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Messages - Apjjm

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106
Nepster - All The Nines
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IchoTolot - Lonely Drowning In Blood
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Flopsy - Tell me the way to DMA
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Mobius - Terminal Velocity
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Mobius - The Copenhagen Interpretation
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Gronkling - Zig-Zag Catacomb
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Edit: Forgot attachment :P

107
In Development / Re: Aqualems - Develoment topic
« on: March 20, 2016, 02:26:45 AM »
Happy you are liking what you've seen so far :), I really hope I can get the time to reach my level goal within the next two weeks and can release a few levels for a demo soon. Though this week has been pretty slow progress on the creation front, as i've only managed to get one level done (and that level was a redesign of an existing level I was not happy with). But I'm quite pleased with how that level has turned out now, so here is picture of it:


Abyssal - No Brakes On The Bash Train

108
The only argument against unlock all is the sense of progression you get from unlocking the next level - and i guess that is also part of the argument here for the secret levels being unlocked from talismans. For me, i am a huge fan of unlock all (and don't see why this logic shouldn't apply to the "secret levels" as well - I want to be able to play what looks interesting, possibly out of order if i get stuck). I think you could achieve the same feel of progression by having the option of specifying 3 versions of each ranking sign:
1) Default rank sign
2) Version of the rank sign with all levels completed (E.g. you could add a badge or write 100% or change the color or something)
3) Version of the rank sign with all levels complete & all talismans achieved

That way you have visible progression on the main menu, without having progression gate access to content. A "Percentage Completion" appearing somewhere would be nice touch too. Though i do admit i am straying a bit from the original goal of this topic, I think it is kind of a related issue. I don't think secrets should be locked away (because i don't like finding out i have missed out on cool content), but they could always go into a bonus rank which sits as the last rank, which you can complete at your leisure and will count towards your completion scores.

109
In Development / Re: Aqualems - Develoment topic
« on: March 06, 2016, 10:38:25 PM »
So it's been a bit of radio silence here on my end so I figured I'd post an update showing a couple of levels to show that I'm still working on this:


Abyssal - Primordial Land


Hadal - Give Me A Place To Stand

When I reach 40 levels (which is not too far away) I'm thinking of releasing a quick demo of 5-10 levels, rather than everything.

110
Closed / [FIXED][BUG][PLAYER] Miner falls through 1px deep 1-way floor
« on: March 01, 2016, 10:36:29 PM »
In the below picture, the 1px deep floor under the miner is considered one way floor pointing to the left.
If the lemming mines facing to the right on this surface, he will fall through (without destroying the terrain), rather than turning around.



Video

Replay for Lemmings Plus I (Wimpy 19) is attached too.

111
Closed / Re: [SUGGESTION] [EDITOR] Undo Button needed
« on: February 26, 2016, 05:44:04 PM »
One option would to lest us specify the undo stack size in a config file - I have a decent pc and don't mind giving a large amount of ram to the editor to save a large undo history in. As far as saving the undo state, one idea might be to store a full copy of the latest "checkpoint" then the history before that as a stack of binary deltas. Undoing is then setting the current state to the checkpoint (I.e. loading the checkpoint level), popping the delta off the stack and applying the delta to the checkpoint's level version - You should be able to store a pretty large amount of history this way even with a relatively small undo stack size.

But yeah, undo & redo would be really handy to have, it's one of the only reasons i do my initial pass on some of my levels where i am expecting to do a lot of fiddly layering still in JLevelBuilder before transferring it over to the NL editor to make smaller tweaks.

112
NeoLemmix Main / Re: Nothing NeoLemmix-related working on my computer
« on: February 26, 2016, 02:26:39 PM »
It might be because of windows trying to be "helpful" with its security. Whenever I download a new NL version on windows 10 "Windows Smartscreen" helpfully reminds me that it is an unrecognised app that has an unknown publisher, and i have to tell it to "run anyway". You could try checking your smartscreen settings to see if it is blocking the program - which is possible if you are not running on an administrator account.

As a heads up, since you mentioned you are looking at playing neolemmix on your streams, OBS doesn't capture the cursor correctly for me in neolemmix (it ends up as a garbled mess):


The solution I found that worked for me was to capture the window using either FFSource (which you get if you download the FFSplit streaming program, you can still stream using OBS - you just need to download the standalone so you can run FFSource and use it as video capture device in obs 32bit) *or* to capture using SCFH DSF (though this is less user friendly to set up) - you will need to capture the monitor region this way as "game" capture doesn't work for NL.

