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Topics - WillLem

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181
As discussed on Discord.

The idea would be to allow each panel button to have its own designated hotkey, so it can be accessed no matter which skill happens to be in that particular slot.

Very useful for speedrunning, levels with few skill types, levels with a mix of classic and new skills, and just gameplay in general.

182
Lemmings Main / [DISC] The Backroute Debate
« on: March 23, 2021, 09:53:09 AM »
Let's start by defining a backroute, for those who may not fully understand what it is.

A backroute is commonly understood as "any solution which bypasses the designer's intended solution." There is a grey area, because sometimes such solutions may be just as ingenious as the intended one, and can therefore be accepted as an "alternative solution" rather than a backroute.

A backroute, more distinctly, is a solution which is generally undesirable from the point of view of the designer (and, sometimes, even the player). It completely unhinges the level, either by taking a ridiculously simple route that the designer missed, or by not "getting the trick" of the level and instead using the skills to craft a more conventional solution. In the worst cases, they rely on glitches, are ridiculously fiddly and are usually only possible on game engines which allow fine control and/or exploitation of broken game mechanics.

As far as the latter goes, the game engine should indeed be as glitch-free as possible - but not for the purposes of backroute prevention. The goal here should simply be in-world consistency; if a game has created a set of rules, its mechanics should of course adhere to those rules in all possible cases, in order to create a world that level designers and players can understand and interact with on equal terms.

Beyond this, I'd like to take issue with the ongoing notion that "the engine itself should be preventing possible backroutes" because it comes up very often in debates and is a go-to reason that can potentially derail many otherwise good ideas (such as new skills, or skill behaviours) if given too much weight.

Preventing backroutes is the job of the level designer, not the game engine.

Ideally, the game engine should provide as many options as is possible, limited only by imagination and preference, and it is then up to the level designers to construct levels within that world.

The very act of designing a level is itself a challenge to other players. You're saying "there - beat that!" If the player then solves the level with an unintended solution (or, indeed, a "backroute"), they have beaten the designer, who must then either accept the solution, or fix the level. Under no circumstances should the game engine be necessarily helping or hindering the designer or player in this process - ideally, it should be an entirely neutral entity in the equation.

Backroutes are not only entirely valid ways to solve a level and beat its designer, they are also an invaluable resource for alternative solutions, challenge solutions, interesting level statistics, and can even provide ways to find completely new tricks, which can then form the basis of other levels (which, if not carefully designed, will then likely have backroutes of their own!) In short, they are not necessarily a bad thing.

They exist as linchpins to learning and progress; however, this learning and progress should ideally all be happening after the fact of the game's creation, informing designers and players of fresh possibilities. They should not retroactively inform the design of the game itself, other than in obvious cases where it exposes an actual flaw with the game, e.g. destructable steel.

We love to hate backroutes. They frustrate us as designers but encourage us as players. And, as long as the game is fairly designed, they are inevitable. Seeking to design the game to rule them out is both futile and self-destructive as it removes an invaluable part of the player/designer equation. They ought to be celebrated rather than maligned and avoided, because they inform future design within the world in which they were created.

I anticipate that not many people will agree with this, but that's exactly why it needs to be said.

183
Closed / [BUG][PLAYER] Replay files don't always save in .nxrp format
« on: March 19, 2021, 05:22:17 PM »
I've noticed a wierd thing happening with autosaved replays. They sometimes save without the .nxrp file format, which has to be added manually to the filename. Thus:



This can happen at any time, with any pack.

184
Challenges / [NeoLemmix] How Far Can You Get 100 Lemmings?
« on: March 06, 2021, 09:48:56 PM »
You start each rank with 100 lemmings. As you play through, any lemmings lost are deducted from your total. How far through each rank can you make it? :lem-shocked:

185
The premise of this challenge is to find out which levels can be solved in under 1 minute, with editing of the skillset allowed. Results show which levels are possible (or not), and also the required skillsets to make them possible.

The rules are:

  • The level must be solved in under 1 minute IGT (in-game time)
  • The level must be solved according to its original release rate and save requirement
  • Editing of the skillset is allowed - this includes adding and removing skills where necessary, up to a maximum of 10 skill types (including new skills)*

Results should be reported as either "Possible", "Possible [E]" (where editing of the skillset is required) or "Impossible", also noting the skills used, e.g.

Rank#LevelSub-1 MinuteSkills Used
Fun1Just Dig!Possible1 digger



*To clarify - any skills can be added to any level, regardless of the original skill set. So, "classic 8" levels can have NL skills added to them; it makes sense to allow this, since it's a NeoLemmix-based challenge.

It may also occasionally be worth removing skills from the original skillset in order to make room for new ones, if a solution requires it.

186
Closed / [SUG][PLAYER] Load level from replay
« on: February 16, 2021, 01:30:55 AM »
The main essence of this suggestion is the ability to file-associate .nxrp with the player; clicking on the file would then open the player, load the level, and play the replay.

