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Topics - WillLem

#101
SuperLemmix / [SuperLemmix] Level Packs Index
November 29, 2023, 02:45:54 PM
This topic is to provide quick links to all available SuperLemmix level packs.

SuperLemmix Welcome Pack:

:lemming: SuperLemmix Welcome Pack - an introduction to the SLX-unique features (new skills, objects, mechanics, etc)

Full packs, tailor-made for SuperLemmix:

:lemming: Lemminas Origins by WillLem

:lemming: Lemmings To The Rescue by jkapp76
:lemming: Tomb Rodents - featuring Lemmina Croft by NieSch
:lemming: Mike's Lemmings SuperLemmix Edition by Turrican

Individual levels:

:lemming: SuperLemmix Level Sharing Topic

Coming Soon:

:lemming: Reverse Lemmings SLX (based on Reverse Lemmings and Oh No! More Reverse Lemmings by WillLem / Colorful Arty, featuring all original DMA levels with the entrances and exits swapped)
:lemming: Ski Sloping Lemmings SLX Edition (authorised remix of grams88's pack)




Unofficial NeoLemmix > SuperLemmix Conversions:

:lemming: GeoffLems by Geoffster, conversion by WillLem & ericderkovits
:lemming: Lemmings World Tour by Strato Incendus, conversion by jkapp76
:lemming: Lemmings Cranium by Crane, conversion by jkapp76

Coming Soon:

:lemming: Lemmings Plus Trilogy (unofficial conversion of the first 3 Lemmings Plus levelpacks by namida)
:lemming: NepsterLems (unofficial conversion of Nepster's pack)

See also this discussion regarding NeoLemmix > SuperLemmix Levelpack Compatibility.
#102
This topic is for discussion and replay sharing of the SuperLemmix Welcome Pack, which is now available when downloading the latest version of SuperLemmix.

The Welcome Pack is currently a single rank of 40 levels of varying difficulty, mostly easy with optional Talismans for a greater challenge. The idea of the pack is to showcase the features of SuperLemmix that are exclusive to the engine, such as the new skills (Ballooner, Ladderer, Freezer, Grenader, Spearer and Timebomber), new objects (Collectibles, different water types, etc), new mechanics (Direct Drop, extended Laserer range, extended Climber-to-Shimmier assignability, L2 Shimmier-Climber ability, forcefield level sides, etc) and various other features which are best experienced by simply playing the game and seeing for yourself how it works!

Feedback is very welcome! I hope to update this pack as we go along with SuperLemmix, making any improvements and fixes as necessary. These will be applied when updating SuperLemmix itself, rather than maintaining a separate copy.

Meanwhile, if you have any ideas for levels which showcase a particular aspect of a feature not shown in the current set of levels, please suggest them here and they can be considered for the next update.
#103
It's come up in discussion a few times that same-skill-to-same-skill assignments should turn the lem. Shimmier-to-Shimmier seems like a no-brainer, however I'd then also want Swimmer-to-Swimmer to have the same effect, and this doesn't seem right as the Swimmer is a permaskill.

Not sure what to think about this one. Should we allow Shimmiers only? Shimmiers and Swimmers? Neither? What about other skills (as it would then become reasonable for a player to assume that all same-skill-to-same-skill assignments would turn the lem around)?
#104
Due to the success of the Summer UK meetup, it seems like a good idea to get another one planned for Autumn/Winter. We can choose somewhere warm and indoors (ideally) but that still provides things to do, places to sit and chat, play board games, etc.

This is just to spark interest, we can decide on details once we know who's interested in attending.
#105
It's been suggested previously, with discussion here and here, but now that SuperLemmix has become quite heavy on the rendering (what with Projectiles, Freezer, Ballooner, Superlemming mode, Rewind, Turbo FF, etc.) it might be time to go ahead and retire the minimap.

As with NeoLemmix, SuperLemmix currently offers the option to deactivate the HQ minimap, instead showing a monochrome rendering of the level (as per most L1 ports). However, SLX also provides an option to deactivate the minimap altogether, in order to shrink the screen horizontally without resizing the rest of the panel. Both options also result in a graphical performance uptick that's most noticeable on larger levels and those with a lot of animated objects.

Particularly, with the minimap deactivated, the improvement to graphical performance is remarkable. And with SLX moving further and further into "Lemmings 2" territory, perhaps culling the minimap is something of a no-brainer to offset the increasing demands on the graphics rendering.


