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Topics - Colorful Arty

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31
Non-Lemmings Gaming / Which video games have the best plot?
« on: August 31, 2017, 02:51:24 AM »
I'm curious to hear if people have played video games with particularly good storylines or plots. I'll start.

Three games that I think have truly amazing stories are Mother 3, Ghost Trick, and To the Moon. These are three very different games with phenomenal stories I still think about today. To the Moon in particular feels more like a movie or a book than a video game.

32
General Discussion / Give music tracks a custom loop
« on: June 24, 2017, 10:56:32 PM »
Right now, NeoLemmix simply reads a music file and loops it from end back to the start. How do you specify where to loop the song? I know a few tracks (such as the music on the final level in LP3) accomplish this, I'm just curious how one goes about doing that.

33
Closed / [SUG] Make minimap scroll when clicking on it
« on: April 11, 2017, 05:46:44 PM »
I just got the latest release, and one thing that irritates me is how the minimap remains fixed when you are clicking on it and moving to quickly get to the opposite end of the course. This isn't a big issue on smaller levels, but for large levels, it makes it quite annoying to quickly scroll from one edge of the screen to the other. I think this should be fixed.

34
Lix Multiplayer Dates / Multiplayer on 2017-04-08
« on: April 06, 2017, 01:19:15 PM »
I've been itching to try out Lix multiplayer for a while now, but I've been too busy with college work until now. Would anyone be up for a game this Saturday? I'm free all day on Saturday, so I can work my schedule around other peoples'.

35
Something Lemmings Revolution did well is the ability to give each entrance hatch its own release rate. This not only allows different hatches to have different amounts of lemmings come out of it, as well as at different speeds. This would also allow levels with more than one entrance to have all entrances run at 99 release rate instead of them all sharing a 99 release rate, causing the flow of lemmings to be less than 99. I think this would be a nice feature to have, provided it isn't too difficult to implement.

36
Closed / [SUGGESTION] Optional hints for levels
« on: March 02, 2017, 04:47:56 PM »
I think it could be interesting if a player got stuck on a level, that they could get a hint toward the solution. Not all levels would have this, but if a designer wanted to put hint(s) on their level, they could. The Professor Layton games do this, and it works very well. It could be as simple as pushing a hotkey to bring up a GUI which allows players to view one or more hints if available, otherwise the GUI could just display a "no hint on this level" message. Do other people think this is a good idea?

37
Site Discussion / Can't lock post
« on: February 27, 2017, 03:13:23 PM »
I'm trying to lock one of my old obsolete posts, but I don't see the option to anymore. Can only admins lock posts now?

38
General Discussion / Civilization Humble Bundle
« on: February 21, 2017, 10:11:26 PM »
I recently purchased a Civilization Humble Bundle that included Civ III, IV, and V, but I already have IV. Is anyone interested in it? I'm willing to gift it to someone who is interested.

39
In Development / ArtLems (Cancelled)
« on: February 14, 2017, 04:50:34 AM »
Happy Lemmings Day everyone! In commemoration of this occasion, I have decided to reveal the true nature of the levelpack I have been making. The name of the pack is ArtLems, and it truly is a pack unlike any other.

This pack doesn't just give you levels that get progressively harder. This pack actually takes you through the various art periods that have occurred throughout history! Each rank is a different art period, and all the levels in the given rank take on the visual characteristics of that art period. The music for each level in a rank also comes from that art period, or at least sounds like the music from that period. Here's a brief overview of the different ranks.


Ancient

The oldest of the art periods. Here, the levels are modeled after ancient civilizations and structures, as well as scenes of nature untouched by intelligent life. Since there is no music existing from this time period, all of the songs from this rank are simply reminiscent of the settings of the levels themselves. A few of these are advanced tutorial levels, but you'll get plenty of simple puzzles as well.


Byzantine's Temple of the Lion


Medieval

The time has come for more lush landscapes and plenty of castles! The Medieval period is home to fortresses with beautiful architecture and a few rather simple, religious art pieces. The music is reminiscent of Medieval times with lots of flutes and lutes, as well as a few old religious chants. These levels start fairly simple, but quickly picks up in difficulty, giving players more challenging and interesting puzzles.


Castle Crawl


Renaissance

And now, the dark ages have ended, bringing us into the golden age of art and music! The levels have beautiful, yet simple landscapes, and stunning architecture even more gorgeous than those from the Medieval period! Religious themes still exist, and can be expressed in even more detail now, and terrain mixing is far more prevalent. The music too has gotten more beautiful, with classical music taken from Thomas Tallis, Giovanni Gabrieli, and other great Renaissance composers. The solutions are also beautiful and refined, if a bit difficult.


