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Messages - namida

#8986
In that case, the potential loophole would be to write my own code to extract them in Lemmini format. Still, same thing about the spirit of it and all that applies (not to mention there's little proof that that's how I've done it, unless of course I included the extract functionality in the editor; which would be redundant for any reason other than proving that such has been done).

With that being said - would I be right to assume that this wouldn't cover content that isn't extracted, such as the Xmas graphic set and special level graphics? (Or are they indeed included but just not used in WinLemm's data? I'd especially be interested to know that about the latter, given that the levels that aren't in the Windows version, the LVL files for them are still there... SuperLemmini's versions of them do indeed seem to be higher resolution, but perhaps they come from the Mac version?)
#8987
No worries. By the way, if (when this project is closer to completion) you'd like a dedicated board for it like Lix / NeoLemmix / SuperLemmini has, just let one of the admins know and we'll set it up for you. :)
#8988
Okay, I looked into this and compared it pretty intensely with both genuine Copycat Lemmings, and with Cheapo (using the same level), and found the problem - the safe fall distance is 3 pixels more than it should be when Cheapo Mode is active.

Will fix that for the next update. :) Would like to wait a bit longer before actually *doing* a "next update" though, because it's almost inevitable that some bugs will pop up with this version, seeing as it's one of the most major changes (even if 95% of it is behind-the-scenes stuff) in quite some time.
#8989
NeoLemmix Editor definitely supports old Lemmini, but you do need to install the Lemmini graphic sets manually. However, doing so is as simple as copying the contents of the Lemmini "styles" folder into the "Lemmini" subfolder of the editors "styles" folder.

The main reason why this is done instead of including them with the download is because of Lemmini / SuperLemmini's licence agreement. Although technically including them wouldn't violate it, as I'm distributing the graphic sets with an editor, not with Lemmini / SuperLemmini themself; that's kind of a loophole that isn't really adhering to the spirit of the agreement.

If you're opening them as SuperLemmini levels, this shouldn't matter at all. The editor doesn't even tell the two apart; it just won't recognize SuperLemmini-exclusive features when loading in regular Lemmini style. If you're loading in SuperLemmini style, then from the editor's point of view, Lemmini and SuperLemmini levels are the same thing.
#8990
So, our two levels that go through to the final round are:

Wicked 03 "This Corrosion"
Havoc 05 "There`s madness in the method"

But which one will win...? It's time to find out! :D
#8991
There was a terrain piece with the ID number #82 in the level, which is well above the highest piece in the Fire set (#63), as well as very far outside of the level's boundary (it had an X coordinate of 4078; that's nearly three times the level's width) - the former is the cause of the error; the latter is just sort of a confirmation that this piece wasn't meant to be there or do anything. This could've been either due to a corrupted file or careless manual editing (particularly if it was in Lemmini format at one point), but regardless, here's a fixed version which removes that terrain piece (nothing else is altered).
#8992
It's still a high priority on my to-do list. Generally, with the editor, new version numbers (eg: V1.30n -> V1.31n) are solely to add support for corresponding new player features (in this case, the graphic set), and the bugfixes tend to come in the -B, -C etc updates.

I don't think the fact that you used a different editor in the past will have anything to do with it, but the conversion between SuperLemmini / NeoLemmix is indeed a very likely possibility - since SuperLemmini mode disables these options, it's possible they're not switching over properly. (Although with that being said - SuperLemmini supports the face left option too, so it's weird that that one wouldn't be. The ones I'd expect to be likely to remain disabled, if anything, would be the S and L Values...)
#8993
I'm working on a new project of my own at the moment, but you're welcome to use any levels from any of my older packs (or variations of them, or levels inspired by them) if you feel they'd suit. :)
#8994
So, time for another level design contest! :)




General contest rules. Please note that there have been some changes to this since the previous contests. If you're one of those people who doesn't like reading these kind of lists, the tl;dr version would be "Lix levels are now allowed as long as they're single-player, entries don't close even after the deadline until a while has passed since the last entry was submitted, and you get a couple of chances to update your level during the playing phase".

(Hidden behind a spoiler tag to save space.)

Spoiler
Note that if the rules of the individual contest conflict with these standard rules, the contest-specific rule has priority.

