Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - WillLem

Pages: 1 ... 10 11 [12] 13 14 ... 22
166
Lemmini / [IN DEVELOPMENT] NepsterLems for SL
« on: May 12, 2021, 05:23:21 PM »
I'm in the process of converting the .lvl copy of NepsterLems to .ini.

So far so good, although a few of the levels will not open in the 1.43 Editor and so cannot be converted. I get the following error message:



@ericderkovits | @kaywhyn - have either of you guys encountered this when converting level packs?

Do any NL 1.43/SuperLemmini users know what this means and what to do about it?

I've asked namida for the "past editors" downloads page link (which isn't on NeoLemmix.com) so I'll see if the levels will open in any version of the editor, and maybe see if they can be saved in a workable format.

If I can get past this hurdle, it's likely that we'll have a full copy of NepsterLems for SuperLemmini to look forward to :lemcat:

167
Lix Main / Antivirus (AV) keeps quarantining Lix
« on: May 08, 2021, 11:22:41 PM »
It's in the title. It's happened a few times now and I have to keep manually restoring it only for it to get quarantined again.

I've now added it to my list of "Trusted Items" (not ideal), but... just thought you might want to know that something is flagging it up as a virus.

168
Lemmini / [SUG] The re-introduction of Timed Bombers
« on: May 05, 2021, 06:22:59 AM »
OK, so I've noticed that quite a few SuperLemmini users like the idea of the return of Timed Bombers to the game.

Personally, I enjoy both; Timed Bombers present a real-time challenge to enhance the puzzles and amplify the chaos; Untimed Bombers of course remove the trial-and-error and are also a satisfying bit of popping good fun :lemcat: so, they both have their merits and ought to be included in the game together, one way or another.

It's therefore worth discussing exactly how this might be done. I can see three possible options:

1) Implementing Timed Bombers as an additional, separate skill, so that both Timed and Instant Bombers would still be available on the panel. They'd each have their own button, with the Timed ones including a clock graphic overlaying the explosion (or similar). As far as I can see, this is the most preferable option since it opens the game up completely, allowing content creators to use both in their levels, and removing the need for them to be mutually exclusive. The only issue I can see with this option is that it would involve adding the extra button and potentially messing up players' existing skill hotkey configurations, particularly if they like the hotkeys to match the panel positions.

2) Implement both as a mutually exclusive player-side option. So, the user themselves could choose whether to always have Timed, or always have Untimed, regardless of the level design. In both the editor and in the in-game panel, Bombers would simply appear as "Bombers", keeping things simple for both creators and players. Whilst this is perhaps the most elegant and seemingly simple option, it does present a very significant problem. Untimed Bombers would necessarily have to be unassignable to each lemming for the first 5 seconds after they spawn, otherwise those who have selected "Timed" bombers would not be able to play any level requiring a lemming to be a Bomber during that time. As well as placing this limitation on level design, imagine an RR99 level with the lemmings dropping straight into a tight pit which needs to be bombed out of: you'd have to make sure you were selecting a lemming that had been in the level for at least 5 seconds from within the bunch... basically, things could get very messy in spite of the supposed simplicity of this option.

3) Implement both as a mutually exclusive creator-side option. So, creators would choose editor-side whether they wanted the Bombers in their level to be Timed or Untimed (the OGs would be Timed, of course). This is by far the simplest way to do it, since the in-game panel would only need the one button, and it once again opens up the design options. However, it means that you could never have both in the same level, and also ignores the preference of the player; since SuperLemmini is already fairly niche, it would be no good if someone avoided playing your levels because you happened to design them using the "other" type of Bomber than the one they'd prefer to use. One potential way around this would be to present the option for the player to either always have Untimed Bombers regardless of level design, or always default to the level author's choice. This would perhaps be a decent middle-ground, presenting Untimed Bombers as essentially an "Easy" mode that can remain a player's default if they so wish.

Thoughts?

169
Lemmini / SuperLemmini development
« on: May 05, 2021, 02:51:49 AM »
It's been nearly a year since Tsyu was last on the forums, so I want to look at taking over development of SuperLemmini.

I don't wish to do this on my own though, since Java is very difficult and ideally I need someone I can bounce ideas off, work closely with and share the weight of the project.

If anybody on here is up for offering to collaborate with me on this, we can work together to make SL the best engine it can be.

Otherwise, I'll probably just continue to wait and see if Tsyu shows up, which is beginning to seem unlikely.

