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Topics - WillLem

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121
Closed / [SUG] Xmas sprite colours/recolourings
« on: December 10, 2021, 12:28:40 PM »
Looking at the xmas sprites again, there are a couple of things I'd suggest regarding the colours. The aim with this suggestion is to strike a balance between the need for in-game clarity and the overall aesthetic of the xmas style.

The floater's umbrella is yellow in-game, which I understand is consistent with the default sprites. However, the intention is rather for it to be green with flashing lights, like a Christmas tree. Whilst this isn't massively important at all, it's a subtle detail which does make a difference when implemented (if for no reason other than that the "flashing lights" detail is more visible on green than yellow).

Attached is the xmas style with green umbrella for both low and hi-res versions (the low-res version now has the flashing lights as well); I have of course chosen a shade of green which is distinct from the athlete clothes (more on that in the next post) and specified it in scheme.nxmi.

122
Editor Bugs / Suggestions / [SUG][EDITOR] Lock zoom to highlighted object
« on: December 03, 2021, 02:31:22 PM »
I'm sure the editor used to do this, but since a couple of versions ago the zoom no longer locks in to whatever is highlighted (i.e. keeps the highlighted object in the centre of the zoom field).

Might be me misremembering stuff, or maybe there's an option somewhere I haven't seen...?

123
NeoLemmix Main / [DISC] NeoLemmix sounds
« on: December 03, 2021, 11:28:11 AM »
NeoLemmix Sounds Wish List

With namida's approval, the following changes will be made at some point. Please feel free to make any suggestions in this topic and I'll add them to this list:

Sound nameIn-game useSuggested change
chainPillar chain trap-
changeopPanel selectionTurn volume down
chinkHitting steel-
dieOff-screen lemming deathTurn volume down
doorHatch open-
electricCrystal electricity trap / Various teleporters-
exitopenLocked exit opening-
explodeBomber pop-
failurePostview level fail-
fireFire trap-
glugWater drown-
landmineLandmine trap-
letsgoLevel start-
mousepreSkill assign-
ohnoBomber/nuke pre-pop-
oing2Button being pressed / Pickup being collectedTurn volume down
slurpRock vine/lizard trap (vine/lizard)-
splashSwimmer entering waterTurn volume down
splatSplat fall-
successPostview level pass-
tentonDirt ten-tons trap/Snow icicle trap-
thudDirt rock trap-
thunkVarious traps-
timeupAlarm for time run-outTurn volume down
tingBuilder brick run-out-
vacuusuxBubble sucker trap-
weedgulpRock vine/lizard trap (lemming)-
wrenchDisarmer wrench-
yippeeLemming exit-
zombieLemming becoming a zombieTurn volume down

Other suggestions/new sound ideas

:lemming: The icicle trap needs its own sound as tenton doesn't really suit it.
:lemming: The button press needs more of a "click" sound; one has been suggested here.
:lemming: The pickup collection needs its own sound; one has been suggested here.



Dullstar noted here that some of the existing game sounds are "harsh on the ears".

I agree that, whilst most of the sounds are great, a handful of them could probably be improved to something a bit better/less harsh. Since NL is being moved towards its final version, it might be worth addressing them. If nothing else, a separate "sounds" zip could be made available as an alternative to the default. Although, obviously, it would be great if a consensus could be reached to modify the default sounds themselves.

@Dullstar - Could you elaborate on which ones in particular you find "harsh", just to help open up the discussion?

124
NeoLemmix Levels / [NeoLemmix] WillLem's FestiveLems (25 Levels)
« on: December 01, 2021, 01:52:15 PM »

An advent calendar pack of 25 levels for the festive season!


FestiveLems features 25 festive-themed levels, one for each day of December leading up to Christmas Day! :lemcat: :lemcat: :lemcat:


Santa 4 - Tinsellation


Santa 10 - Stage Presents


Satan 2 - Rebel Without A Claus


Satan 3 - Marshmallow Land II

So go ahead and get yourself into the festive spirit with some new Lemmings-style Christmas music (made by me!) and of course those silly bobble hats. Enjoy!

What's in the attachment:

:lemming: Level pack
:lemming: Full set of solution replays
:lemming: willlem_xmas style with custom tiles required for all of the levels
:lemming: Custom menu graphics
:lemming: Custom Christmas music

To install, simply unzip the folder directly to your NeoLemmix directory.

125
NeoLemmix Main / [RESOLVED] Please re-instate "all zombies killed" talisman
« on: November 25, 2021, 05:42:58 PM »
The decision to reject this idea seems to have been made at least in part because nobody replied to this message, despite strong support for the idea generally.

Two things come to mind here:

1. I personally think that it wasn't made clear in namida's message that he was expecting replies from people; the idea had already been implemented, it seemed to be more of an airing of an issue that had come up, and he suggested some ideas himself. So, it's reasonable to assume that people either weren't aware that they were supposed to reply with ideas in order to keep the suggestion afloat, or that they were unaware that not doing so may result in its rejection.

