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Messages - namida

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9211
Closed / Re: Player Bugs / Suggestions
« on: February 02, 2015, 12:34:19 AM »
Okay, I'll have to look more into this error as a lot of people are getting it.

Anyway, between this and your levels, I've realised (and I don't know how I didn't think of this sooner) that really, NeoCustLemmix is missing one very important feature that Lemmini and SuperLemmini have - the ability to load a single LVL file, without having to use LookForLVLFiles as a workaround. It'd probably be a bit of work to implement this (not too much though), but if there's interest, I'd be happy to implement it.

EDIT: Actually, it wasn't that difficult as most of the code used for Test Mode could also apply to single level mode.

9212
In Development / Re: GigaLems - A project I plan on making
« on: February 01, 2015, 11:06:06 PM »
That's a pretty neat level, and making large "pixel" art in the Psychedelic set is always fun! :P Again, I'll PM you my replay.

9213
NeoLemmix Main / Re: NeoLemmix Info, Downloads, Etc
« on: February 01, 2015, 10:34:59 PM »
Addon Content

This post will keep a list of known collections of (or individual) additional content for NeoLemmix. This does not include level packs, please see the NeoLemmix website for a listing of those.

Graphic Sets

To install new graphic sets:

- NeoLemmix Editor: Place them in the "NeoLemmix" folder inside the "Styles" folder (you might wish to place them in the "Cheapo" folder instead if that's more appropriate for the graphic set in question; but this has no impact on their function, just on where they're listed in the editor). If the pack comes with a "style.ini" folder, do not replace the existing file, but rather, add the contents of the new style.ini file to the end of the old one.

- NeoCustLemmix: Place them in the same folder as NeoCustLemmix. Note that when using NeoCustLemmix for playtest mode from the editor, you do not need to give it a seperate copy of the styles; simply installing them in the editor is enough.

- Flexi: Place them in the same folder as the Flexi EXE. In the case of building a pack with the Flexi Toolkit, place them in the "data" folder just as you would with any other graphic set - be sure to only include the ones your pack actually uses.

Cheapo Pack #1
Download (NeoLemmix Website)
Contains 14 additional graphic sets converted from Cheapo styles, including (among others) Factory, Fantasy, Green Hill Zone, Lemming Racers, Old Temple, and the Lemmings 2 styles "Beach" and "Shadow".

Cheapo Pack #2
Download (NeoLemmix Website)
Contains 15 more graphic sets converted from Cheapo styles.

Lemmini Pack
Download (NeoLemmix Website)
Contains 6 graphic sets converted from Lemmini styles; some of these originate from Lemmings 2: The Tribes.

Lemmings 2 / Lemmings 3 Style Pack
Download (NeoLemmix Website)
Contains 11 styles converted from Lemmings 2 plus one style converted from Lemmings 3. Some of these overlap with the Lemmini Pack.

9214
Non-Lemmings Gaming / Re: Karoshi
« on: February 01, 2015, 10:27:20 PM »
As a side note - I didn't see it mentioned in this topic - there's also an mobile version, which has unique levels too. It doesn't seem to be listed on Google Play anymore, though. The iOS version also seems to be no longer available.

9215
Contests / Re: Official Lemmings Forums Level Design Contest #2
« on: February 01, 2015, 09:59:25 PM »
I've tidied up the original post to make the explanation of the rules more clear. If there's any further quesitons about them, ask me ASAP. :)

9216
Contests / Re: Official Lemmings Forums Level Design Contest #2
« on: February 01, 2015, 09:40:13 PM »
Are NeoLemmix objects allowed (locked exit, slowfreeze, updraft, pickup skills, etc.)?

Yes, those are fine. Just not the new skills. I was going to come up with some rules about the skillset (to avoid the creator subverting it by including useless skills, or for example not including any constructive skills and making a level along the lines of Psycho 28 / Genius 17 / Secret 1), but I felt it was simpler to just say "use the traditional 8". Likewise, the 100%ability requirement is there to avoid loopholes with the save requirement by, for example, placing a trapdoor over water that 25% of the lemmings will fall into.

