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Messages - namida

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8956
Lemmings Main / Re: Tileset ideas thread
« on: March 03, 2015, 11:41:43 PM »
I'm working on a tutorial "booklet" (actually a PDF file) that will explain virtually everything about creating a NeoLemmix level pack, including how to make a graphic set. Hopefully by the time you're up to creating that pack, it should be ready. :)

8957
General Discussion / Re: Hi, I'm 607, and this is my story!
« on: March 03, 2015, 07:42:16 PM »
You won't see the captcha's anymore. They only appear:
- When registering
- When making your first post
- When sending a private message, if you haven't posted any messages yet


Anyway, welcome to the forums! :) I'm namida, the "head admin" here so to speak, though I'm quite new to that position - only had it since a server move (from lemmingsforums.com) about 3 months ago. Aside from that I'm also the developer of NeoLemmix, and the "Lemmings Plus" series of fangames (as well as "Doomsday Lemmings").

I'd highly recommend checking out Lemmix if you want to play the DOS games on new systems. There isn't a dedicated subforum for it here, but you can download the Lemmix players here. They're basically near-perfect Windows clones of the DOS games. There's no equivalent for L2 or L3, sorry - you'll just have to DOSBox those.

As for level editors, the NeoLemmix Editor is probably your best bet, although if you liked LemEdit, there's a modified version floating around somewhere that doesn't have mouse problems (requires DOSBox). There's also another one called "jLevelBuilder", which is also pretty neat. If you become confident at level designing, there's regularly level design contests on the forums with prizes up for grabs. :)

If you're after some new levels, a good place to start is DynaLem's Fangame List. Aside from my own packs (of course xD), I'd highly recomend "Oh No! More cLemmings!", "cLemmings Ultimate Edition", and most of all, "GeoffLems". :)

8958
1. Thanks for pointing this out. I'll add a note that one-way downs cannot be used for this reason.
2. Yes; 1st phase choice.
3. Yes; 2nd phase choice.

EDIT: Just noticed, this is the 50,000th post! :O

8959
Contests / Re: Official Level Design Contests - Rules, Prizes, etc
« on: March 03, 2015, 05:48:39 PM »
I could extend it if it seems problematic. I just felt it could be a bit shorter since in a way, each entrant is only designing half a level each. I'll put a poll up, and extend it if most people think it should be.

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NeoLemmix Main / Re: Player V1.29n, Editor V1.29n-A Released
« on: March 03, 2015, 01:36:47 PM »
Traditional Lemmix and Lix won't recognize the level because it's a NeoLemmix level. For a long time now NeoLemmix has used a completely different format from traditional Lemmix (though it's still capable of loading traditional Lemmix levels, of course). If you wanted to implement support for it in Lix, the formats are documented on the NeoLemmix website, and I'm happy to help with anything that's unclear; I could even possibly have a go at writing the code myself, though I must point out that I'm very unfamiliar with C / C++.
So this is incompatibility by design, that's probably very good since you support new features critical to the play.

IIRC you're already putting a magic byte at the beginning to tell it apart from L1 levels.

The confusion comes solely from the equal filename extension. The filename extension can be considered to make it more clear at some time.

The format's documentation, very good to have that reference because the format is binary. About reimplementing it, I believe a fair share of levels will become unsolvable due to non-supported skills. It's something to keep in mind for later.

SuperLemmini also doesn't support a lot of NeoLemmix features, but still supports the level format as far as the features it *does* support goes. (Aside from the new skills and gimmicks in NeoLemmix, and the invisible / fake terrain in SuperLemmini, they actually have considerable overlap in their supported features, though the NeoLemmix player doesn't support SuperLemmini levels (the editor does support them, including most features that don't exist in NeoLemmix).)

And yes, you're right about the magic byte. It's essentially a "format version" byte, with traditional LVL files being "format 0". NeoLemmix has used "format 3" for a very long time now, and I don't see this changing any time soon (format 1 and 2 are almost identical to format 3, too). If it's quicker to check a file size than the first byte of the file, then they can be distinguished as the traditional LVL files are always exactly 2KB, while the NeoLemmix ones are always exactly 10KB. (2048 / 10240, not 2000 / 10000; I am not a hard drive manufacturer.)

8961
Sorry! It's up now. :)

Qualifying levels from this round are:

Havoc 02 "Be more than just a number"
Havoc 09 "AAAAAARRRRRRGGGGGGHHHHHH!!!!!!"
Havoc 10 "Flow Control"

8962
NeoLemmix Main / Re: Player V1.29n, Editor V1.29n-A Released
« on: March 03, 2015, 08:54:49 AM »
Despite it really not mattering these days, I kinda have the old habit of "extensions should be three letters or less", so I'd most likely go with either "NLV" or "LVN". Originally I was considering "LVX" for a possible improved level format, but this was long before I actually implemented the format, or even chose the name "NeoLemmix".

There isn't really any reason why this couldn't be done, I suppose I could consider it.