2. More generally: can people who support ideas please be more forthcoming on the forums. I often find myself fighting a one-man battle when ideas are being discussed, and it can be exhausting. It's especially frustrating when I know I'm not the only one who supports an idea, but I am the only one who's voicing support and suggesting things once the discussion starts. It seems that only people who dislike or oppose an idea speak the loudest, whilst those who support an idea tend to stay quiet (I'm aware this isn't always the case, although it does seem to be the norm).

Anyways, I'd really like to see this particular idea get re-instated, with a more clear message that the people who support it need to speak up and get involved in the discussion. This one is definitely a good idea worth pursuing: there needs to be more non-skill-related talismans, and since zombies are a big part of NeoLemmix's unique identity, it makes sense to have a talisman covering them. It may also encourage more people to make levels with zombies, knowing that these levels will have some re-play value.

Now that we know namida was expecting replies and suggestions pending the idea's rejection, if the idea does get re-instated then hopefully we'll get a few replies from those who may have some thoughts on the issue raised in his post.

126
Closed / [BUG?][PLAYER] Dropdown arrows in F2 menu don't acknowledge cursor
« on: November 20, 2021, 12:49:27 PM »
This is hardly a bug; more of a general nitpick which I only think is worth mentioning because it catches me out basically every time I use the F2 menu, and since I'm doing a fair bit of testing* with it at the moment I just felt it was worth mentioning.

Basically, the dropdown arrows for each pack don't "acknowledge" the cursor; you have to position it on the line adjacent to the arrow, which seems a bit counter-intuitive. Note that I am using NL scaling and CursorResize is set to 1.

(For these screenshots, the cursor has been added in afterwards to show its position):


Positioning the cursor over the arrow doesn't highlight the dropdown...


The cursor has to be over the line to the right of the arrow for it to highlight, and thus function



*I'm doing a mass replay check today so I'll add some feedback here regarding 12.12.3's progress tracking once complete.

127
Site Discussion / [BUG] Timed out error on almost every post/update
« on: November 08, 2021, 07:29:06 AM »
Not sure if anyone else has been having this problem, but I've been getting this "timed out" error message almost every time I post anew, or edit a previous post:



You can get past it by repeatedly re-submitting; it usually works on the third or fourth attempt.

128
NeoLemmix Levels / [NeoLemmix] DéjàLems (32 Levels) [Difficulty: Medium]
« on: November 03, 2021, 12:57:08 AM »

Ever had the feeling you've been somewhere before...?


DéjàLems features 32 levels that have already been solved! The goal here is for the lemmings to... solve them again!

Fun 1 - Just... Erm, Never Mind!

Fun 6 - Smile If You Love Deja Vu

Fun 8 - We All Fall Down

Featuring a modded style which allows Digger/Basher/Miner paths, Bomber craters and Builder bridges (not to mention pre-placed forgotten Blockers!) to be inserted into the levels, this pack asks the question: what if more lemmings came through the trap door after the level had already been completed, but with a different set of skills and level stats? Hopefully, you can find the answer! :lemcat:

As with most of my remix packs, the focus here is on exploring the concept, so these levels shouldn't be too difficult for most players. However, there are of course some challenges in here to keep the puzzle-fiends entertained ;P

So go ahead and enjoy playing through the levels that have already been played through the levels that have already been played through the levels that have already been played through the levels that have already been played through the levels that have already been played through... (vous avez eu l'idée!) :lemcat:

What's in the attachment:

:lemming: Level pack
:lemming: Full set of solution replays
:lemming: willlem_special style with custom tiles required for all of the levels
:lemming: Custom menu graphics
:lemming: Custom skill panel graphics
:lemming: Amiga Lemmings music

To install, simply unzip the folder directly to your NeoLemmix directory.

129
Lemmings Main / Lemmings PS3 Sounds
« on: October 30, 2021, 01:59:36 AM »
I've done a quick internet search and can't find the sounds for Lemmings (2007) on PS3. There's a great pickup sound in there which would be good for pickups/buttons/other general stuff if we can get hold of it somehow...

130
Lemmini / SLToo, Bomber countdown alignment
« on: October 21, 2021, 04:22:46 AM »
Edit Simon: Split off SuperLemminiToo Build Instructions: How to build from source



On further investigation of the Bomber number issue, it appears to be dependent on each lemming state. For example, the Faller actually has the number in the correct position:



Meanwhile, we already know that the Walker has the number 3px too far to the left:



Furthermore, the Builder has the number several pixels too high (presumably to keep clear of the brick as it comes over the lemming's head):



So, it appears that the reason for the bug is that the number is dependent on the actual lemming graphic, at least to some extent. It needs to be tied instead to the lemming's pixel position. This is, therefore, a deeper bug than simply moving the graphic 3px to the right (whether in the code or by modifying the graphic itself), so... if Charles or anyone with a bit more experience fancies jumping in at any point, please do!