EDIT: Pickup skills would be somewhat subverting the skillset requirement too, even though not quite in the same way. So let's say no pickup skills either. Others are still fine.

9217
Contests / Official Lemmings Forums Level Design Contest #2
« on: February 01, 2015, 09:29:14 PM »
Okay, first contest went well. Here's something that might be a bit more accessible to all designers, though. :)



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; 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 is cancelled.
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).



Contest #2

Goal: Design a "Fun / Tame type" level. The specific criteria are:
  • Skillset: 20 of each.
  • Save requirement: Must be no higher than 75%. Note that, like how Lemmix / NeoLemmix do, any part-percents will be rounded down to the nearest whole %.
  • Time limit: The time limit must be 99 minutes (Lemmix / Lemmini) or infinite (NeoLemmix / SuperLemmini).
  • Other: It must be possible to save 100%, and it must not be a SuperLemming level.
  • EDIT: For the avoidance of doubt, there is no rule about what release rate your level may have.
Note that despite the description as "Fun/Tame type", it doesn't have to be easy. As long as it meets the above criteria, it's fine.

VGASPECs / equivalents: Allowed, but not required.
Custom graphic sets: Allowed, but not required.
Allowed Engines: Lemmix, NeoLemmix, Lemmini, SuperLemmini
Winning Criteria: Users (which may include those who did not enter the contest) will vote for their favorite level; they may base their vote on whatever criteria they like, be it the funness of the level, the appearance, the challenge potential, etc.

Engine specific rules:
Lemmini - The level must use the default fall distance.
NeoLemmix - The skillset must consist of all 8 of the traditional skills, and may not contain pickup skills (but other NeoLemmix objects are fine). The level may not use any gimmick, including the 80px Fall Distance.
SuperLemmini - The level must use the default fall distance and boundaries.

Timeframe: Entries close 16 Feb 2015. Voting will commence approximately one week after this, and last for one week. Voting will be done in multiple rounds with fewer levels each round (and fewer votes allowed per user each round), the exact specifics will depend on how many levels are entered.

You may make a level of any size.

Prizes:
Your choice of:
- A Steam game, Amazon gift card, or similar up to US$10 in value, or US$10 worth of a major cryptocurrency (BitCoin, LiteCoin and DogeCoin are fine, others may be considered upon request). The rules for sites are that the website must take Paypal (or take credit/debit cards directly and be well-known and have a good reputation), and must not be an R18-type site*.
- An advertisement in the board's news box (on the main page) for a project of yours, whether Lemmings-related or not and whether free or not. For the avoidance of doubt, this may be saved for later usage, but only one may be active at a time - first in first served out of those who've won them.
- Getting to pick the next contest's criteria.

* This doesn't mean "sites that state you must be 18 or over" in general; I'm sure you all know what kind of sites I'm actually talking about here.

Both 1st and 2nd place get a prize; they may not choose the same prize (1st place has first pick, obviously). Either winner may choose not to claim any prize, in which case 3rd place will get their prize instead (and so on).

Good luck, and may the best level win!



Entries received so far: 4
DynaLem
Giga
IchoTolot
Nepster

9218
In Development / Re: GigaLems - A project I plan on making
« on: February 01, 2015, 08:51:30 PM »
Another suggestion I'd make (and indeed this is how I make my packs): Don't nessecerially try to make the levels in order. By this I mean, using the Original game as an example, don't worry about making Fun 1 first, then Fun 2, and so on. Just make levels, then place them where they fit in based on how difficult they are - and don't be too shy about moving them around later, too. Case in point - in all my packs combined, none of the final levels were the last level of the pack to be made, and only one first level was the first level to be made (Breezy 1 of Lemmings Plus Omega). Quite often, in fact, I'd aim to make a level for a certain position, but it'd be way too easy (or hard) for that position, so I'd move it somewhere else.

9219
Contests / Re: Official Lemmings Forums Level Design Contest #1 (Results)
« on: February 01, 2015, 06:11:55 PM »
That's partly my thought - to encourage people to experiment with the new features / tilesets / etc when they otherwise wouldn't. NeoLemmix in particular has a lot of new features (if you'd like to see them in action, Lemmings Plus Omega uses virtually all of them); SuperLemmini not quite as much but still a few, including some of which NeoLemmix doesn't have.