8963
In Development / Re: GigaLems - A project I plan on making
« on: March 03, 2015, 07:07:58 AM »
I'm going to wait until the pack's finished before playing any more of the levels (unless there are some specific levels you want backroute tested, etc, in which case I'm happy to do a few of them - but not every level), but I'm definitely looking forward to it. :)

8964
NeoLemmix Main / Re: NeoLemmix Pack Creation Tutorial
« on: March 03, 2015, 07:06:09 AM »
I've started working on this. Feel free to keep the suggestions / etc coming.

(I swear, if I put as much effort into profitable things as I did into NeoLemmix, I'd be rich by now... or at least richer than I am. xD)

8965
NeoLemmix Main / Re: Player V1.29n, Editor V1.29n-A Released
« on: March 03, 2015, 05:24:40 AM »
Traditional Lemmix and Lix won't recognize the level because it's a NeoLemmix level. For a long time now NeoLemmix has used a completely different format from traditional Lemmix (though it's still capable of loading traditional Lemmix levels, of course). If you wanted to implement support for it in Lix, the formats are documented on the NeoLemmix website, and I'm happy to help with anything that's unclear; I could even possibly have a go at writing the code myself, though I must point out that I'm very unfamiliar with C / C++.

The readme is linebreaked, I think? I'll check that; I can almost guarantee that if it is linebreaked, it'll actually be at much less than 80 characters, I usually linebreak them at around 50 or so (whatever looks good to me, tbh).

I'll improve the descriptions of how to set up playtest mode.

I personally never had problems running regular Lemmix under WINE, but haven't tried with NeoLemmix. It's possible it may have issues, as NeoLemmix performs much more processing per-frame than regular Lemmix does.


EDIT: Just to clarify, you were using the editor under WINE, right? Any functional issues with it (I assume you haven't tested it too thoroughly, but anything you notice from quick use)?


EDIT: To turn sound and music off, to do it permanently you have to launch NeoCustLemmix directly and use the config screen. To do it temporarily, the 'S' and 'M' hotkeys will do the trick.

Another thing I'd mention - if you just want to play a single level, you don't really need to use the editor. Just fire up NeoCustLemmix and press F6 on the title screen (this isn't a hidden option; there's an extra panel there that doesn't appear in other NeoLemmix players to inform you of this) and you can load a single level file.

8966
All the "topic" links for my packs should be pointed to the general Lemmings Plus topic, as the individual topics have all been closed and are no longer being updated. (Except for the Doomsday Lemmings topic, of course.)

8967
Alright, so this idea seems to be fairly popular, so let's give it a shot! And, I encourage those who haven't entered before to give it a go, too!



Here are the standard rules for all official contests:
1) You may not enter into the contest a level that you've (or anyone else) released before. You are, however, welcome to release it as part of another pack after the contest is over. This includes remaking a level on a different engine.
2) One entry per person, unless the contest's rules specifically state otherwise.
3) Anyone caught attempting to cheat at or manipulate the voting in any way is disqualified.
4) Whether or not a level meets the criteria is decided by the LF administrators; the winner will be decided by vote unless otherwise stated in the contest's rules (which may only happen if the winning criteria is purely objective).
5) Any deadline dates / times are in UTC.
6) Joint entries are permitted, but there will still only be one prize (unless the contest's rules specifically call for a joint entry); it will be up to the entrants to determine how they will split this.
7) Whichever staff member(s) is/are running the contest may enter just for fun, but cannot receive prizes - the prize will be passed on to the next position.
8) Entries should be submitted via private message to the staff member running the contest. Do not post them in the topic, unless the contest's guidelines say otherwise. If the contest allows for use of more than one engine, please be sure to specify which engine you've created your level for, and if you've used traditional Lemmix, please be sure to specify which mechanics set (Orig, OhNo or Cust) your level is intended to be played under.
9) Deadlines may be extended once, by one week, if less than four entries have been received. If there are still less than four entries after this, that contest will be cancelled, unless the staff member running the contest and all entrants all agree to continue it anyway.
10) If you are using an unofficial graphic set, you must include a copy of it with your submission, unless it's one that is always included with that engine (such as the Lemmings Plus graphic sets in NeoCustLemmix).
11) Monetary prizes may be claimed via PayPal or Bitcoin (or another well-established cryptocurrency, such as Litecoin or Dogecoin). You can also ask for them to be directly spent on a website for items up to the value of the prize (provided the website takes one of those options, or takes credit/debit cards directly and has a very good reputation), or for a donation of the prize value to be made to a charity of your choice (provided they accept online donations).



Contest #3

Tag team contest time! In this one, each level will be contributed to by two participants. Thus, the creation phase will be split into two sub-phases.

Subphase 1 - Terrain design
In this phase, entrants must create a level map. They may place as many terrain pieces, steel areas and one-way walls as they like. They may also configure the level options that are relevant to steel / one-ways (autosteel, one-way invert, etc). They may also make a VGASPEC for the level if they like. They may not place any objects (except one-way walls) or configure the level stats/options other than those related to terrain, steel, one-way walls and VGASPECs (this includes that they may set the size of the level). Once this has been done, it should be submitted.

