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Messages - namida

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8896
They're included with Cheapo. "Orig-Dirt", "Orig-Fire", etc.

Just as a note, you may want to wait until I put out another update. The next update (which will need an updated version of both NeoLemmix and LemSet; it won't need an editor update though the existing version may not display trigger areas accurately on some objects) will include support for all Cheapo object types except for gravity-changers (which I don't plan to ever support, and definitely not in the near future), and include the "official" Cheapo styles by default.

It shouldn't be too long; the LemSet update has already been made (but not uploaded), and the only remaining object to add support for in NeoLemmix itself is the triggered exits.

(An update for CheapoCon (and re-conversion of levels) will be nessecary only for levels that use two-way teleporters and have more than two of them. In this case, the VGASPEC will not need to be rebuilt, the existing one will be fine - it's just the LVL file that needs re-doing.)


EDIT: I've uploaded the LemSet update. This is to minimize the "multiple versions of same style" effect; all objects that aren't supported in the current version of NeoLemmix will still do nothing, but you won't need to re-convert the style when it's here, as versions made using LemSet V13 will already contain all the info the new update of NeoLemmix will need to utilize these objects. Do note that the current version of the editor won't display trigger areas properly for Two-Way Teleporters / Single Teleporters.

8897
NeoLemmix Main / Re: Possible feature: Acheivements
« on: March 11, 2015, 08:29:37 AM »
With regards to the 98% on Tricky 23 suggestion - this is possible on NeoLemmix after all. But only if you go by the letter, not the spirit, of the challenge. 98% on this level in traditional Lemmix is lose-1, due to the level having 80 lemmings there. The NeoLemmix version, due to being based off the Amiga version of the game, has 100 lemmings, so 98% is lose-2 - this is possible. So far, lose-1 doesn't seem to be possible on this level under NeoLemmix.

There might still be room for improvement though - using the exact solution used for 98% under traditional (if I'm remembering it correctly) only got 94%, but some tweaks to it were able to bring it up to 98%. So squeezing out an extra 1% might be doable. I'll keep trying and see what I can do.

8898
Just a note to anyone using one-way walls: Please check your levels in the appropriate engine (you could temporarily add (and later delete) a window, or in the case of NeoLemmix, a pre-placed lemming, to avoid the level exiting immediately after starting), as at least one submission so far didn't take into account that terrain must be flagged as "One-Way" to have one-way walls applied to it (unless the "One-Way Invert" option is set, in which case, the "One-Way" flag on terrain makes that piece *not* have one-way walls applied to it). This applies to both SuperLemmini and NeoLemmix.

8899
Just over a day and a half left now, so come on and get those entries in! :)

By the way, a slight change to how levels will be distributed for phase 2: Rather than randomly choosing whether (or not) to reassign the format, I'm simply going to distribute all levels for Phase 2 in both formats, and entrants can choose which one they want to work with.

8900
Qualifying levels are:

Crazy 02 "Dolly Dimple"
Wicked 11 "ROCKY ROAD"
Havoc 18 "Lemmings in a situation"

Next set is up. :) This is the last set for Round 2. :D

Although it's still a bit of a way to go, I'd like some suggestions on how to handle the remaining rounds (in terms of Lemmix players, it'd be X91/92, H94, Covox, Prima, and most (but not all) of Extra). Should these each be done seperately, or should some be combined?

If combined, how? My thoughts are that Covox and Prima should be combined. Beyond that, should X91/92 be combined with H94, or with Covox/Prima? Or, should X91/92 + H94 be combined into one voteoff, and Covox + Prima + Extra into another? Or, perhaps, should *all* of these just be combined into one massive voteoff (though I think this one might be a bit too large)? Perhaps X91/92 + H94 + Covox + Prima in one, and Extra in another?

8901
Site Discussion / Recent posts > Recently updated topics?
« on: March 11, 2015, 04:36:35 AM »
ccexplore recently tested (for a short time) a modification that changes "Recent posts" to "Recently updated topics". Essentially, the difference between this and how it is now would be that each topic can only appear once on the list, so multiple posts in the same topic won't "flood" the list.

How do people feel about having this?

8902
General Discussion / Re: Hi, I'm 607, and this is my story!
« on: March 11, 2015, 04:14:45 AM »
Quote
Apart from better compatibility with non-Windows systems
:P



Anyway, have they improved mouse support on Android now? I remember DOSBox being very awkward to use on Android for mouse-using games in the past, even with a USB mouse. But it's possible Android 4.4 or 5.0 might've fixed this.

And, if I'm not mistaken, running Lemmix through WINE would only work on an x86-based device (most Android devices are ARM-based).

