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Messages - namida

#11131
NeoLemmix Main / Re: Namida's Glitch-Free Lemmix
January 15, 2014, 12:02:12 PM
Okay now I'd like to ask your guys' opinions on something. For bashers and miners, I'm going to make wrong direction one-way arrows act like steel (currently, they behave the same way they always have - the basher and miner can hit into them a tiny bit before being turned around, I want to make them entirely indestructible instead if you're not facing the right way). My question is what should be done in this regard for bombers and diggers? Should one-way only be destroyable by those if they're facing the right direction? (Or perhaps, should that be the case for diggers but not bombers - or perhaps for bombers, work on a "center outwards" kind of system, that is, it'll destroy one-way left areas to the left of the lemming and one-way right areas to the right of the lemming.) The general rule tends to be that one-way walls have no effect on these two skills, so I'm leaving it that way for now, but does anyone think this should be changed?
#11132
NeoLemmix Main / Re: Namida's Glitch-Free Lemmix
January 15, 2014, 11:24:52 AM
Ah I see. That's still somewhat different - mine is basically exactly the same as the original Lemmix players (versions for Orig, OhNo and H94 - I don't see any reason to stick to H93 - as well as most likely LPDOS, LPII and (if mobius wants) RotL), with the updated mechanics. Of course, in the long run, I would be adjusting minor things elsewhere (for example, aligning all the steel properly, fixing the miner mask, etc), but at this point I'm focusing solely on problems that occur in the player itself, not as a result of the data files it loads.

I disagree about the perfect mechanics requiring new formats. A few tweaks to the LVL format is all it needs - and there's enough unused bytes in there, whether they're literally unused (like the 4th byte of steel data, which I'm using to fine-tune positions/sizes of steel areas - the result being that they can now be placed pixel perfect, and this is already implemented and tested and functioning perfectly) or just never going to be used in practice (like the high byte in the graphic set or VGASPEC) and thus can safely be reassigned to another purpose. This also simplifies the creation/conversion process - LVL files (or DATs containing them) can be used as is, and existing editors can be used for the most part with a need to use a specially-designed tool only to fine-tune the newer details. Indeed, editors that are still in active development or at least source code still exists somewhere for (traditional Lemmix editor, Lix, jLevelBuilder - pretty much every editor that supports LVL really, apart from LemEdit) could even add support for these extensions with very little work, whether as a forked version or simply an additional supported format.

I suppose the last motivation is also the fact that it gives me a base code I'm already familiar with and already have set up the way I like, for if I ever am doing new projects - LPIII if that ever happens (am I planning it? Only as far as "I probably will make it someday"), as well as Lemmix players for other people's packs (like I did / am doing for Revenge of the Lemmings - indeed, to some extent, some of the unique needs of it are what inspired me to do this. Which reminds me, I must add entrances where the lemmings face left to the list of added features - already implemented and fully working, just forgot to list it in this topic).
#11133
I haven't upgraded this or anything in quite a while, and same goes for the underlying Lemmings Functions libraries (I only ever really completed them to enough of an extent to make LemSet, to be honest).

Now - I will warn you, my coding is. MESSY. AS. HELL.
But if you want to brave it for whatever reason, I'm now releasing the source code for LemSet.
It's under my usual rules for anything I release open-source (or open-resource, as the case more often is). As long as credit is given, do whatever the hell you like with it.
Use QB64 to compile. I've only tried to compile it under Windows, but there are QB64 compilers for Mac, Linux and Android too, if anyone wants to have a go at porting it to those systems.


EDIT: Uploaded the source for dlgfxex too. It's also QB64. It doesn't use the Lemmings Functions library from LemSet or any other external files; everything is contained in the one source file. (It's also ten times messier than LemSet's code...)
#11134
NeoLemmix Main / Re: NeoLemmix
January 15, 2014, 09:26:34 AM
Currently Known NeoLemmix Levelpacks / Fangames

DynaLem
https://www.dropbox.com/sh/uaf7v0167hcigro/AAAjz-VMrvPwtk1tqHGvfMPea?dl=0" class="bbc_link" target="_blank">DynaLem's NeoLemmix Pack #1 (http://www.lemmingsforums.com/index.php?topic=911.msg23048#msg23048" class="bbc_link" target="_blank">Post)

namida
http://www.neolemmix.com/old/lpiii.zip" class="bbc_link" target="_blank">Lemmings Plus III (topic)
http://www.neolemmix.com/old/lpiiibonus.zip" class="bbc_link" target="_blank">Lemmings Plus III Bonus Pack (topic)
http://www.neolemmix.com/old/lph.zip" class="bbc_link" target="_blank">Holiday Lemmings Plus (topic)
NeoLemmix New Skills Tutorial Pack (included with NeoCustLemmix)
#11135
Welcome to NeoLemmix!

