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Messages - namida

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10516
Levels for other engines / Re: cLemmings - a new Lemmings game
« on: June 14, 2014, 05:23:26 PM »
Anyway, on the subject of the levels themself, I've played through Fun so far. (Wow, me actually playing levels instead of just making them... probably helps that this is on Lemmix rather than Lemmini though.)

I found the levels quite interesting, although around the middle of Fun there seemed to be far too much reliance on builders. I also noticed two levels in a row (Lemming Athletics and Huff And Puff) which were extremely similar, I don't know if that was intentional but if not you might want to re-order them a bit. I also don't quite understand why the save requirement is so low on Frantic Lemmings; it's possible (and very easy) to even save 100% there.

"A Towering Problem" was one level that I found to be particularly good, although if I'm not mistaken doesn't one of the official game levels have that name?

I'm also not sure if you're aware, but it's possible to complete Pink Lemming with just two skills. I get the feeling that level was meant to be a bit more complex than that.

Anyway, good designs! I'll probably have a go at Tricky soon (I did already play the first level actually; also quite a good one).

10517
Levels for other engines / Re: cLemmings - a new Lemmings game
« on: June 14, 2014, 04:27:50 PM »
It's not so much about whether I'd like to give it to you, but more whether you'd be able to use it. In reality, what I'd be doing is recompiling Lemmix from source code, using your data instead of the official game's data. If you're up to that, you can get the source code right here (use Delphi 7 to compile it). Includes the updates by ccexplore; but doesn't include any of my NeoLemmix updates (I haven't released the NeoLemmix source yet).

http://www.mediafire.com/download/uhk6207aw9smtmd/LemmixPlayer_ccexplore.zip

There isn't really any "tool" as such, apart from Delphi 7 to compile it (and the Lem Resource Builder tool, which is included - in both source and compiled forms - with the Lemmix source; this just packs the data files into a compressed format that Lemmix uses internally), and a tool to pack the individual LVL files into compressed DAT files (some level editors can do this (LemEdit and Lemmix can; jLevelBuilder can't; NeoLemEdit can't yet but will be able to in future), as can Mindless's Lemmings Tools; I have my own tool for this but it doesn't do anything that these other ones can't, it just automates a lot of the work).

Anyway, I'll send you a PM shortly to sort out some of the finer details.

10518
Levels for other engines / Re: cLemmings - a new Lemmings game
« on: June 14, 2014, 07:11:39 AM »
Would you like me to build you a Lemmix Player like the official ones (ie: all the files packed into one EXE, instead of heaps of LVL files and needing to use LookForLVLFiles)? I can do it on either traditional Lemmix (the version you're used to) or NeoLemmix (an updated version, less buggy, supports finer placement of pieces, but levels may need some minor adjustments), just as easy either way. :)

10519
Ah yep. That's a simple matter of me typing the names the wrong way around, and it'll be a very easy fix. :) Thanks for pointing it out.

10520
If your comment about this strange-looking ZIP file is to surreptitiously reveal some cool new feature you made, just reveal the thing because, having a bout with viruses last year I'm not about to download any "strange-looking ZIP file"

I assure you it's nothing dangerous. :)

10521
I'm probably not going to add any more new object types. If I do an LPIII bonus pack, I might add a couple more of them in at this stage, though I'm not planning on it. (There again, I wasn't planning an LPII bonus pack while I was making LPII, but one happened; and LPIII *does* once again have some pretty interesting gimmicks).

That's actually a very good idea for how to have rough-edged terrain in such a style. I like it! :)

The steel is white so that it stands out; due to the wide variety of red tones in the terrain, I felt red steel, even if I used unusual shades, wouldn't stand out enough. Plus, it kind of provides an interesting contrast, I reckon. I don't know, I might change it later.