9220
Contests / Re: Official Lemmings Forums Level Design Contest #1 (Results)
« on: February 01, 2015, 05:07:07 PM »
^ On that note, I've reset the poll, and only kept the two most popular options from before.

9221
In Development / Re: GigaLems - A project I plan on making
« on: February 01, 2015, 04:34:09 PM »
Okay, I had a go on these levels. They're very easy (as is to be expected for a first rank), but the designs are VERY nice! :)

Some comments:
- On the digger tutorial level, the time spent walking is quite excessive. It might pay to shorten this a bit.
- On the bomber tutorial level, I don't see why you included blockers? As I'm sure you've noticed, bombers explode instantly (without a countdown) on NeoLemmix (unless you manually choose otherwise in a Flexi-based player).
- Scarif-Slice is far harder than the other levels, and may be worth moving to another rank (or at least later in the rank).
- Saving 100% on "Building to Salvation" might be an interesting challenge for less-experienced players; or could be used (with a reduced skillset) for a repeat verison of the level.
- "Bashing to Safety" might also be a bit difficult for new players due to the need to judge where to bash to come out at the right point on a diagonal slope.
- On "Not Breaking But Entering", I think you might've overlooked something fairly obvious; not that it's a huge deal for an easier level.
- In general, it may be worth noting that you can change the width of a level in NeoLemmix (and thus get rid of the black space on the sides). NeoLemmix Editor even has a Shift Level option (under the "Edit" heading on the menu bar) which can help move the level for this purpose.
- Also in general, you've placed some steel areas which don't overlap the steel block exactly, thus causing terrain around them to be steel. Unlike in traditional Lemmix (or DOS), there is no need to do this. In fact, in NeoLemmix (and SuperLemmini, if you ever make levels for that) you don't need to place steel areas at all; you can just use the Autosteel option in the level stats config (which is enabled by default) and all the steel blocks will automatically become steel.

I'll send you a PM with my replays.

9222
Level Design / Re: Do I have to create difficult levels?
« on: February 01, 2015, 02:41:33 PM »
Quote
Thanks for that tip on how to create a difficult level (solving with the minimum skills possible). I'll keep that in mind if I plan to make one.

This is a technique that I make very extensive use of too. While it was used to an extent with all my packs, it was especially used a lot in Lemmings Plus II and both bonus packs. In some cases, trying for the best result on "skills you can't live without" can give good ideas too.

9223
In Development / Re: GigaLems - A project I plan on making
« on: February 01, 2015, 01:23:35 PM »
Awesome to see more new NeoLemmix content! :) I'll be sure to check these out later on tonight.

9224
Contests / Re: Official Lemmings Forums Level Design Contest #1 (Results)
« on: January 31, 2015, 09:18:51 PM »
Quote
Create a level using a specific gimmick in NeoLemmix (most likely Zombies)

I was thinking that it would be better if it would be any gimmick. This is because nobody (aside from the Lemmings Plus packs and my first pack) as far as I as know has actually made any gimmick levels.

There's a few SuperLemming levels out there, but that's it. This could be a good idea though; maybe with some limitations on which gimmicks are used (for example, Reverse Skill Counts, Overflow and Bait-and-Switch should probably be ruled out for obvious reasons).

While I do like the idea of using something along these lines; the disadvantage is it limits the contest completely to NeoLemmix. On the other hand, the "use a new feature" one allows SuperLemmini as well (as some of the new features overlap, such as vertical scrolling), and could still include gimmicks as one of the options (as they would count as a "new feature").

9225
Contests / Re: Official Lemmings Forums Level Design Contest #1 (Results)
« on: January 31, 2015, 06:52:02 PM »
I'm not sure what they cost on Steam, but the Oddworld games (apart from Stranger's Wrath) are all high recommendations in my books. Not quite as classic as the others you speak of, but the first two are fairly old (PS1 era); Munch's Oddysee is original Xbox.

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