Latest NeoLemmix Version: 1.26n-C
Latest NeoLemmix Editor Version: 1.26n-B


NeoLemmix is an updated version of the Lemmix Player engine which fixes glitches that are carried over from DOS Lemmings, as well as adds a variety of new features and removes or reduces limitations. For the most part, compatibility with traditional DOS/Lemmings content is maintained. As of yet, not much original content has been produced for NeoLemmix but I'm hoping that'll change soon enough; the major exception being Lemmings Plus III which was designed for NeoLemmix from the beginning.

There are NeoLemmix versions available of all official games for which a Lemmix player exists (except Holiday 93, as its levels are included in Holiday 94 anyway), as well as for my own Lemmix-based packs (Lemmings Plus DOS Project, Lemmings Plus II, and Lemmings Plus II Bonus Pack). As well as using the NeoLemmix engine, the levels in these players have been tuned up to take advantage of NeoLemmix capabilities - for example, autosteel is generally used or where not practical more finely-tuned steel areas are in place, and most level sizes have been adjusted to remove excess space. Also, where applicable, the NeoLemmix players use the Amiga version levels as a base, rather than the DOS versions. Specifically, NeoLemmix players are available for the following:
  • Original Lemmings
  • Oh No! More Lemmings!
  • Xmas Lemmings 91 & 92 (combined two-in-one player)
  • Holiday Lemmings 94
  • Covox Lemmings Demo
  • Prima Publishing Lemmings Demo
  • "Extra Levels" Lemmix Player
  • Lemmings Plus DOS Project
  • Lemmings Plus II
  • Lemmings Plus II Bonus Pack

In addition to this, there are also NeoLemmix versions of CustLemmix and FlexiLemmix. The former is useful for playing or creating small level packs, while the latter is useful for creating entire fangames. NeoCustLemmix comes with a levelpack designed to show off the new skills; it contains tutorial levels for them (with each level using one new skill, in combination with one or more of the classic skills), as well as one puzzle level that uses most of these new skills.

An overview of some of the new or upgraded features in NeoLemmix:
  • Pixel-perfect placements of objects and steel areas
  • 7 new skill types
  • Levels can contain an expanded number of pieces - 64 objects, 1000 terrain pieces, and 128 steel areas
  • Autosteel; removing the need to manually place steel areas in levels
  • Gimmicks; supports all gimmicks used in Lemmings Plus II and its bonus pack, as well as many new ones
  • Secret levels
  • New object types, just to give some examples there's pre-placed lemmings, pickup skills and teleporters
  • Expanded palettes; a graphic set can now have up to 24 custom colors instead of only 8
  • Easy oddtabling; allowing you to create repeat levels without having to make modifications to both copies of a level if issues arise


There is also an extended version of the Lemmix Editor, very creatively titled "NeoLemmix Editor". This level editor retains compatibility with traditional-format levels, but is specifically intended for use with NeoLemmix. The editor is generally kept in-line with new player releases, to support any new features that have been added. Additionally, unlike the Lemmix Editor which has remained as-is for a very long time now, the NeoLemmix Editor is being actively updated, so any identified issues can be fixed. Recently, the NeoLemmix Editor's capabilities have been expanded to also support editing SuperLemmini levels. Aside from these two, it's also compatible with DOS / traditional Lemmix and traditional Lemmini; though it is not guaranteed that support for these works 100% perfectly, or that it will permanently maintain support for them. It also supports directly integrating with NeoCustLemmix (or traditional CustLemmix) to provide a playtest mode just like the standard Lemmix Editor has, but with full support for all features in the players that were missing from the editor's playtest mode - as it directly uses the players!