1. Each person may only enter a single level into each contest.
2. All levels entered into a contest must be never-seen-before. This means that they can be completely new levels created for the contest, or not-yet-released levels from a future pack, but you cannot just enter a level from a pack you've already released, even if you modify it slightly.
3. Anyone caught trying to manipulate the voting or otherwise cheat will be disqualified from the contest, and may be disqualified from future contests.
4. Entries must be submitted via private message to the staff member running the contest.
5. The staff member running the contest has the final say on whether or not a level meets the contest's criteria; however, you will be informed within a reasonable timeframe if not, and will be allowed to resubmit an altered version of the level (or an entirely new level) that does meet the criteria.
6. If you are using a graphic set that is not included by default with the engine you're using, you must include a copy of it with your submission.
7. Any Lix levels entered into the contest must be single-player levels.
8. Monetary prizes are payable only via either PayPal or a major cryptocurrency (Bitcoin, Litecoin or Dogecoin; and possibly others on request). You may also ask for a purchase to be made on your behalf with the prize money directly from a website that accepts one of those options, or for it to be donated to a charity.
9. All deadline dates/times are in UTC. If you haven't customized your display settings, this is the time displayed in the top-right corner of the forums.
10. Even if a deadline has passed, entries will not close until 72 hours has passed since the last submission was received (or one week since the last submission was received, if there are less than four received entries).
11. If less than three entries have been received when entries close, the contest is cancelled.
12. During the playing phase, you may submit revised versions of your levels (for example, to remove backroutes). These should also be sent via private message to the staff member running the contest. All updated versions will be posted at the same time (if there are any). There will be three "update points" during the playing phase, of which each level may be updated on no more than two of them. Once the last update point has passed, no further updates will be accepted.
13. Any received updates will only be accepted if the updated version still meets the contest criteria.
14. Both first place and second place get a prize; they must choose two different prizes (first place gets first choice), unless a prize is specifically marked that it may be selected by both winners. In the event that only three entries are received, only first place gets a prize.
15. If the staff member organizing the contest enters a level and places first or second, they do not get a prize. The prize is not "passed on", but instead only one prize is awarded for that tournament; however as a special case, if there is only one prize available (due to only three entries being submitted), the prize is passed on to second place.
16. The winning level will be determined by a voteoff after the playing phase has ended.




Contest #4

For this contest, your goal is to design a level that has exactly 5 skills total. This could be five of the same skill, one each of five different skills, or anywhere inbetween. If using NeoLemmix or Lix, using skills outside the original eight skills is permitted, but you still can't have more than five total.

Allowed Engines: Lemmix, NeoLemmix, Lemmini, SuperLemmini, Lix

Engine-Specific Rules:
NeoLemmix: Pickup skills are not allowed. Gimmicks that affect skill counts (such as overflow, reverse skill counts or other skills countdown) are not permitted; other gimmicks are fine.

Timeframe: Entries will close on the 25th of April 28th April at 17:34 (subject to general rule #10).

The prizes available for this contest are:
- US $10 (see general rule #8)
- One month worth of advertising in the forum's news ticker for any project you are creating or involved in, whether Lemmings-related or not and whether free or not (may be reserved for later use)
- A new gimmick of your choice added to NeoLemmix (within reason)
- A new object type of your choice added to NeoLemmix (within reason); this only includes supporting it in the code (and the graphic set editor), not actually adding the object to any graphic set
- Your choice for the next contest's rules (within reason)

BONUS: Everyone who enters a level in this contest (as long as it's within the rules) will receive a Lemmings Plus IV demo, with their choice of extra content out of either (a) an extra level each in the Twisted and Insane ranks, or (b) all four versions of the once-per-rank level. I've already started sending out these demos, so any further entries I'll send the demo as soon as I receive the entry - so let me know which one you'd like when you submit it.




Entries received: 5
Giga
IchoTolot
namida
Nepster
Proxima
#8995
I was thinking both ways - ie: enabling the tool to make graphic sets for your game too, not just import them. :) Even if you use a format like text files + raw image files, the advantage is having a menu to select properties, view trigger area on the object, etc, rather than having to work all that out manually. And if you'd prefer, I'm happy to put in some kind of protection to make it not load your "official" graphic sets (until you're fine with them being used), although do be warned that I plan to make the tool open source so people can probably get around that fairly easily (and that's assuming they're not already in a format that can already be imported with a bit of extra work).
#8996
The accompanying editor update is now here. Added details to the first post.

Attached image: The same level as in an earlier screenshot, now shown in the editor, in full 24-bit color. :D
#8997
Player update

Main notes:
- New graphic set format is supported. You can use the NeoLemmix Graphic Set Tool to create/modify graphic sets in this format; LemSet does not (and will not) support it.
- It should be noted that if a new-format and old-format graphic set are both available to the player (whether internal or external), the new one takes priority.
- Slight mechanics changes to blockers, bombers and zombies. These shouldn't matter for most levels (though you may have to re-create replays), but should be tested nonetheless.
- One new gimmick has been added, which makes all four sides of the level deadly. This gimmick was chosen by DynaLem, who won the opportunity to pick one as a level design contest prize.
- Several bugfixes, mostly relating to NeoCustLemmix.