Between phases
Once the deadline for Phase 1 ends, I will randomly pick people to receive other levels. Note that there will be no two-way swaps (ie: if Person A gets Person B's level, then Person B cannot get Person A's level), though three-way or more swaps may occur rather than having a full "circle" so to speak. You'll receive both NeoLemmix-format and SuperLemmini-format versions of the levels.

Subphase 2 - Objects and stats
When you receive the level you're assigned for Phase 2, you may place objects (except one-way walls), and set the stats and skillset for the level (and gimmicks, in the case of NeoLemmix). You are permitted to convert the level to a different engine than the one you received it in the format for. You should also give the level a title at this point.


Once the submissions from Phase 2 are received, the rest of the contest will proceed as normal. Once the playing phase starts, both contributors to each level will be revealed. Please note that if anyone participates in Phase 1, but does not submit to Phase 2 on time, both levels they are involved in will be disqualified, and to keep things fair, all remaining contestants will be assigned a new level to work with. This will of course be very inconvenient, so please especially make an effort to submit on time - or let me know well in advance if you won't be able to, in which case I may be able to alter the deadline if that'd help.

Please note that due to the limited terrain / steel options in the earlier engines, this contest will ONLY accept NeoLemmix or SuperLemmini contributions, and they must use one of the official graphic sets to avoid issues with sets that appear in one engine but not the other, without using one-way downs due to their non-existance in SuperLemmini or the "Fake"/"Invisible" terrain options due to their non-existance in NeoLemmix.

Engine-Specific Rules
Any content/options that don't appear in the other engine may not be used during Phase 1. Using exclusive features during Phase 2 is fine as long as no other rule is broken. The following list should cover most the features that can't be used (and thus, if relevant, should be left at default) for this contest:
- "Classic Steel" option (SuperLemmini)
- Adjustable borders (SuperLemmini)
- Fake or Invisible terrain (SuperLemmini)
- Steel areas exceeding 256x256 in size (SuperLemmini)
- More than 1000 terrain pieces and/or more than 128 steel areas (SuperLemmini)
- More than 64 one-way objects (SuperLemmini) *
- One-way down arrows (NeoLemmix)
- One-way arrows made with steel areas rather than objects (NeoLemmix)

* NeoLemmix supports up to 128 objects, but this limit is set to give plenty of room for the Phase 2 entrant to add objects.

VGASPECs / equivalent: Allowed (custom only), but not required. You must submit it in both .DAT and .PNG format (NeoLemmix-compatible and SuperLemmini-compatible).
Allowed Graphic Sets: Orig graphic sets, OhNo graphic sets, Xmas set. Custom / unofficial sets are not allowed.
Allowed Engines: NeoLemmix, SuperLemmini
Winning Criteria: "Vote for your favorite", as usual.

Timeframe:
1st Phase entries close 20th of March
2nd Phase entry close 30th of March or when all entries have been received, whichever comes first


Due to the tag-team nature, there's a bit of a difference in the prize structure. Only first place gets prizes; of course, both people who contributed to the level get a prize. As there's no clear "first" or "second" for this, the matter of who gets first pick will come down to first in, first served, but only *after* I send out the PM to notify of winnings. You are of course free to discuss with the other winner before making your choice, perhaps to arrange splitting prizes.


The prizes available for this contest are:
- US$10; see #11 of the general rules for more info.
- A new object type of your choice added to NeoLemmix; note that this only includes supporting it in the code, you are on your own for creating (or modifying) a graphic set to include it. This must be within reason.
- A new gimmick of your choice added to NeoLemmix. This must be within reason.
- Choosing the next contest's rules.



Phase 1 entries received: 3
Phase 2 entries received: 2

(due to the unknown-partner swap, only the quantity of entrants will be revealed, not the identities)

8968
Contests / Re: Official Level Design Contests - Rules, Prizes, etc
« on: March 02, 2015, 08:29:40 PM »
The replay thing was more to ensure the author hadn't changed the intended solution, just patched up unintended ones.

8969
Level Design / Re: Timed vs. Infinite Time levels
« on: March 02, 2015, 08:28:14 PM »
If the time limit is just an extra annoyance that makes little difference to the level, then the level is better off without it. If the time limit adds to the puzzle in some way (eg. Mayhem 3) or is even the main focus of the puzzle (eg. Mayhem 16), then IMO it's a good thing.

8970
Contests / Re: Official Level Design Contests - Rules, Prizes, etc
« on: March 02, 2015, 03:19:12 PM »
^ I've put up a poll to see how people feel about that. It does need to be taken into account that your suggestion there, and DynaLem's "don't allow discussion even during playing phase" are more or less mutually exclusive, though I guess that any replays could be PM'd to the creators.

(Don't take this the wrong way; it's not saying that I've decided for sure we're implementing that playing phase rule. Just pointing out that the two are somewhat incompatible.)

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