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Messages - Colorful Arty

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826
Lemmini / Re: Reverse Lemmings Released for SuperLemmini!
« on: April 04, 2016, 07:12:17 PM »
Terribly sorry about this.

Indeed, I made the special levels in Lemmini and just pasted them into SuperLemmini, but I don't know why it works for me and not you guys. It should be a quick fix though.

827
Lemmini / [SuperLemmini] Reverse Lemmings
« on: April 04, 2016, 12:15:18 AM »
It's here! And much sooner than I expected! :D

Reverse Lemmings contains all 120 levels from the original Amiga Lemmings, but with a new twist; the entrances and exits have been swapped! With this simple gimmick, you can also expect to see different skill sets, time limits, release rates, and maybe even number of lemmings on a given level. You can expect to visit parts of the levels you never had to in the original game! (I also tweaked a tiny bit of terrain on a small handful of levels, but only the eagle-eyed will ever notice, and believe me, it was in everyone's best interest that I did so.)

Reverse Lemmings has a difficulty much more close to the original Lemmings than to your typical custom levelpack, but there are a few good puzzles in there to throw you off. Also, the difficulty curve is all over the place, since there are some levels in the late game that are almost impossible to make difficult, while some levels in Tricky and Taxing are much more difficult by comparison.

Download instructions:

1. Click the download link in the attachments below
2. Unzip the file and put Reverse Lemmings into your SuperLemmini "levels" file, and replace the "mods" file in SuperLemmini with the "mods" file you download. (Or add the contents of the downloaded "mods" file into your "mods" file) (Thanks IchoTolot!)
3. And that's it! Just launch SuperLemmini, and Reverse Lemmings will appear in your levelpacks when you hit select level

I did not include music for this pack, but I would highly recommend the DOS soundtrack for these levels. ;)

Please give me feedback on the levels by posting in this page, or by private messaging me! I would love to hear your inputs! :D

Also, I doubt that anyone playing this pack will get stuck, but if you do and really want help, by all means, private message me which level you are stuck on, and specify whether you want the complete solution, or just a hint or two, and I will be only too happy to comply! :D

I think that's all, so enjoy Reverse Lemmings! :D

828
In Development / Re: Reverse Lemmings: "Custom" levelpack
« on: April 03, 2016, 10:42:08 PM »
Hello everyone! :D

Reverse Lemmings is almost complete! The only thing I have left to do is make sure the levels are properly focused when you start, and the initial version should be ready to be released! :thumbsup:

My one question is, when I release this pack, should I provide a download on this page, or create a new page for the download?

829
In Development / Re: Reverse Lemmings: "Custom" levelpack
« on: April 02, 2016, 01:58:46 PM »
Those are all really good points. However, you will find I have found ways around them. In fact, King of the Castle (the sequel to Lemming sanctuary in sight) is one of my favorite levels in Taxing. :D

I also found a way to make turn around young lemmings! not solve itself despite the reverse nature of the level.

830
In Development / Re: Reverse Lemmings: "Custom" levelpack
« on: April 01, 2016, 09:39:53 PM »
I am aware of that. I'm also allowing myself to adjust the time limit if necessary (or WAY too strict to the point that it isn't fun anymore) as well as the release rate. I'll try to only change the release rate if it's necessary for a really awesome solution though.

831
In Development / Reverse Lemmings: "Custom" levelpack
« on: April 01, 2016, 06:51:56 PM »
Hello, friends!

For those of you who aren't familiar with this pack, Reverse Lemmings is a pack containing the 120 levels from the original Amiga Lemmings, but with the entrances and exits swapped and different skill assignments for the levels.

Development for this pack is slower than I thought. I made these levels originally for LemmixPlayer, and then just transferred them to Lemmini, and now SuperLemmini. Somewhere in the transferring process, some things got messed up. Here are the things I still need to do before I can release this pack.

First, I need to remove all of the unused space from the levels, simply for the sake of making them prettier. I also have to make sure the level starts focused on the new entrance rather than the original entrance. These are both aspects I did not expect I would have to do, because the levels were focused for LemmixPlayer, but SuperLemmini has a higher pixel density, making the screen start WAY OFF sometimes. SuperLemmini also allows for customizable level sizes, so I want to remove as much extra space as possible, since that's the way people like it. :)

Finally, when I made these levels, I was still a Lemmings novice. So now, playing through these old levels, I am finding tons of backroutes, thanks to my new knowledge, as well as the precision you can perform in SuperLemmini. (I designed the levels to be completed without being able to select a specific lemming out of a group or replaying levels) Needless to say, this has made for some levels being ludicrously easy, even in the Taxing and Mayhem ratings, which I will try to fix.

