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Messages - namida

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11116
Other Projects / Re: coding a level-editor for Lemmings (released)
« on: October 06, 2013, 12:05:48 AM »
I'm wondering, are there any tools out there to rip (and resize - without any antialiasing, preferably) the terrain pieces from the Ground0o/Vgagr0 files from DOS? (If not, I might look into making something myself... I know there's extractors for these files, so then it's just a matter of converting them into GIF.)

Just because I remember hearing the hi-res graphics from the Windows versions (which is what Lemmini extracts) aren't always perfect.

11117
Other Projects / Re: coding a level-editor for Lemmings
« on: October 05, 2013, 09:32:20 AM »
...Why not just allow the ability to load custom ones? That way, people can have whatever helpers they want. =P

11118
Other Projects / Re: coding a level-editor for Lemmings
« on: October 05, 2013, 03:16:56 AM »
Any chance you can incldue a 60/120px fall guide as well? I generally prefer to work with Orig mechanics...

11119
Other Projects / Re: coding a level-editor for Lemmings
« on: October 04, 2013, 01:54:20 AM »
Cheapo (and its predecessor Copycat Lemmings) had the feature, but you're right, nothing that supports the classic DOS format has ever had it.

As for the fall distance - it's correct for ONML/CustLemm mechanics. This editor appears to scale everything to 2x normal size, thus 126 would be correct (as fall distance is 63 in that).

11120
Other Projects / Re: coding a level-editor for Lemmings
« on: October 04, 2013, 12:34:08 AM »
Awesome! That was one of my favorite features in Cheapo.

11121
Ah, you're two bosses away from DR and then DT then... =P Your taking advantage of #3 will help majorly against the latter; I find him impossible to beat at low levels without *some* form of Haste (whether it's the spell or items) for at least one or two characters.

Anyway, while as I said I'm not going to release a minor update to patch it, I've fixed the two escape-related bugs. Still got to fix the switching bug though (I had actually noticed this bug due to a slightly different effect of it - Poison/Regen damage will occur on switching. Same root cause.)

11122
Okay, I extracted the data files from it and I figure, may as well upload them. Feel free to do what you like with them.

http://www.mediafire.com/download/kt9avwjwjwsn4jf/lpdosfiles.zip

Contains LEVEL000.dat through LEVEL009.dat as well as ODDTABLE.dat (since LP DOS makes use of Oddtable for repeat levels).

Should be noted that because of this Oddtable-use, not every level is in there. Specifically, where a level has a repeat version, only the repeat version is included. For the No Salvation levels, 3 are included as is, the other two aren't (since the LPDOS Lemmix Player uses Oddtable for them). The removed level "Phase Rotation Syndrome" is in there as well, since while it was removed, it's earlier repeat wasn't.

All levels are the same versions as in the newest version of the player, so it includes the new levels like Russian Rescue and the updated Coalburner.

If anyone's playing them in anything, just keep in mind that these levels are designed for ORIGINAL mechanics, not OhNo/CustLemm. This can make a difference in some levels which are specifically designed with Orig release order in mind (for example, Shooting Star) or levels with falls that have been carefully adjusted (for example, Not Gonna Work or To The End!). No new backroute fixes either, just those already included in version 7. There's also one mechanics change unique to the Lemmix Player - specifically, bombers are instant rather than having a 5 second countdown. No levels rely on this though; it just cuts out the need to time then. (EDIT: Actually, I think I may have set the fall distance in LPDOS even *less* than what it is in Orig, I could be wrong though.)



Something interesting, when I extracted these, I found a few of other people's levels had been compiled into the EXE too. There's no way to actually access them, but the data's in there. I think it's because they were in my Lemmix source code folder back in the day because I always used to compile Lemmix players with like 5 or 6 packs of people's levels, in order to play them... and somehow they ended up in the LPDOS EXE too. But - as I said - you can't actually play them in any way, they're just embedded in the EXE. I recognize some of them as being by Insane Steve, but most of them I have no idea who's they are. Apart from Phase Rotation Syndrome, there doesn't seem to be any of *my* levels hidden in there other than the ones that are actually part of LPDOS.

11123
Quote from: spoiler highlight to read
1) In-battle switching advances the character's status (eg. "Dark", "Silence") progression.  In other words, for statuses like "Dark" or "Silence" which are temporary and clear themselves after a few turns, you can simply in-battle switch the affected character back and forth a few times (~4-5 I think) and that would eventually result in the status removed, without losing the current turn at all (since you don't lose a turn by switching).  This effectively gives you a free way to cure those statuses.  Of course it doesn't work if the status is non-temporary.  Moreover, status like "poison" which regularly inflicts damage per turn, will inflict such damage during each in-battle switching as well.  I haven't tried "regen" status yet but I suspect it will likely behave similar, potentially giving you a free way to immediately and fully replenish your HP.

