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Topics - WillLem

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1
OK, by now we have many different possible recolourings in SuperLemmix - normally mandatory (i.e. any custom sprite sets need to specify recolouring data for this state), but optional where noted:

Normals
Neutrals
Zombies
Athletes
Selected
Swimmers (optional - if not specified, the lem will be recoloured as an athlete as usual)
Invincibles (optional - if not specified, the lem's existing colour state will be preserved)

And, there's the upcoming Rivals - this will also be a mandatory recolouring state.

Invincibles have an overlay similar to Sonic The Hedgehog's invincibility state*, which helps to further distinguish them even in the absence of recolouring. Zombies, meanwhile, have a different Walker animation and move more slowly. And Selected lems are always under the cursor, so it's clear what's happening there.

That still leaves 5 remaining states that rely on colour alone in order to be distinguishable - Normals, Rivals, Neutrals, Athletes and Swimmers. Even if we take Swimmers out of the equation (which are not a mandatory recolouring state, whereas the others are), it's still a lot.

So, I'm thinking of giving Neutrals their own overlay and renaming them to "Shadows". The overlay would help to distinguish them as Shadows, meaning that they absolutely couldn't be mistaken for another lem type. The influence here is very much from Pokemon, which gives Shadow Pokemon a purple cloudy overlay (and red eyes). The effect would be exactly the same (i.e. these lems would ignore assignments), and we can still recolour the tunic (I'd suggest to dark grey). Here's a mockup:



Meanwhile, we can implement the WIP "De-neutralizer" as a "Purifier" in SuperLemmix, and overlay "Purified" lems in a similar way. The "Neutralizer" would then become a "Shadowmaker", and the same overlays could be integrated into the object animations in order to make it very clear what they are.

Bonus suggestion:

We could even go a step further and only allow Shadow lems to be saved once they've been Purified - this would require any levels featuring Shadow lems to also include a Purifier if those lems need to count towards the save requirement. However, it would also break existing levels featuring Neutrals, so we'd have to be sure we want this even if the fix is simple enough (i.e. place a Purifier near the exit).

One thing that won't happen is for Shadows to be a different type, and keep Neutrals. The proposal here is that Shadows should replace Neutrals, regardless of whether or not the state is expanded to include other properties/features - the main goal of this is to provide a state that's distinguishable by something other than tunic or hair recolouring.



*Here's what Invincible lems look like, in case you haven't already seen:


2
From a conversation with Simon on Mumble. He suggested that Zombies might un-push Buttons, which I think is a great idea. :thumbsup:

I liked the idea so much that was about to go ahead and implement the change immediately, but he then pointed out that it would mean they shouldn't then interact with Buttons in their regular state, and also asked what should happen if the Exit is already unlocked.

The first of these points does present an interesting issue - Zombies can now exit, so it's in their interest to push buttons to unlock the Exit (it's one of the reasons I implemented Zombie interaction with buttons in the first place). However, their presence in the level is generally negative - they eat pickups, count as -1 towards the save requirement, ignore skill assignments, and zombify other lems. So, it makes sense that their interaction with buttons should also be negative. More discussion is needed on this.

Meanwhile, if the Exit is already unlocked, it should of course be re-locked if a Button is un-pressed. We'd have to display the unlocking animation in reverse (easy enough, hopefully), but it might not be as simple as even that.

Discussion welcome!

3
First things first, the dialog is now larger and edited for readability. I've also added an option to append the replay file with a result tag (Passed, Talisman, Undetermined, etc...), and it works nicely:





Note that the tag is replaced for subsequent checks, even if "Keep Existing Filename" is checked (the first part of the filename will remain unchanged, as usual).

My question here is, should this option be checked by default? I would lean towards yes, but I can see reasons why people might not want this.

What about "Refresh Replays"? This saves the replay file in the latest format, which again seems like a good thing to do by default.

Thoughts?

4
I have found that sometimes the mouse cursor will revert to the Lemming hand cursor used in the title screen instead of the Windows mouse pointer ... I have experienced this if the Level Select screen is on-screen and then Alt-Tab or the Windows key is used to switch back to the desktop/another app, and then switched back to SLX.

From a quick look at the code, I can't see anything that would be causing this and I haven't been able to replicate the bug.

If possible, can you give a step-by-step of exactly what leads to this happening as this would greatly help me to find a possible cause (and therefore a fix).

Does it happen in NeoLemmix with the NL menu screen cursor? Has anyone else experienced this?

5
SuperLemmix / [SLX] Lemminas Origins - 120 Levels (Difficulty: Medium)
« on: April 18, 2024, 09:54:58 PM »

The original Lemmings game, but with Lemminas sprites!


More than 5 years in the making, this pack features my favourite levels from the debut DMA Lemmings game we all know and love, some presented as they were originally and others remixed slightly, plus a handful of levels that I've been working on since I first became active on the Forums back in 2019!

