolor some of the graphics used in LPIII to add them to the old styles.


EDIT: On second thought, I will release a V1.20n-A of the editor which supports the new extensions to the graphic sets (but is otherwise identical to V1.18n-D). Then later this week I'll do a V1.20n-B update which adds the support for the new features in NeoLemmix V1.20n and SuperLemmini V0.93a.

10073
NeoLemmix Main / Re: NeoLemmix (Player: V1.19n-B | Editor: V1.18n-D)
« on: September 17, 2014, 11:58:31 AM »
Well, run into a minor snag with three styles (specifically - Fire, Crystal and Brick), in that adding the one-way-down arrows pushes the VGAGR object sections to over 64KB. Working on updates to all three programs (LemSet, NeoLemmix and NeoLemmix Editor) to get around these limitations now - of course the editor and player already support sections over 64KB in and of themself, there's just no support for graphic sets pointing to anywhere beyond the 64KB mark (as previously it was only used for full-color VGASPECs); whereas LemSet didn't support these at all previously.

10074
NeoLemmix Main / Re: NeoLemmix (Player: V1.19n-B | Editor: V1.18n-D)
« on: September 17, 2014, 09:20:44 AM »
Just for reference, the remaining object slots in each style, if anyone wants to make suggestions (especially relevant for objects that go in pairs, such as teleporters or locked exits, which will thus need two slots). All of these are taking into account the addition of one-way-downs (unless they won't be added to the style in question; I don't plan to add them to styles like Xmas and Sega that don't have one-way arrows at all):

Dirt: 1 remaining slot
Fire: 1 remaining slot
Marble: 2 remaining slots
Pillar: 1 remaining slot
Crystal: 1 remaining slot
Brick: 2 remaining slots
Rock: 0 remaining slots
Snow: 2 remaining slots
Bubble: 1 remaining slot
Xmas: 3 remaining slots
Tree: 5 remaining slots
Purple: 5 remaining slots
Psychedelic: 4 remaining slots
Metal: 3 remaining slots
Desert: 3 remaining slots
Sega: 8 remaining slots <-- I might add all three types of one-way arrows to this one, that'd still leave 5

If you've got graphics for an object type that you think should be added, even better - though keep in mind, you need to stick to the available palette! (You can easily get this by decompiling the graphic set with LemSet.)

EDIT: Actually, for the locked exits, they don't nessecerially *need* two free slots - as the existing exit can be adapted into a locked exit. This would though mean that in styles where this is done, a single level can't contain both locked and unlocked exits. (But, a locked exit and a normal exit function exactly the same if there are no buttons in the level.)



A behind-the-scenes change; I've changed the code for removing a lemming so that it can be specified whether it's been saved, killed, or neutral (eg: fallen out of the level). This means that rather than having to duplicate the code for registering the lemming as saved/killed (the latter for Karoshi purposes) on each case that can remove the lemming, it simply specifies which to treat it as. This should have no actual effect on gameplay, it's just a behind-the-scenes change, but it does make it easier to add future cases of lemmings being either saved or killed.

10075
NeoLemmix Main / Re: NeoLemmix (Player: V1.19n-B | Editor: V1.18n-D)
« on: September 17, 2014, 08:00:57 AM »
Known bug that will be fixed in the next update:
When using Challenge Mode, the text replay always contains info on quantities used of the 8 traditional skills, instead of basing it off the level's actual skillset.

Also, as mentioned above, pickup skills, the Overflow gimmick and the Reverse Count gimmick now all get along just fine, instead of having weird results when combined. :D

One more thing I'll be doing for the update (unless it turns out to be too much work, which it shouldn't) is adding one-way-down arrows to the official and LPII styles. Also, the Fire style needs some improvement to the trigger areas of the existing arrows, so I'll do that too. The improved trigger areas for the one-ways will apply to all affected players, while the addition of the one-way downs will, as usual, only be put into Cust and Flexi (and of course the editor).

EDIT: On closer examination of the fire set's one-way arrows, it looks like the way they're set up is actually logical. If anything, it's just the frame size that's a bit confusing.


EDIT: I've added the one-way downs to the dirt style, it's very simple and doesn't seem to cause any problems. :)

I might look into adding some other new objects to certain styles, too. I didn't want to do this before because it would be a complicated task, but with V8 of LemSet having a decompile option, it's much simpler to do now (apart from having to make graphics, of course). If you have any suggestions of what should go in what style, let me know.


Also, please note: From now on, the non-remastered versions of the LPII styles are no longer given any official support. They'll remain available for use, but please note that they won't be updated with new objects in this round of updates (which will probably be the last one for existing styles).