113
Lemmings Main / Re: What are your favourite themes from Lemmings?
« on: February 24, 2016, 09:52:28 PM »
From L1 Its between dance of the reed flutes & Tim 1 for me.
https://www.youtube.com/watch?v=gCdaF4Oa710 (Amiga)
https://www.youtube.com/watch?v=zvT67YGUqe4 (Amiga)

From ONML probably track 4
 https://www.youtube.com/watch?v=0RPzTySHlcs

114
Looks like the experimental version has fixed the issue :thumbsup:

115
In Development / Aqualems - Develoment topic
« on: February 11, 2016, 11:24:05 PM »
Update - this pack is semi-cancelled in it's current form. I have decided to work on a smaller, more focused packs. The levels (or at least the best of them) that I've done so far aren't going anywhere and will be released as part of a small pack (which may or may not be called aqualems :)) in the future!


Hello everybody :)

I've had fun lurking and playing packs since I found out about this forum late last year and started to work on my own pack for the past couple of months.
The pack will be released for neolemmix and will use only the original skillsets, tilesets & features for now though (I really want to make a my first pack with the skills I am most familiar with and like the constraint of working with the original graphics set).  I'm aiming for 4 difficulty rankings of 20 levels which are as follows: Coastal, Bathyal, Abysal, Hadal. These ratings will be similar to the L1 difficulty rating, except shifted up by about half a rank or so - though this is still subject to change given that I only have around 30% of the levels made so far.


Coastal: Large Polyhedron Collider

Progress so far
Coastal: 5/20
Bathyal: 3/20
Abyssal: 7/20
Hadal: 10/20

Other
I'm not sure how to handle asking for testers and such here - is it better for me to release an early version of the pack and let anyone give feedback or do a more ask for 1 or 2 testers thing? If it is the former I was thinking of releasing an early version of 40 levels (10 of each ranking), though I'm little undecided as the rankings would have a wonky difficulty curve (especially the latter ratings, as I have the start and ends of those rankings filling up, but the middle areas lacking).

116
Status: Fixed for the next update. For those who want a fix ASAP, the latest experimental version should be stable enough for general use, and contains the fix for this.



Some window elements (most notably the terrain selection window & the shift level window) use the centre of the screen as their default placement, rather than the centre of the editor window / relative positioning with respect to the editor window. As a result, on a 2-monitor setup these windows always appear straddling the two screens, and you have to move them every time before trying to use them.

Below is a list of windows that have this behaviour:
File->New Level
Edit->Insert Terrain
Edit->Insert Object
Edit->Shift Level
Tools->Validate Level
Tools->Dat File Decompression

117
From namida:
This has been fixed with the V1.01 update to the Extra Levels NXP, by adding an extra basher to the level's skillset.


Original post:

The intended solution requires bombing through the roof at the end of the level, at which point you can build up to the bar to let the lemmings into the exit (see here). However, this doesn't seem to work as the lemming always turns around 1 brick short with the builder in NL see:

This image is the frame before the builder turns around. It is worth noting that I have tried positioning the builder on a bunch of different pixels at the top of the bridge by frame-stepping and the closest I can get is 1 brick away from completion unless i missed one by accident. My bomber is detonated on the last frame he can possibly stand on the bridge (I cannot let him fall otherwise he leaves a 1 pixel layer at the top).

Sadly, you can't just use a builder from the lower ground area to position the bomber further over, as the second builder requires using some of the tiles from the first builder to reach high enough.

A fix would be to introduce an extra builder, or to flip the last note upside-down and raise it slightly so that we can bomb slightly further forward than before, and still be able to build to the exit from the top of the note (without needing to use our previous bridge).

118
Challenges / Re: Lemmings (Genesis Port) TAS
« on: January 29, 2016, 08:13:50 PM »
This is really interesting and looking forward to seeing where this goes :lemming: - I hope you get to the bottom of the frame loss with objects & scrolling, i like reading about the technical stuff like that which goes into a tas.

119
Levels for v10 or older / Re: GeoffLems - v1.0
« on: January 25, 2016, 10:18:46 PM »
Started playing the NXP version of this pack on Friday and am part-way through mayhem rating as of writing.
Fantastic pack so far, really enjoying the taxing & mayhem ratings. Mayhem 15 had me stumped for quite a while before I realized I needed to / how to
Spoiler (click to show/hide)
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