That said, most of the changes are minimal, but will just take some time, and with me trying to juggle this, SubLems, my Let's Play channel, and college, it may be a while before this pack comes out. Fun and Tricky are pretty much finished though. :D

832
Lemmini / Re: SuperLemmini 0.102a
« on: March 30, 2016, 02:41:37 AM »
Just got the newest update, and everything works perfectly. Excellent work Tsyu! :thumbsup:

833
In Development / Re: SubLems: Large SuperLemmini levelpack
« on: March 29, 2016, 01:09:10 AM »
Hey, everybody! I hope you all had a great Easter!

In recent news, I have gone on a purge of all levels in SubLems that I deemed "not good enough" for the final product. The levels were rejected for various reasons, usually because they were bland, too long, required crazy glitches, could be implemented better, etc.

Don't be worried though, I've had a few really good ideas for levels that I have not seen anyone implement before, so they should be pretty awesome to play. (They're rather pretty as well)

I have about 10 levels to create for the game now, as well as polishing existing levels, setting the perfect music, and testing for optimal release rate and eliminating massive backroutes.

I'll try to keep updating this page regularly to let you guys know how progress is going.

Also, I'm not showing any more screenshots of the actual game, because I don't want to spoil too many levels, so instead, I'll post screenshots of the levels that have been rejected (some of them are still quite pretty)


An old Sweet level: "The ruins of old Constantinople" The architecture was good, but it was a little too long in my opinion. (This was a 20 of each skill level)





And it's Chaotic sequel: "Istanbul (not Constantinople)" I loved the name, concept, and how you played on the other half of the level, but like its predecessor, it was too long, required a bit too much precision for its length, I managed to implement the solution better in a different level, and I didn't like the idea of playing a song with lyrics on a Lemmings level. (Guess which song played in the background). The solution required one lemming to build to the exit, and use a single miner to save the rest. (Mining through a bridge was required.)

834
Just watched IchoTolot's replays of my levels. Flawlessly done. :thumbsup:

I also realized that I was using SuperLemmini version 0.98, so I had to download the latest version to watch them.

835
Lemmini / Re: SuperLemmini 0.101
« on: March 24, 2016, 07:31:42 PM »
I just randomly found the CRAZIEST glitches ever when playing one of my levels. Apparently, if you dig all the way to the bottom of the screen and bash before falling into the abyss, you warp to the top of the screen. I'm not sure if you are aware of this, so I thought I'd throw it out there.

836
In Development / Re: Aqualems - Develoment topic
« on: March 24, 2016, 07:25:12 PM »
That volcano level is one of the coolest things I have ever seen!

Also, that train level makes my train level look like a joke. Mad props!:D

837
In Development / Re: SubLems: Large SuperLemmini levelpack
« on: March 24, 2016, 04:46:43 PM »
Thanks for all of the feedback guys!

Since it seems most people are not fond of glitches, I will most likely remove them from the final pack (with maybe a few exceptions that I have grown fond of). I have also removed the SuperLemming level (which I was not fond of myself) as well as adjusting some levels that required too much walking bombing.

A few of my levels involve tricks that are kind of at the brink of glitch vs. simply unusual tricks involving tasks. Those levels I want to stay in, because they are pretty spectacular.

I'm glad people tend to prefer short levels to long ones. I was wondering about that because I can beat several Hellish levels in a matter of minutes due to my knowing the solution, and I don't want to have people feel ripped off by my levels being so small.

I do have a few levels that make full use of the full screen, and I do mean full use. I find it is difficult to create a large level that is fun, challenging, and not boring without making multiple entry hatches. Quite a few levels have 8 entry hatches.

One of the challenges of SubLems, is I'm trying to have a more or less equal number of levels from each tileset. The brick, marble, fire, crystal, and pillar tilesets are all really easy to work with, while I find the dirt and bubble sets are the hardest. (The dirt due to it having practically no pieces of terrain that aren't lumpy or uneven, and the bubble because most pieces are tiny and if you don't stack the pieces right, it looks horrible). I'm trying to make sure each difficulty has at least two levels from each tileset.