The levels all feature the Lemminas sprite set that we're all familiar with by now - female Lemmings with their hair in a swish, ready-for-action ponytail. They're presented here in the "classic" recolouring, with blue tunics and green hair.

Please note that this is a SuperLemmix-exclusive pack.

As well as featuring Timebombers in place of Instabombers, all levels feature at least one Talisman that requires Classic Mode for completion, and all water objects have been updated to their SLX counterparts. I have absolutely considered releasing a NeoLemmix version of this pack with Instabombers, no Talismans and the water objects reverted, but ultimately I believe that SuperLemmix is the most ideal platform on which to enjoy this pack as intended.

In fact, this pack is one of the reasons I began work on SuperLemmix in the first place! I wanted these levels to be played on a Lemmings engine that could provide an experience as close to the original Amiga game as possible whilst also providing the player assists and QOL features we've all become accustomed to, and SuperLemmix finally fits that model as well as it can. It's been an incredible learning experience and a journey of both discovery and re-discovery, and... here we are, at last!

So... with all of that said, let's take a look at Lemminas Origins... :lemcat:



Levels

For the most part, the levels themselves are identical to the originals, however some of them have modified skillsets, whilst others have had their layouts remixed.

:lemming: Some of the levels have had subtle layout changes:


Tricky 9 All The 9s


Taxing 4 Compression Method 2

:lemming: Whilst others have been more extensively re-shaped:


Tricky 15 Lost Something?


Taxing 11 X Marks The Spot

:lemming: And Tightrope City has been given a bit of visual TLC:


Tricky 17 Tightrope City

:lemming: Backroutes have been fixed where appropriate:


Taxing 1 If At First You Don't Succeed...


Taxing 14 Take A Running Jump.....

:lemming: There are also a number of brand new levels, made exclusively for this pack:


Mayhem 22 Nothing is Impossible


Mayhem 26 What The...?


Taxing 26 As Complicated As It Looks

I hope you enjoy this pack! Feel free to use the Lemminas sprites and music for your own levels, but be sure to credit me if you do so. Thank you!



Music Credits

Included with this pack is 10 star-gazing, head-bopping, toe-tapping tunes, arranged and produced especially for the Lemminas style :lemcat: All tracks have been arranged and produced by me using Logic Pro X, composer credits as follows:

Music composition credits (click to show/hide)



To install, simply unzip the folder to your SuperLemmix directory; it contains everything you need to run the game:

:lemming: levels - the levels themselves, plus the menu cards and skill panel graphics
:lemming: music - the 10 new music tracks (see above for credits)
:lemming: replays - a full set of replays generated during playtesting



It is strongly recommended that you play this pack with SuperLemmix version 2.7.3 or later, ideally with Classic Mode and Hi-Resolution graphics activated.



6
SuperLemmix / [FEAT] Cursor flicker trick
« on: April 17, 2024, 01:23:10 AM »
I've decided to implement the Amiga "cursor flicker" trick. This will come in very handy when trying to get a lem facing a certain direction in Classic Mode; since this mode aims to closely reproduce the OG experience, this is pretty much a necessary part of it.

Clear physics shows it best - note that the directional arrow only faces left when the cursor is flickering to the right of a group of lemmings:



Commit b432a5bbe implements this feature



And whilst we're on the subject, here's a new trick for you - since lem recolouring for athletes is kept active in Classic Mode, assign a Floater or some other permaskill to one of the lemmings in a group, and this lemming will now visually stand out from the crowd! From there, it's very easy to see which direction that lemming is facing in, and whereabouts they are! ;P


7
SuperLemmix Bugs & Suggestions / [SUG] Panel hints
« on: April 16, 2024, 11:25:55 AM »
it would be nice to be able to optionally display skill labels underneath the skill icons for clarification for new players (e.g. my teenaged daughters, or even myself when it comes to the new skills).

Apologies, but skill panel labels isn't something I'd like to add to SLX. I'm currently trying to reduce graphics loading wherever possible, and so will only add more graphics if it's absolutely necessary. A label for each skill would require an additional 52 images (26 in each resolution) as well as probably needing to resize the buttons; it's likely that low-res would currently simply be too small to write "Platformer" legibly, for example.

However, we may be able to use Windows popup hints instead (the small diaog that briefly shows when mousing-over an item), I'll take a look later today and see if this is possible with the skill panel. In theory, it should be, because these are currently used in the Level Select menu for displaying usernames when mousing-over a record.

If it is possible, then this is something I'll look at adding in the next major update (2.8). And, if implemented, these will most likely be on/off optional (and, off by default).