10076
NeoLemmix Main / Re: NeoLemmix (Player: V1.19n-B | Editor: V1.18n-D)
« on: September 17, 2014, 05:41:37 AM »
Gimmick ideas:
1. Turn around skill - I could possibly do this one, although aside from graphical features, it wouldn't be much different from Backwards Walkers. I'll add it to the list to consider.
2. Entrance/exit swap - I think this would indeed be better handled with invisible and fake objects. I plan to add proper invisible objects (but probably not terrain, both for reasons of difficulty of implementation and that that is blatantly unfair to the player given the more pixel-perfect nature of terrain compared to objects) to the next update, just like SuperLemmini has. And of course, you can simply use specific music selection if you want to play the gimmick music (set it to 254 for Frenzy, 255 for Gimmick).
3. Radiation Stoner - This one would be better handled by an object, I think.
4. Harmful Bombers/Stoners - I would think it'd be logical to only apply this to bombers, or perhaps as two seperate gimmicks; but I've actually considered this one myself. Added to the list. (This could be quite interesting when combined with Nuclear Bombers, too.) What I'd wonder for this one is, what's the best thing to happen to them - should they burn (like hitting a fire object), or perhaps start a chain reaction (ie: any lemming caught in the blast also instantly bombs (without an OhNo))?
5. Upside-down lemmings - I've already explained (I think) why I wasn't going to do invertible gravity (like Cheapo has); the same thing applies here. It's FAR too much work. One possible workaround would be to simply draw the gameplay area upside down, though then you'd have to create the level upside down too; and this may still take more effort than it's worth.

Lemming types:
In general, these would be quite simple to implement functionally, but could be problematic graphically. They would have to be done either by including an entire second set (per type) of lemming graphics in MAIN.DAT, or palette-swapping on the default graphics (which could then be problematic for customized graphics, and maybe even when simply using the xmas palette).
I do like the gold lemmings idea, not so much the evil lemmings one. Perhaps I can look at these at some point.

Extra:
1, 2. I don't see much point in doing this; for one it would majorly increase the filesize of an already-large player. The only music-related change I'd like to make is, if there's a MOD/IT file (or MIDI; I can convert that easily enough) for the Sunsoft Special level, then I'd like to use that for that level.
3. If the level files (or information on how to extract levels from the Genesis version) show up, I'd be more than happy to adjust and include them.



I'm currently overhauling how the skill counts are handled, which will have a number of benefits:
- Easily fix the interactions between various factors that affect counts, such as Challenge Mode, the Reverse and Overflow gimmicks, pickup skills, etc
- Avoid (not that there are any that I know of) skill count-related glitches that only apply to a specific skill
- Remove the 100-of-each-skill limitation in Challenge Mode

10077
Help & Guides / Re: computing score
« on: September 16, 2014, 06:08:32 PM »
I would definitely suggest though, implement the time (and perhaps even the skills? - this is probably something I should change) in the same way NeoLemmix does - in other words, the score is only updated when a lemming is saved, not every time a second passes. This is so that it isn't a rush to exit the level as quickly as possible after saving the last lemming.

10078
Help & Guides / Re: computing score
« on: September 16, 2014, 05:32:57 PM »
While opinions may vary as to how good the NeoLemmix algorithm is (for example, some people think lemmings saved should be the highest priority, with skills used as second, and finally time as least significant; whereas the NeoLemmix algorithm tries to balance all three factors as well as a couple of other minor details), feel free to use it (or a derivative of it) or just read how it works to get ideas:

https://www.dropbox.com/s/nbjox4n1jhxhuy9/Score%20Mechanics.txt?dl=0

10079
I was going to keep the same format since it's familiar now, but if people think a different format would work better (perhaps even random selections of levels for each round, rather than in order?), I can do that.

10080
NeoLemmix Main / Re: NeoLemmix (Player: V1.19n-B | Editor: V1.18n-D)
« on: September 16, 2014, 04:51:58 PM »
Here's a bug that I should've mentioned when I first found the forum, which still hasn't been fixed on the Neo Editor. Whenever I click on the vertical panels below the map, I an unable to move any terrain pieces or objects with the arrow keys. Despite the fact I created so many levels in the past it'd be nice if you could fix this unnessecary issue.

This one has been bothering me too. I have to look more into exactly how the connection between parts of the editor work before I can fix this, but it's on my todo list.

Quote
And also, because I prefer to use the arrow keys to move pieces around rather than the mouse I prefer to move them quickly without having to hold Ctrl, and use that button instead to make 1-pixel moves, just like the original Lemmix Editor. Is it possible to add an option in the settings to change this back to normal? Thanks.

This should be possible. I'll probably also look into making the "larger" move distance configurable instead of hardcoded at 8 pixels.


Another thing I'm going to look into doing is splitting the Level Stats panel into two seperate ones; one for the skillset, and one for the other details. It's getting a bit overcrowded, I think... and I want to make setting infinite skills tidier, especially for SuperLemmini purposes - in NeoLemmix, you can't have more than 99 of a skill anyway, so using a value over 99 as infinite (specifically, 200) works fine, but SuperLemmini you can have higher amounts without actually being infinite.

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