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Messages - namida

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9196
Lemmings Main / Re: Ideas for Skills
« on: February 04, 2015, 08:08:27 AM »
The Eraser - When assigned, it erases any steel areas, traps, or water within a certain radius of the lemming.

The InvinciLem - A lemming given this ability simply cannot die.  Traps, water, and splat falls have no effect on him.  If he falls off the bottom of the screen, he will re-appear at the top.  (I can think of a zillion uses for this last feature alone.)

The former is somewhat similar to the Mechanic skill in NeoLemmix; the last part of the latter exists in NeoLemmix but as a gimmick rather than a skill (if you aren't familiar with NeoLemmix and/or the Lemmings Plus series, a "gimmick" is a twist to the mechanics that applies to an entire level; they vary from subtle changes such as how the skill counts work, to things as major as having to kill the lemmings instead of save them, or even having zombie lemmings - the latter has an entire (small) game built around it).

9197
Reviews / Re: Level Review - Lemmings Plus I (formerly LPDOS)
« on: February 04, 2015, 06:07:33 AM »
The only changes in levels that have been covered so far that relate to things mentioned in the review are:

Mild 8 - That pesky not-behind-the-steel-block acid is fixed.
Mild 22 - Those redundant blockers are no longer there.

9198
Closed / Re: Player Bugs / Suggestions
« on: February 04, 2015, 05:42:52 AM »
Indeed it should. I'll make sure to fix that in the next update.

9199
NeoLemmix Levels / Re: [Fangames] Lemmings Plus Series
« on: February 04, 2015, 05:32:26 AM »
Lemmings Plus DOS Project I's conversion has been done. And yeah, since it has less and less similarity to the DOS versions each time (as well as that that was originally a codename), I felt it was time to drop the "DOS Project" from the name. So, it's now called "Lemmings Plus I". (Though I'm sure people will still know what you mean if you use the old name.)

The links have been added to the original post. The following levels have been changed relative to the last (unofficial) NeoLemmix version:

Wimpy 25 - Slight layout change due to Danger 23's modification.
Medi 1 - Slight layout change due to Psycho 13's modification.
Danger 23 - Backroute fix.
Danger 24 - Difficulty increased a lot.
Psycho 5 - Difficulty reduced slightly.
Psycho 13 - No longer impossible.*
Psycho 14 - Difficulty increased slightly.
Psycho 17 - Difficulty increased slightly.
Psycho 18 - Difficulty increased slightly.
Psycho 30 - Screen start position fixed.

* Just for peace of mind, this level was NEVER impossible in any official release; it was just impossible in some of the unofficial NeoLemmix releases. This is a prime example of why they're considered unofficial - they aren't fully tested in-depth to the same extent official releases are.


The last traditional Lemmix version is still available on DropBox (so is the new version if you'd rather download it from there); there's also replays for the new NeoLemmix version there.


EDIT: So far, LPII has been tested as far as the end of Cheeky Sneaky (excluding secret levels, both their access and the levels themself).

9200
NeoLemmix Levels / Re: [Fangames] Lemmings Plus Series
« on: February 04, 2015, 01:51:17 AM »
They'll still be included in the same way they are now.

Testing is up to Psycho 21 now. A few levels have had some changes; two relate to either being impossible or near-impossible under NeoLemmix mechanics (you have to keep in mind; the last time LPDOS was fully inspected under NeoLemmix mechanics was, IIRC, before LPIII was released, and there have been quite a few small mechanics changes since then), while others are some difficulty tweaks on levels that are excessively easy for their position. One is a backroute fix I couldn't resist applying.

The full list of changed levels so far is:
Danger 23 - The aforementioned backroute fix. Also affects Wimpy 25.
Danger 24 - Made this level MUCH harder.
Psycho 5 - Made this level slightly easier (it's still very hard).
Psycho 13 - This level (or at least its intended solution) was impossible under NeoLemmix mechanics in its current state. Also affects Medi 1.
Psycho 14 - Made this level slightly harder.
Psycho 17 - Made this level slightly harder.
Psycho 18 - Removed one skill that isn't nessecary to the solution and could potentially open backroutes (though I'm not currently aware of any).

EDIT: One other level had a change, albeit a purely cosmetic one - Psycho 30's screen start position had become messed up somewhere along the line; it's been set back to what it should be now.

9201
In Development / Re: GigaLems - A project I plan on making
« on: February 04, 2015, 01:17:36 AM »
I'd suggest look into LemMain and the Lemmix Flexi Player (which is available in both traditional Lemmix and NeoLemmix flavors). They'll help a long way with actually getting your game into a standalone player EXE, instead of just lots of LVL files that people have to load manually.

I won't entirely make the player for you; but if you need some help working out how to use it, feel free to ask. :)

9202
NeoLemmix Levels / Re: [Fangames] Lemmings Plus Series
« on: February 04, 2015, 01:16:01 AM »
I'll probably make some adjustments to the skillset in Cheeky 8's case, and perhaps reduce the required percentage. I won't move the level, though.

