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Topics - WillLem

Pages: 1 ... 19 20 [21] 22
301
Hi all,

As you may be are probably aware, direct drop isn't possible in NeoLemmix. However, I've discovered a way to make it possible using an updraft placed over the exit trigger, even to the extent that the updraft is the same size as the exit trigger.

Therefore, my question is this:

If a level creator wished to make a level where direct drop is possible, and employs the updraft method to facilitate this, should the updraft be clearly visible in front of the exit, or is it ever OK to hide it for aesthetic purposes?

For example, in a level where it's only possible to drop into the exit directly, and there is no other possible route, why shouldn't it be hidden if the level creator wishes?

Conversely, if there are several different route options, one of which involves a direct drop, the level creator could inform the player of the updraft via a pre-screen if they wish to keep it hidden. Otherwise, it should indeed be visible in this particular circumstance.

Some key points...

FOR keeping it visible:

I) Keeping it visible encourages and maintains the everything-visible forum consensus as to what makes for "good" level creation.
II) It allows the player to see that there is something obviously different about the exit, and infer that the updraft will make it possible to drop directly into it, without having to use clear physics.
III) It removes any possible confusion about direct-drop physics; i.e. it keeps it very clear that direct drop has been possible because of the presence of the updraft.

FOR hiding it:

I) It can be good to have the occasional level which subverts the form, or adds to the conversation by being somewhat different, experimental or surprising.
II) Clear physics mode shows the updraft and its position anyway.
III) The level creator could provide a pre-screen informing the player that there is an updraft behind the exit, and they have chosen to hide it for aesthetic purposes, in the interests of acknowledging community preferences.

To be fair, I'll probably decide to make the updrafts visible (in fact, I've already made a custom updraft animation!) because ultimately I want people to play and enjoy my pack. But, I'm interested to at least have the conversation about this. What are everyone's thoughts, on both sides of the dialogue?

All best,

WillLem :lemcat:

302
Closed / [BUG][EDITOR] Draw Sooner/Draw Later buttons have swapped function
« on: February 17, 2020, 02:10:44 PM »
In the latest download of the editor, I noticed that Draw Sooner/Draw Later have swapped; not their position, but their function!

I moved a previous copy of the editor into the 12.8 folder and it's all fine now, but might be worth double-checking that latest upload.

Side-question: what does "No Overwrite" mean?

303
Closed / [BUG][ENGINE] Minimap/skill panel overlap in windowed mode
« on: February 15, 2020, 01:06:13 AM »
Decided to put this in a separate topic because it seems to affect all versions of NL that I currently have except 1.43!

I can't remember if this has already been mentioned, but the minimap doesn't stay in place when resizing the NL window, it moves around and overlaps the skill panel (see screenshot; N.B - I'm using my own custom panel but the issue happens with the default panel as well). This happens in both hi and low-res mode, and affects at least versions 12.6, 12.7 and 12.8.

304
There may already be a way to do this, but I can't seem to figure it out.

If I right click an .nxlv file and choose "Open with" then select the NLEditor, it opens the editor but doesn't load the level. ???

305
NeoLemmix Main / A Place To Experiment!
« on: January 31, 2020, 05:21:16 AM »
Since NeoLemmix and its wonderful editor makes it possible for us to create and play any Lemmings levels we can imagine (big thanks to all developers), I have started this topic to provide a platform for anyone who enjoys experimenting with the possibilities of the engine and its editor.

To get things rolling, here are some levels which seek to discover ways to make direct drop possible!

The first, Direct Drop Test, uses a regular-sized updraft overlaying the exit, which I believe must stop the Lemming from having standard "faller" physics, thus allowing them to drop into the exit from a great height.

The second, Believe in Yourself, is a variation on this theme made to look more like a standard level. The updraft is still providing the direct drop, but has been resized so that it is no longer visible behind the exit.

Thirdly, Wheeeee! can be seen as a celebration of updrafts, allowing the Lemmings to use an exit that doesn't even have terrain beneath it!

