Menu

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.

Show posts Menu

Topics - WillLem

#381

[glow=red,2,300]Download Tame Gone Wild! V1.04[/glow]

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!
#382
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:



EDIT: Level previews removed



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-)
#383
NeoLemmix Main / Clear Levels List...
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.
#384
Help & Guides / Teleporter Sound Query...
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
#385
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
#386
Site Discussion / Lemojis!
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-)
#387
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!
#388
NeoLemmix Main / Specifying music tracks in Editor 1.14
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
#389
Lemmini / [✓][SUG] SuperLemmini Wish List
October 30, 2019, 06:51:19 PM
The RetroLemmini release topic has a more up-to-date wish list in the OP.



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-)
#390
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-)
#391
COMING SOON! A sequel to Colorful Arty's awesome Reverse Lemmings!

Based on Oh No! More Lemmings, the concept is simple - each level has exactly the same layout as the original game, but the entrance and exit have been swapped!

In most cases, this leads to a completely different level solution. The skillsets have been adapted accordingly and, in some cases, aspects of the level have been slightly adjusted to make the level possible the other way around.

I aimed for this to be as clever and difficult as the original, and even went so far as to try to incorporate solutions which allude to the names of the levels. For example, Havoc's Welcome to the party, pal! features a solution which requires two Lemmings working together, etc...

I've finally finished editing all of the levels and I'm now as completely happy as I can be with this level pack! :thumbsup: :laugh:

I need some help, however. Whilst my Lemmings playing and design skills are good enough to have created the levels in the first place, I could do with some guidance getting the pack to work in NeoLemmix.

So far, I can get the levels to appear in the NL directory, and even in their relevant subgroups. However, the subgroups are named 1 - Tame, 2 - Crazy, 3 - Wild, etc and the level names don't appear at all. Furthermore, they're all in the wrong order...

I followed Namida's instructions (https://www.lemmingsforums.net/index.php?topic=4335.msg77545#msg77545) to the letter but I'm not getting a title screen or level names. Also, the music seems to have a mind of its own and is just playing the standard Lemmings rotation rather than the Oh No! music.

I have attached my levels.nxml, music.nxml and info.nxml files plus an example of a levels.nxml file from the 1 - Tame subfolder (all other subfolders contain a similar file) - are there any errors here? Also attached a screenshot of what I'm seeing in NeoLemmix.

Can't wait to get this pack shared!

Thanks for your help,

-WillLem 8-)
#392
Lemmini / How to create a level pack in SuperLemmini?
October 24, 2019, 08:47:50 PM
I know very few people use this any more, but...

Is there anyone who knows how to compile a level pack that can be recognised as such in SuperLemmini? Putting the folders with the levels in "levels" doesn't seem to be enough.

I've had a look at the existing level folders/config files that other people have created and can't fathom exactly what needs to be typed where.

Any help with this is much appreciated :)

-WillLem 8-)
#393
Challenges / Particularly Interesting Solutions
October 17, 2019, 05:06:56 PM
Hi all,

I invite you to share some of the backroutes or interesting solutions you may have discovered whilst playing any of the Lemmings games.

The challenge here is to solve some of the more difficult levels in an unusual way. this is particularly challenging in the Oh No! levels, which often have only one or two intended solutions.

Here are of a few of mine to start things off. Lemme know what you think!

Lemmings Mayhem 13 - The Great Lemming Caper
Oh No! More Lemmings Havoc 4 - The race against cliches
Oh No! More Lemmings Havoc 15 - Have an ice day

- WillLem 8-)
#394
Help & Guides / How to create a level pack?
October 14, 2019, 02:43:11 PM
Hi all,

Please can someone let me know how I can compile levels into a level pack for NeoLemmix and/or SuperLemmini? ???

If there is already a topic for this, please feel free to redirect me and I'll delete this post - I just haven't been able to find it.

Cheers,

-WillLem 8-)
#395
FAO Namida & NeoLemmix developers, plus anyone who's interested!:

Since I've started working on the sprites & graphics for a potential Hi-Res mod for NeoLemmix, I thought it best to continue sharing them here rather than on the poll.

So... here is an example of the following:

- Climber sprite set extracted from WinLemm & adapted/recoloured
- Swimmer sprite set, complete with flippers and snorkel! :laugh:
- Glider sprite set
- Floater button
- Restart button

These have largely been adapted from the WinLemm sprites and the SuperLemmini button sets, I've changed to colours to look more natural & pleasing and added a few little details to give it my own flavour/humour :thumbsup:

I'll give the remaining sprites & buttons the same treatment and upload them here. I'll also redo the low-res Disarmer sprites so they have their own action.

Feedback very welcome: do you like these? Can they be used with a low-res map? Any ideas/suggestions?
#396
Really interested to see what the general consensus is on this. If demand is high, I'll be up for getting involved in a re-vamp wherever possible.

Let me know your thoughts!
#397
Tech & Research / Ultimate Lemmings!
September 21, 2019, 10:49:54 PM
Hey everyone,

Any of you coders out there interested in collaborating with me on a SuperLemmini-style re-vamp, complete with new features and a built-in user-friendly editor, similar to the latest NeoLemmix editor?

Lemmings is a lovely game, I'm sure we all agree. Essentially I'm interested in creating an ultimate version, where players can load any level format, choose between different visual styles (DOS/WINLEMM/Lemmini/Genesis/etc), and create levels using a nice, intuitive interface. I'm thinking it may be possible to combine all the best elements of the versions of Lemmings & level editors which exist today.

Think... Super Mario Maker, but for Lemmings.

Any takers?

- WillLem 8-)