Does anyone know how to give a SuperLemmini level a black background as opposed to the dark blue background? I prefer the black one. (I know it is possible, since several original Lemmings levels in SuperLemmini had black backgrounds)

838
In Development / Re: SubLems: Large SuperLemmini levelpack
« on: March 24, 2016, 03:50:50 AM »
Thanks for all of the advice guys! I really appreciate you taking the time to help me out, and thank you so much for being so welcoming! :D

I think I will stick to the 20 levels per difficulty, since I have found a few that either I am not too fond of, or I have found a better way to implement the solution, so I can implement all of my new ideas just fine.

I'm guessing when SubLems gets released, plenty of the levels (especially the Hellish levels) will have tons of backroutes. I'm alright with backroutes as long as they don't completely ruin the level. I usually make a level with a specific trick you will need to beat it, so if the backroute gets around that trick, I try to block it up, so be on the lookout for those.

One thing I need to discuss is the use of glitches. For me personally, I'm fine with using glitches as long as the glitch can be logically deduced or if it is a well-known glitch. (As well as the glitch being pretty much the whole level) The glitches I do not like are the ones that cannot be found unless you are actively trying to find glitches. (A good example of this is the final One level from Pimolems "There's Rashness in the method". I have no idea how you would figure that glitch out) Right now, many of the Hellish levels require either glitches or odd lemming behavior, but nothing I consider unfair.

I will stick with the difficulty names I have, I have grown rather attached to them. My main problem  right now is trying to make Sweet levels that are not boring to play. To solve that, most Sweet levels are either really short and/or look awesome. Most Sweet levels were me just like "I'm going to make a level that looks like a piece of cake!" That has worked out well, but I still have about two levels to make and I am currently at a creative block for those, so I'm basically fine-tuning previous levels (especially the Newbie levels, which were environmentally bland) for the time being.

Two more questions:

Question 1: What is the general opinion on SuperLemming levels? I only have one in my pack, but it is a lengthy level.

Question 2: What do people think of repeat levels? I personally love playing levels from earlier difficulties again with a new challenge, so I have quite a few of them, but at what point do the repeat levels get exhaustive?

And here's another screenshot!


First level of Insane: "What an AMERICAN level!"

I'm from America, can you tell? :)

839
In Development / SubLems: Large SuperLemmini levelpack
« on: March 23, 2016, 11:33:57 PM »
I was told to create a separate page for this, so here goes:

In fall 2014, I started dabbling in Lemmings level design, making levels originally for LemmixPlayer, then Lemmini, and now SuperLemmini. Fortunately, most of the levels I made in Lemmini transferred over to SuperLemmini without a hitch. (Mostly...)

Although it is not complete yet, I am proud to announce my levelpack: SubLems! (The name has nothing to do with my name, it's a play on sublime)

Thus far, SubLems has 7 difficulty levels: Newbie, Sweet, Scary, Chaotic, Insane, Hellish, and Retro. The middle 5 are the main difficulty ratings, having 20 levels apiece, with a gentle difficulty curve, while Newbie has 10 tutorial levels, and Retro contains 20 levels from Lemmings and Oh no! More Lemmings with different skill assignments. If I stick to this, SubLems will be ready to play fairly soon (although exactly when, I don't know). Now that that's done, I have some questions I would like some feedback on.

Question 1: am I allowed to put copyrighted music in the game? Right now, each level has a unique music track that plays on it, but lots of them are copyrighted in some way.

Question 2: Should I up the amount of levels in the 5 main difficulties to 25? Doing so would make a better learning curve, but it would mean SubLems would not be available for a longer time.

Question 3: What advice can you give a relatively amateur Lemmings level designer. Plenty of my levels are lacking in the scenery department, and most of my levels are quite small.

Question 4: Are any of my difficulty names used by other packs? If so, I have some backup names.

With that, I leave you with these screenshots of some of the levels I have completed! :D


Level 1 of Sweet: "Piece of Cake!" (Not all levels in Sweet look like actual sweets though)




"It's a hot one!" A level from Scary. (The exact level is still to be determined)




Did I mention this pack has BOSS FIGHTS!? Because it does. One for each of the five main difficulties.

840
Lemmini / Re: SuperLemmini Level Pack(s) and Levels
« on: March 23, 2016, 10:14:28 PM »
Excellent!

The main reason I like SuperLemmini is because I can use .wav files for the music. Are there any advantages to Lix and NeoLemmix? I have the NeoLemmix level editor, but it seems really complicated. I like my lemmings fairly simple.

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