And by the way, some strange-looking ZIP file appeared in my LPIII working folder earlier...
http://www.mediafire.com/download/rc0r68yvq58o61b/MysteriouslySuspiciousZipFile.zip

(EDIT: It's a demo! :P Since people are worrying about what it could be... xD)

10522
Nope, the red style is nothing like the brick style, apart from maybe that the exit looks like it'd fit right in. xD In terms of the shape of the pieces, so far it's probably closer to the Snow style than anything else. I've attached an image of a level I made it in; obviously this level will need further decorating once the style is more developed.

I do kind of like your idea for an ocean+underwater style. The only problem comes out of water usually being deadly to the lemmings; additional mechanics like water lemmings or a "swimmer" skill is beyond the scope of what I plan to include for LPIII. Maybe some kind of water-related style but not nessecerially underwater. I had thought about a space style, but I think that's a bit overused by now, although it would work well with quite a few of the new object types. :/ Another idea I had was an ice style, but then the problem is how to make it sufficiently different from the snow style (and there'd also be at least some degree of overlap with the sky style too, which is an even bigger problem). I also don't want to go with two styles that focus more on a color than a theme; while Purple style had pretty neat results, I don't know that designing *every* style with that formula would turn out so great.

I have one absolute "last resort" idea for this style, but it's kind of the thing that'd be more suited to a one-off VGASPEC level than a dedicated style.

Hm, perhaps one option for it is a nuclear reactor or science lab style or something? (After all, you know, blue radioactive glow, etc...). It'd be perfect for the radiation object and teleporters, probably work well with the locked exits too. Both would also fit in quite nicely with the idea of a predominently straight-edged style.

Or perhaps to go along the same path but slightly change the idea so it fits the context better - maybe a swamp style? Although that would admittedly be far better suited to a mostly rough-edged style...

As for your other ideas; I don't really like the "noir" one. It just feels like it wouldn't work too well in a Lemmings context. Also, doing it in black and white isn't an idea I'd be too keen on when I already have the primarily white / light-grey Sky style. The castle one is not a bad idea in itself, but again, the color overlap with the Sky style is quite strong. The ruins style could be interesting if I can't think of anything blue that I like. (Of course I realise (after all, I'm the one who added the feature :P ) that I'm no longer as limited in terms of colors as I was when doing LPII; but I'm still trying to retain the classic feel of styles revolving mainly around one or two colors and each one being fairly unique.)

10523
Development has begun on the 3rd style, which at this point is simply titled "Red". I'm not sure if I'll develop it into a theme, or if I'll simply base it around "lots of different red stuff" - that's what I did for the purple style in LPII and the results turned out pretty good. :)

Here's the exit (though the design is, of course, subject to change). Apart from this, I've only done the window (as usual, it's a recolored one, not an original graphic) and one-way arrows (which aren't that interesting), so this is all I have to show so far of it.


Also - suggestions for the 4th style would be appreciated! Quite open to ideas here, the only things I have in mind is that I'd like it to be primarily blue, and also mostly (but not completely) straight-edged. Think along the lines of VGAGR2 from the official styles - mostly straight, but it does have the odd rough piece in there.

10524
Lix Levels / Re: Project Capybara
« on: June 12, 2014, 10:08:44 AM »
I won't take part, firstly because LPIII and secondly because Lix still doesn't work for me, but (as long as it's not *too* many of them) feel free to remake any of my levels (up to and including LPII Bonus; I'd appreciate if you didn't remake any LPIII content for now); I'd just like to see how they turn out though so send me a screenshot or something.

10525
In Development / Re: Lemmings Plus III - Development topic.
« on: June 11, 2014, 05:07:40 AM »
Here's the first LPIII level to be made *entirely* in NeoLemEdit (though several others have, like the one above, been started in LemEdit then later finished in NeoLemEdit).