Reasons for:

:lemming: Significantly improved graphical performance

:lemming: More panel space - room for extra skill/function buttons if so desired

:lemming: Screen resizing becomes less problematic

:lemming: Tidies up the interface

:lemming: The ability to zoom in/out and fast-scroll pretty much obsoletes the minimap anyway


Reasons against:

:lemming: The minimap is a traditional Lemmings feature, and goes somewhat hand in hand with "Classic Mode", which aims to present the game as close to the OG as possible

:lemming: The minimap does occasionally come in handy for quickly jumping to another part of the level, and for seeing where lemmings are when they're offscreen

:lemming: It's already optional - maybe this is enough, with players able to decide for themselves whether they'd rather have the traditional L1 display or a graphical performance boost


Another option would be to keep the minimap, but provide the option for it to be toggleable on and off whilst in-game; I'm pretty sure that this is possible. Furthermore, the game could periodically check to see what framerate it's running at, and if it drops below a certain threshold, a popup message could prompt the user to toggle the minimap off in order to gain a performance boost. That way, it's dynamically available depending on whether or not it actually is impacting performance.

Thoughts?



Added a poll.
#106
This suggestion has arisen from a PM from mobius:

Quote from: mobiusduring certain stages of a miner if you assign fencer it will cancel quickly; I'm assuming because the fencer falls or doesn't have satisfactory terrain to proceed. Is this intentional? I just checked and this also happens in NL. I don't know if this is intentional or desired; just bringing it to your attention.
#107
As of SuperLemmix 2.6, we have the ability to kill zombies and pop balloons using a Laserer's laser beam!

For either, the laser can either directly hit the balloon/zombie, or the balloon/zombie can drift/walk into an already-active laser beam. As with Projectiles, Zombies explode (no destruction crater) and balloons pop, causing the Ballooner lem to fall.

The feature is currently being tested in the RC, and has been implemented in Commit 11cacc831
#108
Hi all,

Throwing out the opportunity to get in on the ground floor with the new Ballooner and Ladderer skills; both are now ready for playtesting, bugfixing and shaping into their final versions.

If you'd like to volunteer to test SuperLemmix 2.6-RC with these skills included, please let me know and I'll PM you a copy.

Thanks! :lemcat:
#109
How would people feel about SLX requiring levels to feature at least 1 exit, a save requirement of at least 1, and at least 1 non-zombie & non-neutral lemming?

Reason: at present, a level counts as "passed" if the save requirement is zero and the level ends for any reason, which doesn't seem right; same applies if the level has no exit. I realise that this will mostly only come up during testplaying, but it still seems a good idea to set a basic standard for level creation.

This has been debated previously for NeoLemmix (N.B. - my own "contribution" to this previous discussion can pretty much be disregarded at this point), albeit more from the point of view of updating the way replays are handled in this scenario.

I've pretty much got this working; so far, we count how many exits there are right at the start of gameplay. If the result is 0, a message pops up informing the player that the level can't be played due to not having at least 1 exit, and then gameplay terminates to the postview screen.

If levels are also required to have a nonzero number of normal lemmings, and a nonzero save requirement, then the level also wouldn't be automatically solved.

Also, note that it would be possible to bypass this requirement when testplaying the level via the Editor.

Thoughts?
#110
SuperLemmix 2.6 will feature an option to either load the next unsolved level, or the most recently active. Since both are potentially desirable depending on the gameplay scenario, it makes sense to have this option handy.

For instance, current behaviour is that the most recently active level is always loaded regardless of whether or not the level has been solved; this can be useful if, for example, testplaying a level or running a challenge. However, when making your way through a pack, you will most likely want it to always load the next unsolved level in that pack.

Note that "next unsolved" and "most recently active" are always chosen dynamically based on the outcome of the most recently played level, regardless of any previous outcome on that level.

So, for example, if "Next Unsolved Level" is chosen, gameplay will always jump to the next unsolved level after the most recently one played. So, if levels 1-10 are completed and level 11 is unsolved, then level 2 is re-played for some reason, SLX will choose level 11 (rather than level 3) upon successful completion of level 2...

...Conversely, if level 2 is not successfully completed (in this example), even if it was previously completed, then it will once again become the next unsolved level, and will be the level that is loaded next time SLX is opened. This is true in either case, since it is both the "next unsolved" and the "most recently active" level.

Furthermore, as long as levels 3-10 are not played again, a subsequent successful completion of level 2 will once again restore level 11 as the next unsolved level.

I hope that's clear enough. Suggestions/comments/questions welcome. Here's what the option looks like - if in doubt, choose "Most Recently Active Level" as this is current NL/SLX behaviour:



Implemented in Commit 8b81c48e6
#111
From this topic:

Quote from: jkapp76It might be quite an interesting thing if a zombie could hit a button after crossing poison.
#112
It's in the title.

We now have the Laserer, which is a much better way to create a horizontally-upwards tunnel through terrain.

And, for those levels that need the slower movement of the Fencer or the Builder-bridge compatibility, the Miner can be used instead to achieve the exact same end result.

Furthermore, both Miner and Laserer tunnels are already Shimmier-compatible - the Fencer would require significant work to meet this same standard, and it just doesn't seem worth it at this point when there are so many other features and suggestions that need attention.