Just for reference - if you're wondering "will NeoLemmix ever support (insert Lix / SuperLemmini / other engine feature here)" - your best bet, if it doesn't already support it, is to ask! Some of them I do not plan to add support for, but others I may be open to adding if there's enough interest in it. (On the other hand, if a SuperLemmini feature is not supported in the editor, then unless it was introduced in a very recent release of SuperLemmini (in which case I'm probably already working on it by the time anyone's noticed xD), let me know! The exception is the background terrain feature, which I am aware is missing from the editor - I will implement this at some point but it's not high on my priority list at the moment.)

DOWNLOADS
These are now links to the relevant folders on my DropBox. I am also no longer including all-in-one ZIPs, as DropBox directly offers an option to download all files within a folder as a ZIP - just click the "..." up the top and click "Download as ZIP".

Main NeoLemmix Downloads
https://www.dropbox.com/sh/z1h2vwtu90w8igs/AADmSvmEcoEWuo7ofBjLNvpTa/NeoLemmix" class="bbc_link" target="_blank">General NeoLemmix folder
https://www.dropbox.com/sh/87bdts83f64p1t1/AAAmGNafZCl24Fg97PVWXUjTa" class="bbc_link" target="_blank">Direct link to V1.26n-C Players folder
https://www.dropbox.com/sh/z1h2vwtu90w8igs/AABf_zXwzEll0FEzKNQ0m1_ta/NeoLemmix/NeoLemmix Editor" class="bbc_link" target="_blank">Direct link to NeoLemmix Editor folder

http://www.neolemmix.com/old/neolemmixplayers.html" class="bbc_link" target="_blank">Alternate download location (NeoLemmix website)

Style files
https://www.dropbox.com/sh/z1h2vwtu90w8igs/AABPn0ofw0-JzldxXcN5KkdWa/NeoLemmix/NeoLemmix Styles.zip" class="bbc_link" target="_blank">NeoLemmix Graphic Sets (NeoLemmix-ised versions of Orig, OhNo, Xmas, LPII and Sega styles, plus the LPIII styles)
These are the newest versions; they include the modifications for the V1.26n update.

The link for the Genesis styles has been removed; they are now included in the above download.

Other useful tools
https://www.dropbox.com/sh/z1h2vwtu90w8igs/AAAbH1W9nPy0__1VJCLj2YZCa/Tools" class="bbc_link" target="_blank">Lemmings Tools folder - Both LemMain (for making MAIN.DAT files) and LemSet (for making graphic sets) can be found here. Both of these are not NeoLemmix-exclusive, but are fully compatible with NeoLemmix and capable of using NeoLemmix features. Note that LemMain V6 or higher is required for NeoLemmix V1.15n and higher. Both of these tools are capable of both extracting existing files and compiling new ones from source files, so you can modify existing graphic sets rather than creating them from scratch.

Obsolete
https://www.dropbox.com/sh/z1h2vwtu90w8igs/AAAfDfR-LiEN-aNQ5FiSAQ7qa/NeoLemmix/NeoLemEdit" class="bbc_link" target="_blank">Direct link to NeoLemEdit folder
This is a remake (for Windows) of LemEdit with added NeoLemmix support. This has been discontinued due to interest being far stronger in NeoLemmix Editor.
QuikEdit - http://www.mediafire.com/download/nf9x7eta7l5migd/QuikEdit.zip" class="bbc_link" target="_blank">Download (MediaFire)
QuikEdit is a quickly thrown-together text-based semi-featured level editor for Lemmings. It's NOT something you want to use to create levels, but because it supports NeoLemmix's pixel-perfect steel areas, it can be useful for tweaking levels once you've designed them in a proper editor. No longer being updated due to NeoLemEdit; as of V0.51 of NeoLemEdit, QuikEdit is now completely obsolete.
https://www.dropbox.com/sh/z1h2vwtu90w8igs/AAD-qRzEMl8ueugDU6PJbjqAa/NeoLemmix/LPII_Styles_NonRemastered.zip" class="bbc_link" target="_blank">Traditional-graphics Lemmings Plus II styles
These are NeoLemmixised (ie: support autosteel, and have some new objects); they are functionally (but not graphically) identical to the remastered ones up to V1.19n-B. V1.20n onwards, the non-remastered ones are no longer kept in sync; so the remastered ones must be used if you want the newer features such as one-way-down arrows.