Changelog
---------
* Adds support for a new, more flexible graphic set format. Graphic sets in this
  format can be created using the NeoLemmix Graphic Set Tool. A graphic set in this
  format can also be used as a VGASPEC, in which case everything other than the
  first terrain piece is ignored.
* All built-in graphic sets (and the copies provided with the Flexi Toolkit) are
  now in the new format. VGASPECs remain in the old format, as it's a single file
  per VGASPEC either way. The only exception is Copycat Lemmings, which still uses
  the old format for now for technical (/ laziness) reasons.
* All levels are now treated as unlocked while Cheat Mode is active.
* Added a new gimmick, "Deadly Sides". This gimmick causes all four sides of
  the level to act like fire objects. (There is no editor update which lists this
  gimmick yet; in current versions use the (Gim28) checkbox.)
* Made a lot of adjustments to improve symmetry of various skills. Most are only
  affected graphically, but blockers and bombers have slight mechanics differences.
* Moved water objects from the main trigger area map to their own seperate one,
  so that objects such as pickup skills can be placed within water (for swimmers
  to get them) without weird results.
* Fixed the bug where level preview texts would not show on secret levels when
  accessed via a secret level trigger.
* Fixed the bug where NeoCustLemmix would crash when mass-dumping levels or images
  if the secret level slots were empty.
* Fixed the bug where NeoCustLemmix had reverted to saving auto-named replays with
  the rank name and level number rather than using the level title.
* Fixed the bug where lemmings could get below the level in a No Gravity level and
  become unable to do anything other than walk back and forwards endlessly.
* Fixed the positioning of the exit in H94 Hail 3.


V1.31n-B
--------
* Fixed the fall distance in Cheapo Mode
* Supports graphic sets of non-standard resolutions
* Adds sound effects to some OhNo traps
* Fixed the bug where, upon first starting a player, if you don't change the rank
  you'll go to the first level, rather than the first unbeaten level


Download links:
DropBox
NeoLemmix Website: (Players | Cust | Flexi)




Editor Update

Main notes:
- Supports the new graphic set format. Note that the current auto-detection algorithm will not correctly detect new graphic sets if their filename starts with g_, v_ or x_, or if the name of the set (by filename) matches another graphic set (ie: if you have an old-format graphic set "g_blah.dat"/"v_blah.dat", and a new format graphic set "blah.dat", the new one won't be detected). I hope to improve this in future updates, but for now, there's little reason to use names like that anyway so it should do the trick.
- Graphic sets that aren't numbered can now have an "Order" parameter, so that they're in a specified order rather than defaulting to alphabetical.
- Please note that NeoLemmix-format levels saved with this version will generally be completely incompatible with NeoLemmix versions prior to V1.24n (though I doubt anyone is still using any version that old anyway). This is because it doesn't associate a graphic set number with new-format graphic sets, so all saved levels purely use a graphic set name only; NeoLemmix versions prior to V1.24n have no support for this.
- Unless you manually add the old-format graphic sets back in, NeoLemmix playtest mode will only work with V1.31n (or newer, when new versions come out) of NeoCustLemmix.

V1.31n-A
--------
> Supports the new NeoLemmix graphic set format.
> An order number can now be specified in styles.ini files to manually reorder styles that don't
  have an ID number.
> The "Deadly Sides" gimmick is now listed under it's proper name instead of (Gim28).
> "Rickroll" in the gimmicks list was changed to the more accurate name "Bait-and-switch".


V1.31n-B
--------
> Fixed the bug where NeoLemmix-specific options for terrains / objects / steel areas would be
  disabled, even while editing NeoLemmix levels, if a Lemmini / SuperLemmini level had been
  edited since starting up the editor
> Fixed the bug where regular Lemmix levels (and very old NeoLemmix levels) couldn't be loaded
  properly in NeoLemmix style, and had to be loaded in Lemmix style then converted
> Added a "Mass Conversion" tool, to facilitate quickly converting large numbers of levels
  between formats (note: conversion from newer engines (NeoLemmix / SuperLemmini) to older
  engines (Lemmix / Lemmini) is not recommended)
> Completely reworked the "Validate Level" menu, and improved support for issues specific to
  various level formats


V1.31n-C
--------
> Supports NeoLemmix new-format graphic sets with non-standard resolutions
> Fixed a bug relating to the fall distance in levels converted to Lemmini / SuperLemmini from
  Lemmix / NeoLemmix formats


Download:
DropBox
NeoLemmix Website
#8998
VGASPEC files have been added to the todo list for import formats. The reason for this being that these may as well also be upgraded to a 24-bit format, and the simplest way to do that is simply make them a graphic set that only contains a single terrain piece. (Indeed, if I revise MAIN.DAT format, it will probably also be based on this format.)

Also, documentation of the file format has been added to the NeoLemmix website. An update for NeoLemmix will be out later today; the remaining things to do are check playtest mode works fine with the new format and fix one unrelated glitch relating to interaction between the Solid Floor gimmick and zombies.
#8999
Can you send me a copy of the level?
#9000
I had a go at it, and got up to level 11 before Lemmini's lack of the fine control features Lemmix/NeoLemmix have got too annoying... xD

Definitely seems like a good pack! However, one thing I would point out - the background on level 7 (I think), "City Builders", makes it VERY hard to see the cursor...