Dodgy 1 - "Boost Jumper"
60 Lemmings, 95% required (57 lemmings)
Time limit 3:50, RR 30
Skillset: 4 Climbers, 6 Floaters, 3 Bombers, 4 Blockers, 7 Builders, 5 Bashers, 3 Miners, 3 Diggers

Of course you don't need nearly all of those skills. It's like a lot of the LPII levels particularly in Cheeky and Sneaky; it gives you excess skills, but not to the point of being "X of everything"; just a bit more than you actually need. The time limit also isn't that tight; it was originally 4:20, but I found this was leaving WAY too much time to spare so I knocked it down by 30 seconds, it can still be easily beaten with well over a minute to spare.

I originally had placed this level at Timid 15, but after playing it a few more times I felt it's a bit too hard for Timid (actually, it's quite similar in difficulty to Timid 25, so an early-Dodgy position works well). And you may notice that as much as ever, I still have the whole OCD thing about making sure (at least in my opinion) the levels somewhat fit the musics - you might notice Timid 15 and Dodgy 1 would both play the same track. :P

Also, just for reference - the obvious steel blocks are steel, but those support structure things (the long vertical/horizontal ones with the circular holes along them) are also steel. Everything else is not.


Another interesting fact - VGAGR0 (the sky style), which is still relatively incomplete, already has a larger VGAGR file than any LPII style except for Desert. VGAGR1 (the circuit style), which is complete, has a larger VGAGR file than the purple, psychedelic or metal styles (although it only beats purple by a couple of hundred bytes). Of course, a lot of this probably comes down to the LPIII styles having an extra 1 bit of color depth.

I'm wondering what direction to take the sky style from here. Objects are more or less done, though I still need to add more terrain pieces to it. So far I've been going for an exclusively rough-edged design, but the fact is, rough-edged level design isn't exactly my specialty - sure, I have a few good rough-edged levels (Genius 4 and Genius 6 being the first ones to come to mind, although the latter is more a mixture of both types), but I think we can agree that the majority of my best levels are predominantly straight-edged. So it's basically - do I keep the original concept of a purely rough-edged style, and risk the sky levels being in general somewhat subpar compared to others (or the sky style being underused in the higher ranks)? Or do I take away one of the unique aspects of the style in favor of making it more useful? (Keeping in mind that, just like with the LPII styles, I will of course release the styles eventually so that anyone can use them; although I haven't noticed anyone else using the LPII ones yet. :P ) One other factor I need to keep in mind is that a lot of this also comes back to what I can plan out in my head - a lot of my straight-edged levels are a matter of "get an idea, build a level around it", while most of my good rough-edged ones are the reverse - "build a level randomly, find an idea that works well within it"; both of the LPII levels I mentioned before were cases of the latter.

One other thing I've been thinking - I remember in an old topic on here, someone gave a somewhat unique comment about LPDOS - that it had quite a good number of good builder-free levels; I noticed that LPII by comparison had very few of these. I'll have to try and make some more good ones of those for LPIII. I probably won't do another "20 of everything with 0 builders" level though. *remembers there's already a level with that exact skillset, although it's a very early, easy level; not a level along the lines of To The End / No Construction Zone*. Actually, (normal) X-of-everything levels aren't too common this time, and 20+ is especially rare (actually, I don't think I've made ANY level that gives you 20+ of everything yet) - for "X-of-everything" type levels, the most common amounts so far are 15, 3 and 2. xD


Another random trivia: The level currently placed at Rough 5 has in fact been, at some point during its development, in every rank except the 4th one. It started as Timid 5, was moved to Dodgy 5 and then later Dodgy 19, and just now I decided it was still too difficult even for that position and moved it up yet again.

10526
Lemmini / Re: SuperLemmini 0.90b
« on: June 11, 2014, 03:37:52 AM »
Heh, I had never seen that before. It's certianly a very unique way of using the draw-on-terrain effect.

10527
I remember - and thought about this idea after I put the poll up - seeing one version of Lemmings where a right click on the - or + instantly minimizes or maximises the rate (might've been Cheapo). I'm thinking about maybe implementing that this way.