8
Non-Lemmings Gaming / Tomb Raider I, II, III and IV Levelmap Explorer
« on: April 15, 2024, 05:53:11 AM »
Tomb Raider Nostalgia Website

Thought I'd share this. It's a web app that allows you to zoom in and out of the Tomb Raider level maps and view them basically any way you like. If you're a fan of the games and enjoy stuff like this, it's a fantastic resource. Enjoy! :lemcat:

9
NeoLemmix Styles / Orig/OhNo-style styles
« on: April 15, 2024, 05:48:04 AM »
Which of the custom style sets are closest in character and quality to the orig and ohno styles? Those have a very specific vibe to them which is difficult to replicate, it would be good to see some other styles which aim for a similar aesthetic.

10

Here's an unofficial conversion of Geoffster's GeoffLems for SuperLemmix. All maps are identical, and only a handful of changes have been made between the NeoLemmix version and this version, noted here:

:lemming: Timebombers replace Instabombers so that the "Classic 8" skillset is as it was originally.

:lemming: All original time limits have been restored.

:lemming: Bonus rank with 2 additional levels has been added.

:lemming: Several Talismans have been added.

Thanks to ericderkovits for additional work on this conversion. The pack has been cleansed and fully tested in SLX 2.7, so it's good to go. A zip of replays is included with the download.

Enjoy! :lemcat:

11
Reported by Paiy on Discord.

This bug was introduced by allowing Jumpers to be assigned to Swimmers. The attached level and replay show the bug; repeatedly assigning Jumpers to a Swimmer whilst the water overlaps terrain allows the lemming to clip-Jump through the terrain.

This is because lems are first raised by 1px when jumping from water; we need to make sure that no terrain occupies that pixel.

Fixed in Commit 45325d65f.

12
Reported by Paiy on Discord.

The test level shows the bug; Faller checks fail when they miss a 1px high water hitbox. This bug is not present in SuperLemmix 2.6.1; upon investigation, it's been introduced by the recent water physics updates in 2.7 - specifically, I refactored all of the water objects to be checked as a group in order to simplify the code. This is because Invincible lems are allowed to swim in "unswimmable" water objects (i.e. Blasticine, Vinewater, Lava) - so, I wanted it all to be handled in a single method.

However, due to the way lemming position checks are carried out, all water objects need to be handled separately, otherwise checks such as the one identified here can tend to fail. I thought I'd caught them all in the refactoring, but obviously not. So, it's all back as it was previously, with each water object being checked and handled separately from the others.

This has been fixed in Commit 0dfeb6fd3. A hotfix will be released shortly.

13
Closed SuperLemmix Bugs / Suggestions / [BUG] Jumper wall bounce bug
« on: April 09, 2024, 11:46:15 AM »
Reported by Paiy on Discord.

Because Jumpers now bounce from walls rather than falling, it's possible for the following bug to arise:



This is due to the fact that the wall check is repeatedly returning true, so the lemming continues to turn around. The fix I've applied is that the Jumper now has a "bounce allowance" of 3. Once this allowance is reached, the next time the Jumper meets a wall they fall; so, the end result is that they are facing the opposite direction to the one they were facing initally:



This has been implemented in Commit 6200e4307. A hotfix will be released shortly.

14
SuperLemmix Bugs & Suggestions / [SUG] New Lemming type - Rivals!
« on: April 05, 2024, 10:21:26 PM »
SuperLemmix probably won't ever get a 2-Player mode, unfortunately, but I wonder if this might be the next best thing...

We can create a pseudo-2-Player mode by adding a new Lemming type: Rivals.

Rivals will behave exactly like normal Lemmings, but with the important difference that they have their own dedicated Exit. If a normal Lemming reaches a Rival Exit, the save count will be decreased by 1, and vice-versa. So, to meet the save requirement for the level, normal Lemmings must reach a normal Exit, and Rival Lemmings must reach a Rival Exit.

The main purpose of this is to make the OG 2-Player levels a bit more interesting to play on a singleplayer system, but I believe this could also prove to be a very interesting source of new and unique puzzles.

This feature is currently very likely to join the Batter and Propeller skills in 2.8, which won't be out for a while yet - 2.7 took a lot of work to get together so I'm probably going to take a break from SLX development for a bit and concentrate on other things. So, we do have some time to bash through ideas on this one.

15
(N.B. This change also includes the "freezing" phase when assigned a Freezer.)

I'm sure that Climbers performing the "oh no" phase is only present due to it being standard behaviour in earlier Lemmings ports/clones, but I'm increasingly thinking that it's not really necessary and doesn't actually make much sense in the context of other skill actions.

Reasoning: in order to perform this state, the lemming has let go of the wall and should therefore fall. When falling, lems explode immediately. Also, other movement-based states such as Swimming, Floating, Gliding, Ballooning, etc have the lem expode immediately; it seems to me that Climbing and Sliding should follow suit.

I've gone ahead and implemented this already (Commit 845c13561 and 8641bde91), but I'll reverse the change if people feel strongly that the state should be kept as it is.

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