Source Code
NeoLemmix: Available on request for V1.11n onwards* (Delphi 7)
NeoLemmix Editor: Available on request for V1.06n-A onwards (Delphi 7)
NeoLemEdit: Source code is available to download from the NeoLemEdit folder
LemMain: Source code is included in the download (QB64)
LemSet: Source code is included in the download (QB64)
QuikEdit: Source code is included in the download (QB64)

May not be available for all minor revisions (eg: V1.14n-B); I only keep one copy of the source code for each major version.

Other Editors?
NeoLemmix Editor is the only editor that is officially supported for NeoLemmix. NeoLemEdit should also be fully compatible, but cannot edit features added in V1.14n or newer, and probably will not preserve the data of these features when editing levels.
NeoLemmix is compatible with the standard Lemmings LVL format, and can even use previously-unused bytes in it to store the data on a lot of the new features. For this reason, existing editors for DOS Lemmings / Lemmix are compatible to a degree.
If you are developing an editor, or modifying an existing one, and would like to add support for NeoLemmix, I am happy to help you do so. Please first look at the documents in the "Misc Documents" subfolder of the NeoLemmix folder above; then if you need further help, feel free to PM me or ask in this topic.

I want to make a NeoLemmix-based game!
There are three ways you can go about doing this.

The first is to use the basic structure of an existing pack, and simply drop in your LVLs and use the LookForLVLFiles option. This is what many people have already been doing to create their own packs in traditional Lemmix; it works equally well for NeoLemmix. The downside is you must match the avaialble graphic sets and rank structure of an existing pack - for example, if you were to base it off Prima, you'd have to have four ranks of four levels each and be limited to the ONML styles only. Furthermore, also note that the base players may not nessecerially have full support for all features - for example, the included style files often are not patched to include the pre-placed lemmings and pickup skills that are added in the versions in NeoCustLemmix. For this reason it is recommended to use one of the other methods.

The second, which gives you a bit more flexibility (for example, you can define your own custom rank names and level counts, have a custom logo, and if you want, build it as an all-in-one EXE) is to use the Flexi Player or the Flexi Toolkit to create your pack. See the included instructions with either one to create it. Note that you need LemMain (in the Tools folder linked above) to create a MAIN.DAT for a Flexi-based pack; as of V1.25n this functionality will be in the NeoLemmix Editor instead (though you might still want LemMain to customize menu graphics / sprites).

The third, which gives the most flexibility of all, but requires a much higher level of technical capability, is to grab a copy of the source code and modify it for your own player. This is not a task that less-advanced users should try, but for those who are advanced enough, you can do virtually anything this way. The source code is for Delphi 7. I'll probably try porting it to a more-recent version eventually. I tried with both the latest version of Delphi and with Lazarus; results were not good in either case.
#11136
http://www.lemmingsforums.com/index.php?topic=370.msg18760#msg18760">Quote from: möbius on 2014-01-14 19:56:39
Farewell, My Balls  http://www.lemmingsforums.com/Smileys/lemmings/shocked.gif" alt=":o" title="Shocked" class="smiley" />

Hah wow, what was the original name of this level? You could also make this one off one of the LPDOS levels. Unless that's exactly what you already did... (I'm thinking of Mild 16 "Farewell, My Lemming")


EDIT: Nevermind, didn't realise you were compiling some of your favs rather than submitting new ones.
#11137
Lemmings Main / Re: Tileset ideas thread
January 15, 2014, 04:46:18 AM
I assume you're planning to actually build this into a graphics set, rather than just create images, right? And if so, given that you're sticking to the 8-color limit, I also assume you're planning to make it for DOS/Lemmix by using LemSet (I don't think any other tools to compile it exist yet)?