8903
In Development / Re: NeoLemmix Community Pack
« on: March 10, 2015, 02:48:46 PM »
There's no means of converting Lemmini styles to NeoLemmix at the moment (other than doing it manually), so that could be problematic. Of course, with the NeoLemmix graphic set format documented, and LemSet being open source, there's nothing to stop anyone who feels confident with doing some coding from making a tool to convert them. (Yeah, I know, I'll probably end up making the tool eventually. xD)


Simply throwing the levels in as-is somewhat defeats the purpose of using NeoLemmix; at the very least they should be modified for accurate steel, cutting out empty space, etc. While I might be okay with merely including levels from such people, I definitely think I draw the line at modifying them. It may take longer to get the pack done this way, but I think it's a bit more ethical too. And besides, the more original content, the better; and if that doesn't happen, then at least the more intended-for-NeoLemmix content, the better. :) At the very least, at least levels should have blank space removed (by using the resizing / shifting the level), and all skills with zero count removed.

Yep, Sega style is fine. Beyond the unusual colour scheme (which could also be said about Psychedelic and maybe even Circuit styles), it doesn't really stand out any more than any other specific style does, so I don't think it'll look too out-of-place.



One thing I'm wondering about is training levels. Should we have some kind of training levels in this? Perhaps a dedicated rank for them, covering not just the new skills, but also the new types of objects?


Also, thanks to a batch-submission from DynaLem, we now have 10 levels total (including my new one posted above). I'm willing to bet the current contest will result in at least one or two more potential submissions too. 11 if you count "A Little Breather" (from older versions of LPII); I didn't think of that at first because I haven't extracted it from the old data files and put it into my "collection of potential levels" folder yet. That one aside, you're probably only going to see completely-new levels from me in this (and if this project doesn't go anywhere, I'll either distribute them as a NeoCustLemmix pack, or include them in a new project).

8904
NeoLemmix Levels / Re: [Fangames] Lemmings Plus Series
« on: March 10, 2015, 01:27:10 PM »
I finally updated the NeoLemmix website with the "new" versions of the LPIII (and its bonus pack) levels (the differences being cutting out the empty space on the sides, and snapping one-way walls to terrain pieces in rough edged levels (most noticable on Martian levels that have them).

8905
In Development / Re: NeoLemmix Community Pack
« on: March 10, 2015, 01:00:21 PM »
Got one more submission, from DynaLem. :) "The GAURDIAN!" from his new level pack.

That aside, I also made another level. Even though I haven't been able to find any, I have a strong suspicion there's some backroutes hiding in this one; intended solution should be approximately the same difficulty-wise as (or maybe a little bit harder than) "The Winning Edge". This one's also a bit more "NeoLemmix-y"; it has vertical scrolling and uses Platformers.

That's 6 submissions so far. 1 Fire, 1 Brick, 1 Rock, 2 Tree and 1 Psychedelic.

Remember, anyone is welcome to submit levels! And if you don't agree with one of the rules, discuss it! :) In particular, I'm thinking of loosening up the "no levels from big packs" to simply "no levels from big Lemmix/NeoLemmix packs" (ie: allowing converted levels from big Lemmini packs; of course it goes without saying that it has to be your levels (or with the author's permission) that you submit). Of course in this case, you're encouraged to modify them to make use of NeoLemmix features, but it isn't essential for every level.

8906
Awesome! :)
I'll probably include a fairly large collection of them by default in future editor (and NeoCustLemmix) releases, but before that I want to add support for the remaining Cheapo-exclusive object types, apart from the gravity changers since I don't plan to ever support inverted gravity in NeoLemmix. Still not completely sure how I'm going to go about handling two-way teleporters / single teleporters, since IIRC there aren't enough spare bytes in the object data to hold the destination position, but I'll work something out.

8907
Do you mean as in the downloads are working, or they aren't working with the conversion tools? If it's the latter, you'll need to discuss it with Essman if the issues are with the Cheapo Style Extractor, but let me know ASAP if there's issues on the LemSet side of things. :)

8908
Thanks! Wasn't sure if the downloads (or the website at all, for that matter) were still there, since I know the forums were long gone; was going to check when I got home but ya beat me to it. :P

8909
The standard ones and a few extras come with Cheapo; the rest I'm not entirely sure where they can be found these days.

8910
In Development / Re: NeoLemmix Community Pack
« on: March 10, 2015, 02:59:07 AM »
That could be worth considering. The old Medi 8 may also make a good addition; this was a level I personally didn't care much for but a lot of people seemed to like it, at least enough to question why I removed it rather than certain other levels in the V7 update.

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