To be clear: I have no intention of doing anything for at least the next few months anyway, since I have other projects I'm working on as well as irl stuff that needs attending to. I just want to put the feelers out at this stage and see if anyone is capable and/or interested in getting on board and helping me with this, if it does happen.

Regarding permission: SuperLemmini is an open-source project, and the code is freely available on the download page. With this being the case, I see no harm in starting a new version of it; the old version would still be there should Tsyu ever wish to continue development on it. So, please - don't waste topic space with comments about permission. If I see that there's a reply, I'll be hoping it's someone offering to help :)



Related topic: SuperLemmini Wish List

170
Lemmini / [SUG] Built-in level editor
« on: May 05, 2021, 02:39:53 AM »
In this talk by Mike Dailly, you can see that the DMA team used an integrated level editor to make levels on the Amiga, enabling them to switch between "Edit" mode and "Play" mode on the fly.

If SL ever gets its own level editor, I'd suggest it be implemented this way, ideally toggleable via a hotkey.

What I'd imagine is that, similar to what's in the video, the skill panel/minimap area gets replaced by an editor interface, and the level area can be interacted with directly. This implementation means that making minor tweaks is a breeze.

171
Closed / [SUG][PLAYER] Stop cursor snapping to centre on level start
« on: April 23, 2021, 10:44:25 AM »
When starting a level, the cursor snaps to a central position. Whilst this is at worst a very minor inconvenience for general play, it can be more significantly disruptive for speedrunning or other real-time challenges.

If it's an easy enough fix to remove this behaviour, I definitely think it's worth doing so.

172
With each update of NeoLemmix, it's necessary to copy across the user data in order to preserve the progress tracking. I've found that this doesn't always work, and it's usually necessary to "recreate" the progress by performing a mass replay check on the packs you've played/are playing (doing so usually restores green ticks and talismans).

However, it isn't always desirable to do this workaround anyway, since it seems that the more tracking data that exists, the longer it takes for NL to load up. Note: the initial amount of "unplayed" level packs in the NL directory does not affect this; the slowdown specifically happens when the F2 menu becomes more and more populated with user progress tracking.

173
Closed / [SUG][UI][PLAYER] Skill panel layout
« on: April 18, 2021, 11:19:30 AM »
Since UI feature suggestions are heading towards finality, I thought I'd bring this one up as it's an idea I've had for a while and others may agree.

Let me start by saying that the current dimensions should, of course, remain as they are. This suggestion is more to do with how the panel itself is laid out, and the possibilities for additional buttons to be included.

I'd suggest adding 1 extra button, bringing the total to 20. This would allow for the addition of a "save replay" button, and (possibly) a "show skills used" button (if this feature gets implemented, that is). Here's a mockup:



Note that the "load replay" folder button is now paired with a "save replay" counterpart, and the "show skills used" button is paired with CPM.

Thoughts?


174
Lemmini / [SuperLemmini] Alternative graphics
« on: April 09, 2021, 08:02:13 AM »
The current Vertical Lock button in SL is the one that looks like this:



Since it's a bit unsightly against the panel's colour scheme, I've made one which replaces the big red cross with a padlock graphic:



To install, place the attached .png into gfx/icons. Let me know if you need any help with this.

175
NeoLemmix Main / [DISC][PLAYER] Side-quests in levels
« on: April 09, 2021, 06:06:46 AM »
∫tan x dx posted the following as a suggestion:

Quote from: ∫tan x dx
Consider a special talisman item that can be placed within a level. If a lemming collects this item, similarly to collecting a pickup or activating a button, then this satisfies a talisman criteria.
The criteria itself may be defined as "Collect [N] talismans".

The object itself would have no impact on gameplay, other than encouraging players to go out of their way to find a solution which sees the item being collected.

This opens up possibilities for level creators to encourage "thinking outside of the box" when it comes to interesting (but totally optional) solutions.

From a certain viewpoint, this is already technically possible. Consider one or more cloner powerups placed at certain points around a level. If the normal save requirement is, for instance, "Save 50/50", then a talisman may require "Save 53/50". However, such a solution may cause unintended backroutes due to the power of the cloner skill. Further, if a level already has all its skill slots used up, then this is infeasible.

The suggestion was unfortunately dismissed. However, I'd be interested in having a general discussion about in-level side-quests, and ways to make them possible.