I'll have to point out that you're doing a few things wrong:
- Your filenames. These should be either (style name)_t##.bmp / (style name)_o##.bmp or just plain t##.bmp / o##.bmp. You've named them cake0.bmp, cake1.bmp, etc for terrain - they should be either cake_t00.bmp, cake_t01.bmp, etc or just t00.bmp, t01.bmp, etc. Objects likewise, you've named them with descriptive names, but they should be either cake_o00.bmp etc or just o00.bmp etc. (In all official styles and the LPII styles, the exit is o00 and the window is o01. The window being o01 is a requirement - o01 must be a window, and windows must be o01 - but the exit being o00 is NOT a requirement, o00 can be anything you want and the exit can be in any slot you want.)
- The window. The first frame should be with the window fully open, the SECOND frame should be the fully closed one (from there, the remaining frames are the opening sequence). If you look how a Lemmini GIF file of a window is laid out, LemSet expects the same thing except with the last frame moved to the first position (this may seem weird, but this is in fact how it's stored in the graphic set files).
- This is more a precaution than something I noticed with your files, but keep in mind that a lemming checks for trigger areas one pixel below its feet, not in line with its feet. I attached two images to illustrate this. In both, the red dot represents the "normal" check position for the lemming - this position is used for almost all checks for both terrain and trigger areas. In the first picture, as you can see, the lemming is checking one pixel lower than the trigger area, and thus would not trigger anything. In the second, it would trigger the area. (The only things that are ever checked for in any other position are one-way arrows, steel areas and terrain; it should be fairly obvious when these other checks are but if you want more info just ask.)
- Don't forget you need an INI file describing the style (though you mention that's not done yet). I also find it far easier to work with a pallete.bmp rather than pallete entries in the INI.
#11138
A: Because the chickens superglue them shut.

Q: What if nuclear weapons did no damage, but just covered an equivalent area with really bad fart stench?
#11139
A: Because they don't waste time touching themselves at night.

Q: What if there was a Tractor Driver skill in Lemmings?
#11140
Some from LPII:

Holding Balls For A Hero
Get Your Lemmings' Balls
Fun With Balls
A Two-Balled Approach
Balls Rescue Proceedure
Still No Balls To Die
Wrong Balls, Mister Lemming
Balls Central

And of course, the one you'd have a hard time NOT coming up with...
Quote
Balls Frenzy
#11141
Not exactly. Lemmings Plus II is a level pack I made, which has some new features. It's the sequel to Lemmings Plus DOS Project (don't let the name mislead you, it runs on Windows only and uses Lemmix as the underlying engine - though this one doesn't contain any special mechanics apart from instant bombers).

Anyway, teleporters are definitely a feature that can easily be added in. Lemming cloners should also be possible. Pickupable skills might be a bit trickier - should be able to do it somehow, though. I'm currently working on improving the player to remove some of the glitches that carried over from DOS (since Lemmix replicates it almost perfectly) and other things (for example, I've improved trigger area resolution to pixel-perfect rather than a 4x4 grid).
#11142
Levels for v10 or older / Re: Lemmings Plus DOS Project
January 14, 2014, 04:46:26 AM
As I've mentioned elsewhere, I'm working on an upgraded version of Lemmix (different goals than Eric's upgrades), basically to maintain the original mechanics but fix glitches (and optionally, include the LP style bombers). While I've lost the source code of LPDOS, I've managed to recover the level DAT files as well as ODDTABLE.DAT by extracting them from the EXE. I could possibly create updated versions of LPDOS and LPII to run on this player (since it was easier to do it than not to do it, this version also includes support for LPII gimmicks). Also includes pixel-resolution object map (instead of 4x4) and indestructible steel.
#11143
You DO realise I have a copy of the source code, and I'm becoming quite proficient at modifying it, right? http://www.lemmingsforums.com/Smileys/lemmings/wink.gif" alt=";)" title="Wink" class="smiley" />

Not sure if you played Lemmings Plus II, but it already contains a new object type that isn't in the original games - areas that trigger secret levels. (It also has the one-way fields, but those in fact exist in the original game's code, they're just not used by any official objects - they are actually used internally by the game for technical purposes.)
#11144
To be honest there wasn't really a point in getting the PSP Lemmings at all. Lemmix now has everything that the PSP has. (*Cough* the Special levels that I spend hours and days making *cough*) If Sony is gonna make a new Lemmings, they need to add mechanics that are impossible to do in Lemmix, which they already did in the PS3 with the teleport, vertical levels and skill pick ups.

They're impossible to do in Lemmix, are they? Challenge accepted. (Though I may take my time in completing said challenge.)
#11145
Lemmings Main / Re: Tileset ideas thread
January 12, 2014, 09:41:23 PM
Pieces of fruit?