Fourthly, The Wierdest Shop Ever takes this concept and makes it into a (very easy) puzzle.

And finally, Just Float! discovers how floaters can also be used to facilitate direct drop technique.

306


It's the Tame levels from Oh No! More Lemmings, but not as we know them! In this pack you'll find the 20 original levels with tweaks to the terrain, added objects such as traps, teleporters, one-way arrows, fire and water, a much more puzzle-friendly set of skills for each level, and some attempts at making the level solutions fit their titles (with varying degrees of success)!

If you like the original levels but want to see them in a different light, and you don't mind the odd bit of silliness, this pack is for you!


Thunder-Lemmings are go! gone WILD!

These levels are, for the most part, fairly solvable. There may be the odd head-scratcher, but nothing the average Lemmings forum member can't deal with. This pack is mainly for fun. 8-) :thumbsup:

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

N.B. A few levels in the pack use terrain/objects from my xmas style set; this can be downloaded via the NeoLemmix style manager (recommended).

Enjoy!

307
This pack has now been incorporated into FestiveLems, a 24-level Christmas themed pack released in December 2021.



Merry Christmas everyone!

I've made this pack as a present to you all for welcoming me to the forum and generally being awesome. It's been very gratifying to find an online community that's so full of support, kindness and patience.

Anyway, with that said - here is my first Christmas pack! I was going to do Reverse Xmas Lemmings, but that might be another project for another time.

Instead, this is 16 original levels (a few of which are re-imaginings of Xmas/Holiday levels), complete with new music, some new terrain/objects and a fresh, exciting visual approach to the Xmas theme, courtesy of NeoLemmix's ability to mix styles!

Many thanks to Armani and IchoTolot for playtesting this pack ready for release. :thumbsup:

The ranks are named as follows:

Cozy - this rank is mostly relatively easy levels with multiple possible solutions and plenty of skills to get players nicely warmed up. There are some challenges here, though...


Marshmallow Land II - which route will you take?

Blissful - slightly more challenging levels now, requiring more precise use of the available skills. A few nice one-screeners leading up to an epic sprawler.


Rebel Without A Claus - it's all in the timing!

Angelic - some more Christmas-flavoured puzzles.


Stage Presents - see what Santa has wrapped up for the Lemmings this year!

Holy - these are the most difficult of the bunch, which isn't saying too much because I've tried to keep this pack at a fairly moderate difficulty level.


Merry Christmas M. C. Escher - featuring the new Christmas teleporter!

The pack is available as a single download containing the following folders:

levels - unpack the contents of this folder into your NeoLemmix>levels directory.

music - unpack the contents of this folder into your NeoLemmix>music directory. Feel free to use these tracks with your own Christmas-themed levels if you wish (do remember to credit me!) ;P

replays - this contains my replays of the intended solutions. By all means refer to these if you need to, or simply use them to perform a Mass Replay Check. I'm sure you'll find your own solutions to a lot of these levels, though, you clever lot!

styles - unpack the contents of this folder into your NeoLemmix>styles directory. This contains some new Christmas-themed objects and terrain pieces which are featured in most of the levels.

UPDATE - I've edited Blissful 2 Rebel Without A Claus and Holy 1 Cindyland II, these are attached separately. Simply copy these into the relevant rank folder within levels>WillLem's Xmas Lemmings 2019.

Any problems/questions/comments, please let me know.

I hope you enjoy this pack, and I wish you all the best to you and your families for Christmas and the New Year! :thumbsup:

-WillLem 8-)

308
NeoLemmix Main / Clear Levels List...
« on: December 04, 2019, 05:30:07 PM »
Hi all,

Is there a way to refresh the levels list? It's still showing individual levels that I opened using the "Add Content To List" button but that are no longer in the levels folder.

Just want to keep the level selection list a bit tidier is all...

I've tried deleting them from the "userdata" file, but they are still there when I reopen NL.

