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Messages - namida

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9121
Other Projects / Re: jLevelBuilder 1.76
« on: February 14, 2015, 10:44:53 AM »
I would argue that it doesn't hurt to have the option there. More so than completely custom sprites, people may see recoloring the sprites for certain styles as beneficial, and that isn't a huge effort by comparison.

9122
NeoLemmix Main / Re: Player V1.29n Features
« on: February 14, 2015, 10:40:45 AM »
Here's a screenshot showing some things that wouldn't be possible in the existing version.

Note two things:
1. The brown background is way smoother (and definitely uses more than the 4 colors that it's usually limited to)
2. The "PSYCHO" text is in red, like it was back when external BMPs were used (as red isn't in the main menu palette except on Xmas games)

9123
NeoLemmix Main / Player V1.29n Features
« on: February 14, 2015, 09:41:11 AM »
Here's the features I've added so far:

* Support for graphic sets containing more than one window, and also where the second object in the set is not a window.
* Support for "steel" areas that actually signify one-way walls; use of the traditional method (using objects) is recommended due to some limitations on this (such as no animation). The primary intention is for Cheapo importing, but it could also be useful in levels that need more one-way areas than there's object space for.
* A revised MAIN.DAT format, using RGB-based graphics instead of palette based ones. This effectively means you can use any color you want in menu graphics etc, just as you already can with graphic sets and VGASPECs.
  >> TODO: Convert all MAIN.DATs to the new format (only done Covox, H94, LPI and LPIII so far, to test various things in each)
* An option to refer to a graphic set or VGASPEC purely by name, without having to have an associated number. I plan for this to eventually become the standard means via which NeoLemmix works (with the numbers being used only for backwards-compatibility with older releases / traditional Lemmix), but for now it's just an option.
* "80px Fall Distance" (which was only intended for Cheapo conversion use) is changed to "Cheapo Mode"; and as such may include other mechanics changes to improve Cheapo level usability. This doesn't mean it will perfectly emulate Cheapo mechanics; just more compatibility without having to modify levels. Other changes so far are that lemmings will not be able to slip through diagonal gaps, and that teleporters will look for a receiver starting from object 0, not from the object after the teleporter.
* Teleporters will now only match Receivers with the same S Value
* You can press R on the preview screen to view existing records (lemmings saved, best time, best score) for a level; this is just a temporary measure and I plan to implement this in a better way in the future
* Setting the test mode style directly from the editor is supported on the player side; obviously editor support still needs to be added
* Fixed bugs:
  > Mechanics not working properly on flipped / inverted objects
  > Mechanics potentially not erasing the entire trigger area on traps with very large (or close to the top of the object) trigger areas
  > Preplaced blockers moving downwards in no-gravity levels
  > Stoners still creating terrain in unalterable terrain levels
  > Assigning a Cloner in a single-skill-per-lemming level allows another lemming to be assigned a skill too
  > In the preview screen, any pre-placed lemming at a Y coordinate below 160 would always be rendered as a faller
  > Swimmers (or walkers in no-gravity levels) moving downwards along a slope above them may sometimes end up inside terrain
  > Sometimes a negative number of lemmings out may be displayed for one frame at the start of zombie levels
  > Setting a forced gimmick no longer deactivates "Cheapo Mode"


The main point of this update is to be fully ready for importing Cheapo levels (with the assistance of a specialised tool or two), so most likely it won't be released until after Essman's Cheapo level extraction tool has been released, and I've made the tool to further convert the output into NeoLemmix-friendly level files. In the meantime, I might add some more requested/planned features, though I wouldn't count on it too much. :P


For the reason mentioned in the point about graphic sets, if anyone's working on their own editor (or other tools), please make sure your editor can save (and ideally, also load) the text-based graphic set names, instead of relying solely on the number! For reference, the correct names are (and these are not case-sensitive, though the NeoLemmix players and NeoLemmix Editor always save them as lowercase):

Graphic sets
Orig: "dirt", "fire", "marble", "pillar", "crystal"
Genesis: "dirt_md", "fire_md", "marble_md", "pillar_md", "crystal_md"
OhNo: "brick", "rock", "snow", "bubble"
LPII: "tree", "purple", "psychedelic", "metal", "desert"
LPIII: "sky", "circuit", "martian", "lab"
Other: "xmas" (Xmas / Holiday Lemmings style), "sega" (SEGA style), "horror" (Doomsday Lemmings style)