Meanwhile, Pooty and I will continue to investigate this :lemcat:



OK... so, Pooty created a new variable which ties the number graphic to the lemming's foot position on the Y axis. This can be used to vertically position the number according to the lemming's feet (rather than the top of the graphic, as it is currently):



-18 pixels seems to be the sweet spot for this for all but Builders and Floaters, which need the extra space for bricks and umbrella respectively. The Amiga version has the number move up for these states, so it's almost certainly worth keeping this consistent (and therefore using Pooty's variable to create different ypos rules for just these states).

Meanwhile, the X axis is indeed 3px too far to the left; this can be confirmed by looking again at the Amiga version, which has the number 3px over to the right for fallers, but perfectly centrally aligned for all other states. This is easily fixed by adding + 3 to this line (note that one line of code has been added, so this was line 1818:



So, where we're up to is that it's likely that the horizontal position will simply be fixed by adding + 3 to the xpos, and then either removing excess height from the Builder & Floater graphics, or adding lines of code to deal with these states specifically.

For now though, sleep time! :sleep:



Massive thanks to Pooty - I would have still been floundering away on my Mac without your help, no doubt.

131
Java apps can sometimes be a pain to pin to the taskbar, since they rely on first starting up the Java Runtime Environment in order to run; they are therefore not actually a shortcut to the app itself, but rather the JRE. However, there is a way... :lemcat:


Here's how to pin SuperLemmini to your taskbar!

1. Right-click on the desktop and navitage to New>Shortcut

2. In the window that pops up, Browse to the superlemmini.jar Executable Jar File

3. Name the shortcut SuperLemmini (or whatever you wish)

4. Check that the shortcut opens SuperLemmini

5. Right-click the shortcut and select Properties

6. In the Target field, type the following at the start, before the “C:/path/to/jar” text: javaw.exe[SPACE]-jar[SPACE]

Note: [SPACE] means a space bar entry, do not type "[SPACE]"

7.   Check that the shortcut opens SuperLemmini

8.   Now, when you right-click the Shortcut, it will give you the option to pin it to the Taskbar


To change the icon:

1.   Right-click the Taskbar icon

2.   Right-click SuperLemmini in the pop-up menu

3.   Select Properties

4.   Select Change Icon

5.   Navigate to the desired Icon and click OK

Note: In Windows 10, it can sometimes take a while for the icon to update. It usually occurs after logging out and back in again.

Any questions, please feel free to ask and I'll help if I can.

132
Level Design / Different Types of Levels
« on: October 02, 2021, 08:52:23 PM »
Since there's been a lot of effort put into ridding fanmade lemmings levels of things like time limits, execution-based stuff, multitasking, and (in Lix) even a release rate control, it's about time this topic was created.

The push to make all levels basically limited skillset puzzles has become somewhat dreary. Almost every pack I've played recently has been made up of "intended solution only" levels, and it honestly feels like you're being made to paint by the numbers all the time. The genius of Oh No! More Lemmings is that it intertwines the "find the designer's solution" levels with other types - disjoint unions, both large- and small-map multitaskers, timed bomber fiascos, the superlemming level and the flow control level (both ideas that could and should have been developed into other levels featuring these mechanics); many of these ideas are no longer part of the game of some engines, whilst others have been basically rendered way too easy by the engine's UI.

As a community, we shouldn't seek to reduce the game to just the level types preferred by a handful of players/designers. All the best fanmade stuff presents a good mix of ideas (to name a few - GeoffLems, NepsterLems and some of the Lemmings Plus series) and that's exactly what makes them stand out as compelling, interesting and ultimately enjoyable packs.

133
NeoLemmix Main / [POLL] Your favourite NeoLemmix objects [POLL]
« on: September 19, 2021, 11:35:56 PM »
Choose your favourite NeoLemmix objects in the above poll: you can check as many as you like. If I have missed one, let me know in a comment and I will add it to the poll.

Feel free to discuss any of the objects, and the reasons for your choices! :)

N.B. Remember to make your choices based on how these objects are interpreted and presented in NeoLemmix, but by all means discuss and make comparisons on their use in other Lemmings games/ports.

134
NeoLemmix Main / [POLL] Your favourite NeoLemmix skills [POLL]
« on: September 19, 2021, 11:27:16 PM »
Choose your favourite NeoLemmix skills in the above poll: you can check as many as you like.

Feel free to discuss any of the skills, and the reasons for your choices! :)

N.B. Remember to make your choices based on how these skills are interpreted and presented in NeoLemmix, but by all means discuss and make comparisons on their use in other Lemmings games/ports.

135
Lemmings Main / [POLL] Your favourite Lemmings skills [POLL]
« on: September 19, 2021, 11:18:10 PM »
Choose your favourite Lemmings skills in the above poll: you can check as many as you like. If I have missed one, let me know in a comment and I will add it to the poll.

Feel free to discuss any of the skills, and the reasons for your choices! :)

N.B. Remember to make your choices based on how these skills appear in Lemmings (1991) and Lemmings 2: The Tribes (1993), but by all means discuss and make comparisons to their inclusions in any other Lemmings games/ports.

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