309
Help & Guides / Teleporter Sound Query...
« on: November 24, 2019, 12:24:35 AM »
Hi all,

I'm editing an xmas level and I'm finding that the teleporter sound defaults to the same electric "bzzzt" sound as the electricity trap in the Crystal tileset.

When I navigate to NeoLemmix 12.7>sound>teleporter it's a more pleasant "bloop-de-bloop" type sound, and there's even a nice "cha-shwang" sound called fpteleporter.

I'm guessing the sounds are linked to the theme and can be edited from within an nxml file, but I can't figure out which one it is, and thus whether I'm even correct about this. ???

Anyone know how I can make the teleporter go "cha-shwang" instead of "bzzzt!"? :thumbsup: ;P

310
Closed / Suggested Skills: Superstacker & Lightsaberer (With Sprites)
« on: November 22, 2019, 12:35:44 AM »
In the wake of playing through the original-Lemmings-with-new-skills challenge, I've had an idea for a couple of new skills. Since I was always going for maximum saves in this challenge, I thought it would be great to have a skill that produced the same effect as a stoner (i.e. instant bit of 10-pixel-high terrain) but that was non-fatal.

Similarly, I've always thought it would be good to have a skill that performed the same terrain destruction as a bomber but, again, being non-fatal.

Allow me to present... The Superstacker and The Lightsaberer! They could probably do with better names to be fair, but the ideas are these:

The Superstacker acts exactly like a stoner, but is non-fatal: The Lemming immediately produces a brick from their rucksack and slams it down directly underneath their feet. The brick expands upwards quickly and sends them up above it. They then land on top of the newly-formed 10-pixel stack and walk off the edge. It's up for debate whether or not fallers should also be able to perform this skill in mid-air; one the one hand, it needs to have the same effect as the stoner. However, on the other hand it's very much a "rucksack" skill, none of which can be performed in mid-air. Since I'm well in favour the idea of there being a full set of non-sacrificial skills, maybe this could be modified in some way...

The Lightsaberer has the same destruction mask (more or less) as the bomber: The Lemming produces a lightsaber, opens it, and windmills their arm. The Lightsaber destroys all terrain it touches before the Lemming closes the Lightsaber. Like bombers, this would be a one-off skill that's performed in-situ, i.e. the Lemming wouldn't move in any direction.

I've attached low-res sprites of these skills so you can have a look and see if it's something worth implementing. Since the physics for stoners and bombers already exists, maybe they could form the basis for these suggested skills.

I know I am contributing a lot at the moment by the way, I'm just in a very creative mood at the mo! 8-) :P

311
Site Discussion / Lemojis!
« on: November 20, 2019, 11:02:12 PM »
Hi site maintainers,

I've designed a few emojis to add to the board if you like them.

All best,

WillLem 8-)

312
Help & Guides / Christmas graphics not working... [SOLVED]
« on: November 05, 2019, 12:04:51 AM »
Hi all,

I'm having an issue getting either version of the NL Editor (I have 1.43n-C and 1.14) to recognise the xmas tilesets. I've taken a screenshot of the issue for each.

Both versions of the editor have the "xmas" folder in their respective "styles" directories, complete with all graphics & sprites... ???

Pictures attached:

1.43 error1 - this is what happens when I try to create a new level with the SuperLemmini>Christmas tileset

1.43 error2 - this is what happens when I try to open any .ini or .lvl Christmas-themed level

1.43 directory - the xmas folder, complete with xmas.ini file and all graphics, is where it should be (I think...!)

1.14 noxmasitems - this is what happens when I try to create a new Christmas level in 1.14 - I get the objects, but not the terrain

1.14 openslevelbutnoitems - 1.14 can open .nxlv Christmas levels (but not .ini or .lvl) but the items are still not displayed below

Thanks in advance!

313
NeoLemmix Main / Specifying music tracks in Editor 1.14
« on: November 02, 2019, 10:22:25 PM »
Hi all,

When specifying music for a level in the new Editor, it comes up with a list of all the orig, oh_no and xmas music. This is great, but... what if you want to specify your own music. How do you make it appear in this list? Does it have to be in a particular format?