VGASPECs
Orig: "beasti", "beastii", "menace", "awesome"
Genesis: "beasti_md", "beastii_md", "menace_md", "awesome_md", "hebereke"
LPIII: "rickroll", "duck", "nyancat", "troll"
LPIII Bonus: "rickrollii", "lemmingsforums", "trivia"
Other: "covox" (The Covox Level), "prima" (The Prima Publishing Level), "apple" (The Apple Computer Level)

9124
Other Projects / Re: jLevelBuilder 1.76
« on: February 14, 2015, 04:23:56 AM »
Can the Lemmings be replaced with other animals/characters?
It might be fun to see different critters in place of the Lemmings!
Or even to use console game characters lol

Maybe if not in the free jLB, then perhaps in an advanced/paid editor.

jLevelBuilder is only a level editor. I'm not sure how his own game or Lemmini / SuperLemmini handle sprites. If you're using a Lemmix-based engine (Lemmix or NeoLemmix) or the original DOS games, you can customize the sprites by editing the MAIN.DAT file (using a tool called LemMain), though currently there's some heavy limitations on the palette usable for this. I'm considering reducing these limitations in a future NeoLemmix update, just haven't got around to it yet.

EDIT: I can confirm, this will be supported in the next update. :)

9125
Levels for v10 or older / Re: Lemmings Plus Omega - Release Topic
« on: February 14, 2015, 04:17:52 AM »
Will watch them now. Did you have any luck yet on the 5 levels you didn't solve before? (Mental 12, 17, 19, 21 and 29)

Puzzling 7: You've got the intended solution now. :D
Mental 3: Same here. Interestingly, your solution is mirrored from every other solution (including my own) that I've seen, but of course that's fine in a symmetrical level.
Mental 20: Not the intended solution, but (even ignoring that I'm not going to do any more level updates for LPO) I'd say it's acceptable. :)
Mental 27: A different solution to any I've seen before, but again, one I'd consider completely acceptable.
Playtime 3: A known backroute, but I decided against making a level update to just fix one level (especially a relatively easy one).
Playtime 13: And, here I am overlooking the whole reason I originally made that edge rough. xDDD Guess that was more of a "break" than a "fix". xD

9126
Other Projects / Re: Lemmings HD remake?
« on: February 14, 2015, 04:06:29 AM »
I can definitely see the appeal of such, in some regards. The biggest problem would be the graphical side of things; if anyone were to make such graphics (or possibly extract them from the PS3 / Vita versions, though I could see copyright issues arising there, as well as that the style of lemmings in those isn't exactly the community's favorite), I'd be willing to bet it wouldn't be long before someone supported them in an engine.

9127
Qualifying levels are:

Wicked 03 "This Corrosion"
Wicked 10 "Temple of Love"
Havoc 14 "Synchronised Lemming"

Next round is up.

9128
Other Projects / Re: Lemmings HD remake?
« on: February 13, 2015, 12:46:16 PM »
Well, there's the official HD game on PS3. Aside from that, I think the highest here is the 2x resolution in (Super)Lemmini. :P

9129
Help & Guides / Re: extracting Cheapo graphics
« on: February 13, 2015, 06:55:13 AM »
Okay, I'd say NeoLemmix is ready to accept Cheapo input! :D (Of course, not directly; it'll have to be first extracted with Essman's tool then run through a special conversion tool - both of which have yet to be made. Even after this, I suspect many levels will need manual touching up. But, it'll make the process a LOT easier. The point is; the NeoLemmix engine is now in a state of being able to accept converted Cheapo levels as close to their original form as possible.)

One drawback of the arbitrary one-way walls is that using actual objects for them would be almost impossible; rather, it just sets a one-way wall trigger area on the affected pixels, and hard-draws the one-way arrows onto the terrain there (it won't draw them in thin air of course, only on pixels that are actually terrain). The main effect of this is that the one-way walls set this way won't be animated. This won't matter much when using Cheapo styles, as the one way arrows don't animate there anyway; but for this reason I'll recommend continuing to use the objects rather than the arbitrary areas when making new levels.