Terramort


Baroque

A far more elegant and ornate style than the Renaissance period. The Baroque period features art that is more grandiose and emotional than the Renaissance period. Bold colors are used to create contrasts, and elements of nature show up in the architecture. The levels themselves tend to be larger, with lots of decorative terrain. The music is also more elegant and complex than the Renaissance music, and many pieces from Bach and Vivaldi will grace the levels' presence. As for the levels themselves, the solutions are more complex and often require mild to medium multitasking.


Playing in the winter


NeoClassical

Here we start to see the contrasts in the art periods much better. NeoClassicism, or Classicism when talking about the music, differs greatly from the Baroque period. Scenes are more simple, shapes are more natural, and everything follows specific guidelines and rules, reflecting the changes happening in the world, as people become more focused on logic and reason than religious faith. Mozart and Beethoven are the stars of the music world now, and the pieces composed expound on the newly found range of the instruments, while still being quite natural and easy on the ears. Be prepared for even more intricate solutions now, and some deep thinking.


For Elise


Romantic

Just as NeoClassicism contrasted Baroque art, Romanticism differs still more greatly from NeoClassicism. Romanticism focuses on emotion more than anything else, in both the art and music. Orchestras are getting bigger, songs are getting more complex and intense, and landscapes are breathtaking in their beauty. Each level attempts to convey a great variety of emotions, and puzzles are getting harder still, with larger levels being the norm.


A Night on Lem Mountain


Modern & Beyond

We have reached the final art periods now, and anything goes. Art is unpredictable, has no rules, and can take on any shape or form. Innovation and originality are the primary focus now! Experimentation is used in graphic sets, and not always in the pretty way. Music has been digitized and fully-evolved, with a larger variety of sounds and instruments now available. These puzzles are the hardest this pack has to offer. Best of luck to you all, because by the end, I am holding nothing back.


Art's Abstraction

40
Closed / [BUG][Player] Beating level carries replay to the next level
« on: February 10, 2017, 04:37:41 PM »
I noticed this in my Zemmings Stream yesterday. After beating a level, when I started the next one, the replay from my last level automatically started playing out on the new level.

41
NeoLemmix Styles / [New formats] Underwater Tileset (MASSIVE new update)
« on: January 24, 2017, 09:14:45 PM »
I little side project I've been working on is finally ready for release! It's the underwater tileset, where lemmings can breathe underwater and don't have to worry about splatting! It comes with around 130 pieces of terrain and a couple of objects to play around with! Although there are no traps (as of yet) it does have one-way arrows, two different moving backgrounds (bubbles and fish) a background object for above-water construction, and a large updraft to be placed on underwater sections to give it the underwater physics! Let me know what you guys think! :D

(Most of the graphics came from Freddi Fish and Luther's Maze Madness and the sand terrain came from Cave Story+)

Updated to V1.1 with new steel and sunken ship pieces!

Updated to V1.2 for new formats! Now with custom lemming sprites as an homage to the Water Lemmings from Revolution, new orange rock, brown rock, sandstone, kelp, seaweed, ice, and coral pieces, as well as removing unnecessary objects!


42
Closed / [BUG] Cloner skill count doesn't go back up when you rewind
« on: January 23, 2017, 03:34:14 AM »
Pretty self-explanatory. When you use one and then you rewind, the skill count visually does not go back up even though you have the correct amount. When you use one, the count number goes back to the correct one.

43
Closed / [SUGGESTION] Allow sound effects for background objects
« on: January 09, 2017, 06:28:43 PM »
There should be an option in the GSTool for an object that is constantly looping an animation, and plays a sound effect when a lemming touches it. There is an object in one of my upcoming graphic sets that would really benefit from this.

44
Level Design / What makes a level fun?
« on: December 05, 2016, 12:47:51 AM »
I thought I'd ask here: what makes a level fun for you? Obviously this is subjective, but I'd love to hear what people have to say about this. For example, I like levels that are fairly compact with interesting architecture and groovy music.

45
Closed / [BUG?] Zombified Lemmings still get nuked
« on: November 14, 2016, 11:59:53 PM »
Zombies are not affected by the nuke, but if you activate the nuke and a lemming with the nuke counter above his head gets zombified, the counter doesn't go away and the zombie will blow up when the nuke counter reaches 0. Is this considered a bug? I'd like to know before making a level where this could play a role in a solution/backroute so I can plan accordingly.

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