Finally - I've never really thought that the Fencer made any sense aesthetically. Although, I realise that simply changing the name and animation would be enough to fix this particular issue.

Added a poll - please vote and share your thoughts. Thanks!
#113
From this topic:

Quote from: jkapp76The possibility of some projectile killing a zombie is also a cool idea idea, I've suggested that spears or grenades kill zombies before.
#114
From this topic:

Quote from: ProximaLix's batter ... is a unique and really interesting movement skill because of the way it requires one lemming/lix to interact with others, and a whole crowd can be batted if they are tightly packed; it also allows blockers to move without removing terrain.

And, from this topic:

Quote from: jkapp76Flame Thrower: I agree this is replaced by the grenader pretty well, but I would make this one very different.
I would recommend making the flame perform like the old ghost gimmick; the flame will turn around any lemming (or zombie) it hits.
#115
From this topic:

Quote from: Strato IncendusMagno Booter: This is one we previously discussed for NeoLemmix. It would probably be hard to code, though. Especially if, for added utility, it would work like the gravity-reversal objects in Lemmings Revolutoin, where Magno Booters could build / platform / stack / mine / fence / dig / laser-blast upside down.
---
probably the one with the most versatility, especially if it's a permanent skill that can start using other skills upside down (which it can't in L2: The Tribes). Probably the hardest to implement, though.

Quote from: Floyd BrannonMagno-booter! C`mon, we all want this. We just don't expect to get it. I'm no programmer, but I think this would be best if it's temporary. Clicking the booter would begin a timer and cause the lemming to fall up. When the lemming hits the ceiling it can walk upside-down until the time runs out, then he falls. This would be the crown jewel of Super Lemmix skills.
#116
From this topic:

Quote from: Strato IncendusPS: L2: The Tribes also has trampolines. With the reintroduction of Radiation and Slowfreeze being discussed (=objects that assign Bombers and Freezers), I could see a trapoline acting as an object that turns a lemming into a Jumper, but only if he falls onto it from above. It would also prevent splatting, like an anti-splat pad or updraft. To simplify things, the Jumper width could be independent of fall height (in contrast to Lemmings 3D / L2: The Tribes).

Then again, if the Runner is considered, that would already be a skill that alters the Jumper's range. So perhaps, these two questions should be discussed in context.
#117
From this topic:

Quote from: Strato IncendusThe Runner: It already exists in Lix, and the only reason it doesn't in NeoLemmix is that it tends to add execution difficulty where the NeoLemmix player wants none. For SuperLemmix, though? It seems tailor-made! :thumbsup:
---
should be comparatively easy to implement

Quote from: jkapp76Having one lemming run ahead to perform skills seems great. And having a runner perform a higher jump would replace
the vaulter for sure.
#118
From this topic:

Quote from: Strato IncendusBallooner: This one might be interesting without the fan, since it can get up vertical obstacles that the Climber cannot pass. It would require an automatic move into the direction the lemming is currently walking, though, once it finishes. Alternatively, perhaps it could be implemented as an upward Glider, moving diagonally upwards as soon as it is assigned. This would also fit with the NeoLemmix / SuperLemmix version of the Laserer, which is diagonal, too — while L2s Laser Blaster is vertical.
---
something to overcome those pesky not-Climber friendly obstacles that are way too high for a Jumper or single Builder

Quote from: Floyd BrannonBallooner! This would be the best upward-vertical option I think. There is also lemmings artwork showing lemmings in balloons.
#119
From this topic:

Quote from: Strato IncendusLaser Blaster: Referring to the "upward Digger" idea here again. If we decide we could use an upward Digger in SuperLemmix, it should probably be called something different, so that the Laserer remains the way it is. And then we might as well go with a vertical Twister, as described above.

Essentially, that would mean Laserer and Twister swap roles from L2 to SuperLemmix:
- The Laserer is vertical in L2, diagonal in SuperLemmix.
- The Twister often goes diagonally in L2, but might be useful as a vertical skill in SuperLemmix.

Quote from: jkapp76Twister: I can see some use for digging upward vertically.

Quote from: Floyd BrannonVertical laser? It might be nice to have the current laser have both directions. I thought the laser in Lemmings 2 allowed you to fire it in any direction. I know there's some weapon you can aim.
#120
From this topic:

Quote from: Strato IncendusSand Pourer, Glue Pourer, Filler: I've always found the Glue Pourer the most versatile of these three, since it can act as a Filler and a Platformer, depending on the terrain. If there's some predictable way in which the Glue could be made to "pile up", the Sand Pourer's uses could be implemented in the same skill.
In short: I think there should only be one of these three. But in order to be considered worthy of inclusion, it would probably have to be at least versatile enough to feature aspects of all three of these skills.
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In the past, we contemplated the idea of the Roper being used as a downward Builder, specifically. Meaning, it should not be able to aim upwards, as it can in L2: The Tribes.