10528
General Discussion / Re: geoo visiting Simon 2014
« on: June 10, 2014, 04:14:08 PM »
Quote from: NaOH
Are there any other users in BC/would be willing to come to BC?

ccexplore, we sherlocked out that you dwell close enough to British Columbia, so you have to join in!

--  Simon

Just wondering if you noticed, you got the 1337th post in General Discussion. Grats!

10529
In Development / Re: Lemmings Plus III - Development topic.
« on: June 10, 2014, 11:50:04 AM »
Okay, well! NeoLemEdit may not be perfect yet, but it's at a state where it *can* properly create levels, so progress will start to pick up again now. :)

Here's one of the levels from early Timid (it's in the high single digits). It features one-way down arrows. I briefly mentioned them as a possible idea at one point; I actually implemented them a while ago. They work as I suggested - miners and diggers can destroy them (in the case of miners, their direction doesn't matter) but bashers cannot (bombers, of course, can).

The core elements of this level were created quite a while ago in LemEdit, but I added the decorative elements just now using NeoLemEdit. So I guess you could say this is the first proper LemEdit/NeoLemEdit hybrid level. xD I have two more levels I've made in LemEdit that need extra decorating (and no doubt NeoLemEdit will be the tool of choice; it's much easier to make it look nice when you can see it in the proper colors), and I have a few level ideas I've been saving too.

This level is nothing overly flash in terms of difficulty or anything - you can lose a handful of lemmings (IIRC, 50 lemmings and requires 80%) and have plenty of time; the skillset is 3 of each which mostly rules out approaches that avoid dealing with the one-way-down wall while still giving plenty of room for error and experimenting. It's probably the easiest "new object tutorial" level, to be honest (although some objects don't even have a tutorial level yet - only really the teleporters, these, and the radiation field; and the last one is very hard so I'm thinking about making it into a later-game normal level and making an easier tutorial level for them).

And, I'm gonna reveal one more thing. The source of all the musics. Not the exact tracks, but just which series they're from (remember - these are series, not specific entries):

Track_01: Bust-A-Move
Track_02: Final Fantasy Legend
Track_03: Legend of Zelda
Track_04: Kirby's Dream Land
Track_05: Super Mario Land
Track_06: Final Fantasy Legend
Track_07: Final Fantasy Legend
Frenzy: Donkey Kong
Gimmick: Crash Bandicoot

(Keep in mind that it's possible, though unlikely, that I may still change some of the tracks. And yeah, it's a 7-track loop for the normal levels.)

10530
And why stop there. Since it's so close, here's V0.51, with a few hacky solutions to allow placing new pieces and modifying their types, thus meaning NeoLemEdit can now fully create levels from scratch! See the readme file for more info.

http://www.mediafire.com/download/e1itvsy1x1kf41a/NeoLemEdit_v0.51.zip

I should probably mention about the S, L, Lf and Fk options on objects.
S - This is the skill number for the pickup skill objects. 0 = climber, 7 = digger.
L - This is unused at this stage, it's there for future usage.
Lf - This is the option used for left-facing entrances or pre-placed lemmings.
Fk - This option marks an object as fake.

When enabling negative steel; it's based on the steel piece's Z value, not any specifically settable attribute. Values above 16 become negative. And, negative steel will override autosteel or manually-placed steel. (By the way, NeoLemEdit will display these negative steel areas green instead of gray, so you can tell which ones they are without having to select them and inspect their Z value)

I've also attached a level file; the first level made completely in NeoLemEdit! No special style file required; it uses the dirt style. Just run it on NeoCustLemmix. It's not a particularly hard level, though it does have a gimmick. ;) (Someone asked me this, so I'll answer it here to save anyone else asking: No, this one is not an LPIII level, it's not going to be remade in an LPIII style, etc. This time, it really is just a test thing. xD)

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