Thanks in advance,

-WillLem 8-)

Things I've tried:

1 Adding music to "music" folder in main NeoLemmix folder and then re-opening editor. Doesn't appear in drop-down list
2 Using PackToolKit to import music. Works, but there doesn't seem to be a way to specify which track goes with with level
3 Creating a "music.nxlv" file. Again, you can compile the music and specify the order here, but no way to assign each track to a specific level
3 Dragging and dropping the music file into the editor... thought it was worth a try! :P

314
Lemmini / SuperLemmini Wish List
« on: October 30, 2019, 06:51:19 PM »
See this post for full wish list.



Hi Tsyu,

I know I've already mentioned these in reply to a PM, but I thought it best to also post a topic on the main board as per forum etiquette.

Here's what I think would make SuperLemmini brill:

Backwards framestepping. A great feature which saves a lot of time replaying a level from the start each time you make a mistake.

User hotkeys/mouse button configuration. This would be a very welcome feature if possible.

A levelpack creator, right there in the levels menu. Since importing external levels is already possible, it would be even better if there were a way of compiling levels into a pack, complete with difficulty rankings, music selection, and other stuff generally associated with making a simple level pack. The current method for compiling levelpacks is way too difficult and frustrating if you don't know what you're doing (which I really don't!). The PackToolKit for NeoLemmix is kind of what I'm imagining, but integrated into the main GUI (I've attached a picture of what I mean - the creator itself could be a separate mini-application, but launched from within the level selector).

Compatibility with the latest NeoLemmix Editor, or - a SuperLemmini level editor capable of saving levels as .ini, .lvl and .nxlv. This might be a whole other project... I'm currently taking beginner lessons in Java so I might be able to get on this myself before too long. Maybe. :P

A "SuperLemmini" title graphic on the main menu screen, to distinguish it from the original Lemmini. I'd be more than happy to design one for you if you like.

That's it for now! Great to see you on the forum!

Best regards,

-WillLem 8-)

315
Closed / What made SuperLemmini good could make NeoLemmix great!
« on: October 26, 2019, 08:31:40 PM »
OK... I've decided to move on from SuperLemmini. Clearly, it's not very well looked after any more, there are no decent tutorials for how to use it more extensively, create levels packs, etc, and generally speaking, nobody seems to care about it except me!

So, here's what I particularly like about SuperLemmini that, if incorporated into NeoLemmix, may help to improve it:

- Firstly, and most importantly (to me, at least)... I think it looks great. It's a lot smoother, everything looks more rounded and well-defined, and this just makes for a more enjoyable gaming experience, in my humble opinion. It's great that a Hi-Res facelift for NL is being considered/in production: I am happy to continue providing graphics/help with this wherever I can.
  - The control panel has "clickable" buttons, rounded edges and cartoon icons; all of which adds texture and provides a more tactile interface (I'm currently working on one that could be used in the Hi-Res mod, if needs be).
  - The main menu/level screen text & images are in the correct aspect ratio rather than being stretched, as they are in NL. This may seem a minor point to most people, but it just adds to the overall aesthetic when everything is taken into consideration.

- You can double click the release rate to get to 01 or 99 quickly. This is mainly just convenient, but it can also help with certain level solutions as well.

- The level selection window automatically saves level stats upon successful completion of a level, which is great for reviewing/trying to beat your time/skill count/% saved etc.

All of this said, there are some things about NeoLemmix which are wayyy better than SuperLemmini, and here they are (I like to give a balanced view of things wherever possible :)):

- Being able to frame-step forwards and backwards, and hotkey these actions - VERY nice!

- Savestates and replays more integral/accessible, which can be of help.

- Being able to view the trigger points in-game.

- Knowing exactly which Lemming is being selected, and being able to see which ones have had climber/floater skills assigned to them.

- The emphasis on tactics rather than technique is quite refreshing; the guide lines for builders, diggers, etc are very handy.

Thoughts? Discussion? Agreements/disagreements?

-WillLem 8-)

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