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Messages - Colorful Arty

#841
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)
#842
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? :)
#843
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.
#844
Lemmini / Re: SuperLemmini Level Pack(s) and Levels
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.
#845
Lemmini / Re: SuperLemmini Level Pack(s) and Levels
March 23, 2016, 08:13:48 PM
For those of you who don't know me, I'm Colorful Arty, a Youtube Let's Player and brand new member of the Lemmings Forums.

I am currently working on a very large SuperLemmini pack, which contains five main difficulties (with 20 levels apiece), 10 tutorial levels, and a bonus pack with 20 levels.

But before that comes out, I also am testing and perfecting a pack called Reverse Lemmings. It's the original Lemmings, but with the entrance and exit swapped and different skills assigned. Once I have ensured all of the levels work (I am carrying these levels over from regular Lemmini), I can post them here if people are interested.