For the level review games, so far you haven't gotten up to any levels that would be affected majorly by the change. The first level where it really has any noticable impact is Mild 22 (due to the lack of blockers in the NeoLemmix version). And there's nothing that might actually have an impact on some solutions until Medi 16. However, I would say switch to the NeoLemmix version (as a note; I'll update the level images on the website, so if you've been using the neolemmix.com level image links, they'll automatically change to the NeoLemmix ones).

I can probably do something for the graphic set switch. I'll get back to you on that one.


I also noticed when testing, the two early-Psycho fire levels with really fidgety execution (Psycho 2 and Psycho 5); the former is a lot easier under NeoLemmix, while the latter is virtually impossible - I say "virtually" because it can be done, but pretty much every skill needs to be frame-perfectly assigned. The former I might leave as is, but the latter I might reduce the difficulty a bit, most likely by making it save 72 of 80 (instead of save 63 of 70), allowing one extra lemming lost, which is similar in difficulty to the traditional Lemmix verison of this level.

9203
NeoLemmix Levels / Re: [Fangames] Lemmings Plus Series
« on: February 03, 2015, 09:16:15 PM »
I've realised something by watching a LP* of these recently; that the different versions (specifically the existance of NeoLemmix and standard Lemmix versions) of LPDOS / LPII / LPII Bonus could cause a lot of confusion. So, I'm going to do what I considered (but never did do) a while ago - and that is, make the NeoLemmix versions the official ones; thus mechanics etc will be consistent across the entire Lemmings Plus range. Of course I will leave the traditional Lemmix ones available too.

I don't think I'll need to make any major changes from the currently available unofficial NeoLemmix versions, but I'll need to do more in-depth testing of them before making an official release.

EDIT: LPDOS has been tested as far as the end of Danger PSYCHO 10.

9204
Closed / Re: Editor Bugs / Suggestions
« on: February 03, 2015, 03:39:35 PM »
This could very well explain why it's only shown up recently and why it doesn't happen for me. Previously, the copies from DropBox were always in a ZIP, but recently I've been putting them up as standalone EXE downloads. In my case, since it's compiled on my own PC rather than being downloaded, it wouldn't happen for me either.

Does what DynaLem said help for anyone else?

9205
Lix Main / Re: 2015-01-26 released
« on: February 03, 2015, 01:23:57 AM »
I just had a very quick test run of it (just played one single-player level, basically). The only issue I'm noticing is that, even at the highest setting, the mouse speed feels kind of slow. (Though I can't say for sure it wasn't this way before, I don't really remember.)

9206
By the way, I put the level images up on the NeoLemmix website now.

9207
Awesome! :D I look forward to seeing the rest of your solutions!

9208
NeoLemmix Main / Re: Player V1.28n, Editor V1.28n-A Released
« on: February 02, 2015, 02:48:30 PM »
Here's a V1.28n-B update. Well, sort of; it's only an update for one specific player, which is Cust.

V1.28n-B [update for NeoCustLemmix only]
--------
* NeoCustLemmix now has an option to load single level files; press F6 on the
  main menu then select a level file.


(Obviously, it must be a Lemmix or NeoLemmix LVL file. Encrypted LVL files will work fine.)

Download here:
DropBox
NeoLemmix Website

9209
Contests / Re: Official Lemmings Forums Level Design Contest #2
« on: February 02, 2015, 01:58:09 AM »
I think there's enough limitations. I won't disallow those, but remember that people are free to decide they don't want to vote for your level if they see that as trying to loophole the rules; that's up to them how they consider it for their vote.

9210
Closed / Re: Editor Bugs / Suggestions
« on: February 02, 2015, 12:42:35 AM »
As has been mentioned in several places around the forum, some people are getting errors when trying to launch playtest mode on recent versions of the editor / player.

If you're having problems, check the following:
> Do you have a copy of the NeoCustLemmix (or if it's a traditional Lemmix level, then regular CustLemmix) in the folder with the editor?
> In NeoLemmixStyles.ini, is TestEXE for the style you're using set to "CustLemmixNeo.exe" (or "CustLemmix.exe") - without quotes!
> Does that copy of (Neo)CustLemmix work properly when launched directly?

Some things that could possibly be causes:
> Very long paths to the EXE. This is what I suspect highest to be the cause, though I don't know what paths people are using.
> Outdated versions of the editor with new versions of the player or vice versa. I very much doubt this would cause it, but at least one person has mentioned the problem went away by updating.
> Access restrictions on the folder the editor is in. Try running it as an Administrator, or alternatively, putting it in a folder that requires no special priveleges or specific users to access.
> Your computer doesn't like you. :P


If you can't resolve this problem, let me know as much as you can about how you have the editor and (Neo)CustLemmix set up - screenshots or even ZIPs of your editor folder may especially be helpful; you may want to PM these things rather than post them publicly.


I've added a note about this to the first post here, but I can't do much about it until I can either reproduce the error or get more info on when it does and doesn't occur.

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