"Go get the Cloner pickup" is indeed one I use frequently, however I agree with ∫tan that it's not exactly ideal. Certainly not as ideal as (for example) a Star Coin in a Mario game - it takes up a skill slot, and opens up backroute potential. However, I would consider this the best option (that I know of) if done carefully.

Multiple Exits is the most obvious one. It doesn't have quite the same sense of achievement as collecting a talisman, but if you know that you have reached both exits in a particular level, then there is some satisfaction that came come from that. This option can impact gameplay more than you might think, since one of the exits could be a not-so-obvious red herring which has the player trying to reach it when it is, in fact, impossible. This makes it actually more of a problem than most of the other suggestions on this list.

Get to the teleporter rather than the exit is an idea I had a while ago that I have yet to try. Basically, there would be a route to the exit as normal, but also a more obscure route to a teleporter which effectively teleports the lemmings to the same (or a different) exit. It's slightly different from simply having a "multiple exit" level, since there could be other actions or puzzles to complete on the other side of the teleporter, which the teleporter itself could impact (since teleporters usually spawn lemmings facing in both directions).

Unlock the exit is another way to do it, since the player must get to all of the buttons. However, this also tends to impact regular gameplay, to the point where it is often the only way to solve the level, as opposed to being a side-quest. It also doesn't really completely get rid of the possibility of using a regular exit as a red herring.

Using a Time limit talisman creatively could work, since there could be a solution which is only possible within a certain time limit, and the player then has to find that solution. This is much more difficult from a design point of view than, say, collecting a Cloner pickup. However, it is a viable way to ensure that a certain route is taken through a level if done very carefully.

Anybody have any other ideas?

Incidentally, namida mentioned that ∫tan's suggestion is one that has been shot down previously. Whilst I am used to certain ideas not being popular within the community, this one surprises me - it seems an obvious way to build replay value/alternative solutions into a level whilst not necessarily opening up potential for backroutes...

176
It's in the title. Examples given are for a level which provides 100 Climbers pre-assigned to an entrance hatch.

For F2:



Perhaps too subtle? Possible alternative:



For Preview Screen:


177

The original levels, upside down!


Inverse Lemmings is a small-ish remix pack featuring 40 levels from the original game with their maps inverted; they are in fact not only upside down, but also back-to-front as well.

As with all remix packs, I've done my best to only keep the levels which play well into the concept; thankfully, a lot of these have ended up presenting plenty of interesting challenges.

I've aimed for a "fewer possible solutions" approach this time around, meaning that the pack is generally a step up in difficulty from my usual output, but should still be more than do-able for the average player with a bit of effort, a free evening and a few beers (or whatever you fancy).

So go ahead and enjoy the classic levels as you've never seen them before (unless you've played with your laptop upside down...) :lemcat:

What's in the attachment:

:lemming: Level pack
:lemming: Full set of solution replays
:lemming: willlem_special style with custom tiles required for the majority 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.

178
Closed / [SUG][PLAYER] Allow theme.nxmi to specify custom sounds
« on: March 27, 2021, 03:38:40 PM »
I'm wondering if it could be made possible to allow the theme.nxmi file to specify custom sounds for "ohno", "letsgo", "zombie" and all of the other current default sounds.

This would obviously be good for custom sprite sets such as Lemminas as Millas, but there are likely to be other possible uses as well (such as using the SEGA sounds for an SMS-themed pack/style) or even just replacing the occasional individual sound for preference purposes.

As I imagine it, each sound could have an identifier, such as LETSGO, and the custom sound would be specified in a similar manner to the theme colours, except instead of referring to a hex code it would refer to a file in the "sound" folder, e.g:


$SOUND
    LETSGO WL_letsgo_lemmina.ogg
    OHNO WL_ohno_lemmina.ogg
    ZOMBIE WL_zombie_lemmina.ogg
$END

179
In Development / [NeoLemmix] Lemminas II Development Topic - Notes
« on: March 24, 2021, 03:57:28 PM »





180
Closed / [SUG][PLAYER] Object Suggestion: Vortex
« on: March 24, 2021, 12:58:01 PM »
A Vortex would be a special kind of exit intended for use in midair. Any lemming which hits its trigger exits the level regardless of how they got there, and counts towards the save total.

Seems a good way to go given the can of worms that's been opened by the recent "Midair exit rules" topic, and also would help to keep things simple.

i.e. If a level has a regular exit, then regular rules (whatever they turn out to be after all this has been resolved) apply. If a level has a vortex, then anything goes ;P :lemcat:

Pages: 1 ... 10 11 [12] 13 14 ... 22