For the record, it'll be (obviously) just as compatible with custom Cheapo styles as official ones, as long as they don't use any of the following types of objects:
- Triggered exits (these will work, but won't have the one-lemming-at-a-time effect)
- Two-way teleporters
- Single-object teleporters (teleporter and receiver in one)
- Splat pad
- Gravity changers

Additionally, levels with upside down entrances won't work properly (as NeoLemmix doesn't support inverted gravity).

Teleporters, Receivers and Anti-Splat Pads are fine; NeoLemmix supports the first two properly, and Updrafts are similar enough to the last one to replace them for most purposes.

9130
Help & Guides / Re: extracting Cheapo graphics
« on: February 13, 2015, 05:02:51 AM »
To give an update on the one-way arrow situation: I'm still not entirely sure how I'm going to handle it in levels. Functionality-wise, it's as simple as a modification to steel areas to also allow them being set as one-way areas; graphically might be a bit trickier to implement.

However, as far as making them exist in graphic sets go, I've added code which generates them from the images in the Standards.png file. This provides left and right one-way arrows. I'm still working on some code to also create one-way down arrows. (For those who aren't familiar with NeoLemmix, one-way down arrows can't be bashed, but can be dug, or mined in either direction.)

EDIT: One-way downs are now created properly too. One thing I did have to take into account is that a Cheapo graphic set can have a (virtually) unlimited number of object types, whereas NeoLemmix is limited to 32. So, LemSet will only convert the first 32 objects of a graphic set. If there's at least two spaces left, it'll make one-way left and one-way right arrows too; and if there's still one space left, it'll also make one-way down arrows.

EDIT: At a functional level, I have the arbitrary one-ways working. They're currently invisible, though - that's the next thing to work on.

9131
In Development / Re: NeoLemmix Community Pack
« on: February 13, 2015, 04:10:30 AM »
Some of them may be good candidates; teleporters exist in Cheapo (though not in any of the styles based off official ones) so that already gives some use of NeoLemmix features.

And yeah, you'll need to use Flexi. CustLemmix only supports 10 regular levels + 5 secret levels.

9132
Help & Guides / Re: extracting Cheapo graphics
« on: February 13, 2015, 04:08:26 AM »
But, to show that I'm getting somewhere; here's a saved gameplay image showing a Cheapo graphic set being used in NeoLemmix (note the Swimmer, which is not found in Cheapo).

Sorry if this is off-topic but Cheapo-related, but will this become a level for one of your future packs?

Nope, I just made it to test the graphic set's functionality. I would upload the level, except that it relies on a feature which isn't implemented in current versions of NeoLemmix (specifically, having multiple window objects in a single graphic set). Before I release the update with this, I want to make sure everything needed for Cheapo is supported; in turn this will most likely mean it won't happen until after the level extractor is done, and I make a convertor.

9133
Contests / Re: Official Lemmings Forums Level Design Contest #2
« on: February 13, 2015, 12:28:06 AM »
Okay, we've got four entries now, and about three days left to get any more entries in. :)

9134
In Development / Re: GigaLems - A project I plan on making
« on: February 13, 2015, 12:21:58 AM »
Press "U" to save a replay. You can do this at any time during a level, or on the post-level screen. By default it'll automatically name it, for example, "Warm_01.lrb" for Warm 1, etc. If you want to override this and set custom names, just go into the config menu (press F3 on the title screen) and turn "Automatic Replay Names" off; if you do this, when you save a replay a Save File dialog will come up and let you enter a filename.

Keep in mind that replays made on V1.28n and newer can't be viewed on V1.27n and older. The reverse is fine though; V1.28n+ can view replays from older versions.

9135
I would like an explanation of why the Android version of the game requests for the following permissions:

Thanks a lot for the reasonable feedback!
Most of permissions you note we requested by advertising library! And you right it's inacceptable for most of games!
We party solve this problem and remove most of those permissions in new version 1.2 released today.


I'm not really one to *overly* fuss about this in the first place, but for those who are, I'd imagine they see it as especially bad when it's advertising systems, rather than the app itself, requesting these kind of things... :/ But if as you say, you've taken out that, then no problems. :)

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