A "load replay" button in the F2 menu might also be good.

187
This project has now been re-issued as Lemminas Origins for SuperLemmix




Lemmings, But With Lemminas!
The original game, with Lemminas sprites!

Download temporarily removed

To celebrate the 30th Anniversary of Lemmings, this pack features 64 levels from the debut Lemmings game we all know and love, remixed slightly and including the Lemminas ('female Lemmings') sprite set: this is Lemmings sprites recoloured with pink robes instead of blue, and with their hair in a swish, ready-for-action ponytail.


The pack also features a lush new set of panel icons and Lemminas-themed menu cards.




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 3 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 11 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 is also a group of 8 new Bonus levels which have been redesigned and updated for this pack. These are based on some of my early level creations, with improvements to make them a bit more playable! The final level is exclusive to the NeoLemmix version of this pack. Here are some screenshots to whet your appetite:


Bonus 3 What The...?


Bonus 4 Constellations


Bonus 6 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 8 brand new compositions, arranged and produced especially for the Lemminas style :lemcat: All tracks arranged and produced by me using Logic Pro X, composer credits as follows:

Lemminas 1 - My own composition
Lemminas 2 - My own composition
Lemminas 3 - Based on Mozart's Sonata in C, Bach's Toccota and Fugue in Dm and Traditional Nursery Rhyme Five Little Speckled Frogs
Lemminas 4 - My own composition
Lemminas 5 - Based on Liszt's Hungarian Rhapsody No. 2 in C#m
Lemminas 6 - Based on Zoëë's Techno Wonderland, with an ending composed by me
Lemminas 7 - Based on Traditional Nursery Rhymes The Ants Go Marching In and Nellie The Elephant
Lemminas 8 - My own composition



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

:lemming: levels - the levels themselves, plus the menu cards and skill panel graphics
:lemming: styles - includes the Lemminas sprites
:lemming: music - the 8 new music tracks (see above for credits)
:lemming: Replay - a full set of replays generated during playtesting



Happy Lemmings Day 2021!

:party: :lem4ever: :party:

188
Following on from the previous zoom-increments topic, and whilst this sort of thing is being discussed, I thought it might be worthwhile to create a catch-all topic to discuss optimum settings for NeoLemmix on various sized monitors, at various resolutions, and with various scaling settings.

I currently have my monitor set to the following:

Screen size: 15"
Display resolution: 1920 x 1080
OS Scaling: 150%
NeoLemmix Scaling: Determined by OS

The result is that NeoLemmix appears as a "medium sized" application on screen. I realise that the following screenshot will look different on different monitors/resolutions, and it is in fact resized to fit the post, but it gives an overall idea of what I'm looking at, dimensions-wise if not clarity-wise:



As you can see, the menu is quite large and almost fills the screen. Without changing the dimensions of the player, here's how it appears once in-game and at 1x zoom:



This is pretty good. The game appears medium-sized and is decent enough for a windowed application. Placing the cursor in the centre of the screen and zooming to 2x results in the following:



Part of the top of the level is cut off, but it's not too bad; everything is clear, and it's usable enough.

In fullscreen, 2x zoom fills the screen perfectly, but the panel appears relatively small by comparison. This is because the 150% OS scaling won't allow the panel to zoom to 2x:



Allowing NL to do its own scaling lets the panel zoom to 2x and also allows the level to fill the window properly at 2x zoom (these benefits also carry over to Fullscreen):



This is great, although one drawback is that the writing in the menus now appears extremely thin and very difficult to read. Here's a comparison, NL scaling is on the left and OS scaling is on the right. Unfortunately the screenshots don't really pick it up very well, and imgur adds filtering which actually makes it easier to see/read. At least, this shows that the text is slightly more bold (and appears slightly larger) with OS scaling:



Despite the obvious benefits of allowing NL to scale itself (larger panel, better zoom in windowed mode, behaves better when recording with OBS), the menus become so difficult to read that I inevitably end up switching back to OS scaling.

I wonder if there's any way to optimise the menu text when displaying at full-res/NL scaling? A thicker, larger font would definitely help.

Please share how NL appears on your setup, and between us all we might be able to find the optimum settings.

189
Closed / [BUG][PLAYER] Cannot assign to stacked pre-placed lems
« on: February 11, 2021, 04:45:59 AM »
In the following level, I am only able to assign 1 floater; the other 4 lems fall to their deaths.

I tried opening the level in the editor, and if I separate them out by 1 pixel, I can assign all 5.

Proxima reported that the level works fine in 12.10, so I'm wondering if it may be a 12.11 thing.

190
Closed / [BUG][PLAYER] Progress no longer being saved/displayed
« on: February 11, 2021, 03:29:07 AM »
Each time I fire up NL at the moment, it seems to reset all my levelpack progress, and I have to run a mass replay check on the pack I'm playing to restore the ticks.

Not sure whether it's a bug or something I'm doing wrong... ???