Of course, allies and monsters not involved in the switching are unaffected.

2) The stat boosts provided by Vince's special abilities (eg. Adrenaline, Meditate) will remain on the character post-battle (you can even see them in the menu screen outside of battle) if the character escaped during battle (either by "Escape" command or by Vince's "Flee" special ability).  On the other hand, if a character wasn't in battle when the battle ends (eg. you switched him out of battle, and then the battle ends by escape), he does lose those stat boosts he may have had during battle.  This is how I know one way or another, it is a bug and not intended.  The bottom line is that you can basically stat-boost up to 4 characters in your party before actually going into the next battle.  And yes, those boosts are saved (at least it look that way) when you save the game at a savepoint.

3) Arguable whether it is bug or just a sneaky trick intended for player to discover on their own, but because you can Escape from battle with an optional boss, if that optional boss has an item that can be stolen with Alicia's Theft ability, you can repeatedly steal and escape to get unlimited number of that item (until you defeat the boss of course or reach the max limit on number of items, or unless the boss is so quick and powerful, it kills your entire party after stealing without giving you any chance to escape).  In one sense, it's no different than the fact that you can do the same through random battles to accumulate such stolen items, so that's why I'm not convinced it should be called a bug.  On the other hand, the game (at the point I'm in so far, anyway) definitely depicts an optional boss as a singular character, unlike random battles where the monsters are presumably different members of the same species from battle to battle, and so it doesn't feel like you are stealing from the same entity with random battles.

1) Aware of it. Haven't fixed it yet, but it's known.
2) I've seen this happen on occasion, but never managed to link it to escaping (duh). Will look into a fix now that it's known.
3) I didn't exactly think of that, but it's not really a bug, more a case of intending mechanics working together in ways that weren't expected. There is one storyline boss where this is specifically averted (if you make a second attempt at fighting them, you get a far less useful steal item), but I never thought about it much for optionals. Still, there are only two which have really valuable steal items, one of which can't be escaped from.
Quote from: spoiler highlight to read
Cerberus and Suzaku, the latter of which cannot be escaped from.

None of these are major enough to bother putting out a V017C update for (I generally reserve those for game-breaking bugs, sometimes with a few simple fixes added alongside them), they'll probably be fixed in V018, and that will add new content (all new number versions do). Probably quite a lot of it, too.

Where are you up to so far, by the way?

11124
Levels for other engines / Re: Lemmix Level Pack Topic
« on: October 02, 2013, 02:32:17 AM »
The level editor part?  Maybe, haven't tried it.
The playing levels part?  No.  It doesn't work.

Okay, this is OLD but I have to say... I personally have run Lemmix on WINE in the past and it definitely works. Sound support is sketchy (but then this also happens on some Windows Vista/7 systems), but the gameplay is perfectly fine. Though I haven't tried test play mode from the editor; I'm basing this on the Lemmix Player.

11125
Fan Corner / Re: Lemmings pixel-cake
« on: October 01, 2013, 12:58:37 AM »
Spongecake, man. Looks exactly like a sponge. Tastes exactly like an awesome.

11126
Lemmings Main / Re: Original Lemmings Soundtrack
« on: September 30, 2013, 09:11:03 AM »
The SMS version rendition of "London Bridge", as well as the musics unique to that version, are pretty good.

11127
Help & Guides / Re: Lemmini locks up when playing sound.
« on: September 28, 2013, 02:40:10 PM »
Doing this greatly reduces the frequency of that happening, but does not entirely eliminate it. At any rate, it's not a very convenient solution.

11128
General Discussion / Re: Lemmings Heaven Back Online
« on: September 27, 2013, 01:52:56 AM »
I would honestly question whether there's a need for two forums for such a small community. This one seems to be spam-free, fancier and more active; wouldn't it make more sense to just direct your viewer's here and focus on the other parts of your website?

11129
Challenges / Re: What skills can't you live without?
« on: September 26, 2013, 04:08:00 AM »
Not entirely new - the trick (or rather, a very similar one) is used in the intended solution to "A Perfect Nightmare" from LP DOS. However, there's also a backroute, somewhat negating it. xD

11130
Challenges / Re: Fewest different skills levels can be beaten with
« on: September 25, 2013, 06:26:58 AM »
This Tricky 18 solution I used in the "What skills can't you live without" topic adds a different combination of 3 skills to the list; Floaters+Builders+Diggers. Attached it here as well. I updated the first post as well (only with this; I didn't update anything else).

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