191
NeoLemmix Levels / [NeoLemmix] The Complete Reverse Lemmings
« on: February 08, 2021, 08:17:25 PM »


The collection comprises the following packs:


Oh No! More Reverse Lemmings (click to show/hide)

:lemming: V1.04 also adds the Amiga blue background to the levels, as well as adding remaining decorative terrain to levels which were still missing it in the previous version.

:lemming: The menu and panel graphics included with the pack have now also been updated for NL 12.11.

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

Lemmings, but with the entrances and exits swapped!

192
Lemmings Main / Everything By WillLem
« on: February 03, 2021, 10:39:31 PM »
I've decided to index all of my content in a single topic for convenient access, and because there is now quite a lot of it! :lemcat:

Music

:lemming: Music by WillLem


SuperLemmix

:lemming: SuperLemmix - a fork of NeoLemmix with new skils (including Timebombers, Grenaders and Freezers), a Classic Mode option, and a whole bunch of other tweaks and enhancements. Also includes a dedicated level editor.


NeoLemmix

:lemming: NeoLemmix Level Packs
:lemming: NeoLemmix Custom Graphics
:lemming: NeoLemmix Wish List


SuperLemmini

:lemming: SuperLemmini Level Packs
:lemming: SuperLemmini Mods
:lemming: SuperLemmini Wish List


YouTube

:lemming: YouTube Channel - Feel free to subscribe :lemcat:

Featured Playlists:

:lemming: (Amiga) Any% RTA Speedrun (Current World Record)
:lemming: (Amiga) Pause-free Playthroughs
:lemming: (NeoLemmix) WillLem Plays Through Just The First Rank of A Bunch Of Custom Packs in NeoLemmix
:lemming: (SuperLemmini) Lemmings, But With Lemminas!
:lemming: (SuperLemmini) WillLem's SUPERLEMMINGS



Favourite Challenges

:lemming: [NeoLemmix] Maximum Saved Records
:lemming: [NeoLemmix] Fastest Time Records
:lemming: [NeoLemmix] Skills You Can't Live Without
:lemming: [NeoLemmix] Which Levels Can Be Beaten With The New Skills?
:lemming: [NeoLemmix] Which Levels Are Possible in Under 1 Minute, With Skillset Editing
:lemming: [NeoLemmix] Which Levels Can Be Solved Without Using Any Player-Assist Tools?
:lemming: [NeoLemmix] Builders & Bashers ONLY! With Skillset Editing
:lemming: [NeoLemmix] Save-Em-Up Contest
:lemming: [NeoLemmix] How Far Can You Get 100 Lemmings?
:lemming: [NeoLemmix] Karoshi Challenge
:lemming: [Various Platforms]L1 Speedrunning


Other Active Topics

[NeoLemmix] Independent tiles in hi-res mode for official styles
[DISC] NeoLemmix Sounds
[INDEX] Official Lemmings resources



See also

:lemming: Lemmings Forums Site Suggestions
:lemming: WillLem's Blog
:lemming: Level Packs I Have Completed/Am Currently Playing
:lemming: [SHARING TOPIC] Custom Graphics
:lemming: [NeoLemmix][TUTORIAL] Creating Custom Low & High Resolution Graphics
:lemming: [TUTORIAL] How To Create And Format A Forum Post


Lemillionism - 1,000,000 Lemmings saved!

193
As some of you may be aware, Proxima will soon be re-releasing the NeoLemmix conversions of Lemmings, Oh No! More Lemmings and company.

Whilst all decorative water and terrain from the Amiga version will be included, the plan is to remove all decorative moss wherever it overlaps a steel block. This is because, in NeoLemmix, terrain is always destructible, even if it's on top of a steel area.

Here's an example of where this can create potential issues which may affect intended gameplay:



I think we can all agree that this effect is undesirable, especially in a platform which intends to be as glitch/bug-free as possible.

However, removing the moss altogether seems far too drastic a measure to prevent this. It makes the level look very bare, as compared to its lushly decorated counterpart:



I suggest that the moss simply be moved further from the edges of the steel, and only then in cases where gameplay is potentially affected. Here's how that would look:



Of course, Bombers would still be able to destroy the moss, which arguably looks a bit odd, but at least the gameplay would be completely unaffected:



Thoughts?




194
The ability to vertically & horizontally scroll using touchpad gestures/mouse wheel (as well as by clicking the scroll bars) would greatly improve workflow.

A two-finger swipe (both directions) on the touchpad, or any of Shift/Alt/Ctrl + wheel for mouse control seems a good suggestion.

Since the wheel is mapped to zoom, maybe Shift + wheel could be set to vertical-scrolling, and Ctrl + wheel could be set to side-scrolling.

195
Lix Main / Lix Editor Review
« on: January 25, 2021, 01:52:14 PM »
Here's my video review of the Lix Editor :lemcat:

I first made a level in NeoLemmix, to get the ideas together in a familiar environment, then recreated the level in Lix.

Attached are the levels created in the video, for each platform.

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