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Messages - WillLem

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2446
I can confirm that paste-in-place works a treat! :thumbsup: It even works if you close the editor and then reopen it (as long as you haven't copied anything else to the clipboard in the meantime, obvs)

2447
Site Discussion / Re: Attachment Too Large? Rewrite Your Whole Post!
« on: August 14, 2020, 01:22:57 AM »
I can make it so that PHP saves a cookie to the browser that contains the content of the user's post and where it is going to be posted... If the user leaves or the post gets deleted for reasons explained on this thread the cookie will still exist... The cookie will only be deleted if the user finally posts or decides to post in another thread. The code would know that by comparing the current topic with the topic saved in that same cookie. If they don't match then the cookie gets cleared for new post content. The advantage of this is that I don't think a user will (or at least very unlikely to) clear their cookies while posting and the cookie will be terminated after posting so it does not linger in the user's browser.

What's all this about cookies...?


2448
NeoLemmix Main / [VIDEO] Making Music for Lemminas II!
« on: August 14, 2020, 12:49:08 AM »
Hey gang,

I've made a quick video exploring some sounds on my synth in preparation for making the music for Lemminas II. At some point, I'm hoping to make a video documenting the making of an entire piece, let me know if you'd be interested to see that!

Here's the video. Enjoy!

Also, here's a link to the video of the patches I've downloaded for my synth, made by Marcin Mirkowicz aka HYPERSPACE.

MODS: I've put this is the NL thread since Lemminas is a NeoLemmix thing, but by all means move it if it needs to be elsewhere 8-)

2449
Closed / Re: [PROPOSALS][PLAYER] New menu design
« on: August 12, 2020, 04:49:09 AM »
Thanks, namida!

I've tested the unfiltered DOS background and it does look way better than the current "blurred" version in terms of colour depth, clarity and resolution. However, like all of the other graphics derived from the DOS version it also has that horizontal stretching thing going on.

Unfortunately, I'm not sure of the exact ratio to which the graphics are stretched, but with a bit of trial and error I think making it 200px wide rather than 320px seems to be about right (I'll have a look at the logos at some point and try to get a ratio to work to for producing a final version).

In the meantime, here's a version at 200 x 104 and another at 400 x 208. The latter seems to fit a little bit better with the current menu generally, the former looks more hi-res.

All resizing has been done using Nearest Neighbour to avoid blurring. Resizing from 320 to 200 did result in some pixel loss, but due to the rubbled nature of the graphic it looks OK anyway.

2450
It's in the title; resizing levels vertically downwards doesn't make any sense, because if you've spent time building a level and then you need a few pixels extra height, you have to move the entire level downwards.

The reverse is also true: if a level is too tall and you want to shrink it vertically, you have to move the entire level upwards and then resize.

2451
NeoLemmix Main / Re: NeoLemmix V12.9.3, Editor V1.25 Released
« on: August 12, 2020, 04:15:18 AM »
Editor 1.25 Testing

I made 3 test levels using grouped terrain items, pickup skills, pre-assigned hatches and locked exits/buttons. They were all mixed from the same level and then "Saved As" different versions of that level.

The only thing I noticed is that the pickup skill reverts to "unassigned" if any changes are made to that level after assigning the pickup skill and then saving the level. If the last thing to be done is assign the pickup skill then save, it works just fine.

Everything else seems to work as normal, and copy/paste between levels works OK as well (is there a paste-in-place feature yet or is that something for a future version? Just asking in case it needs to be tested - couldn't seem to find it). I also haven't tested talismans yet...

N.B. I'm happy to upload the test levels I made if it will be of any use, but note that they're not very playable levels as I deliberately used all of the available space and made very large terrain structures in order to test group/ungroup across a large canvas (it's a great feature!)

2452
Closed / Re: [PROPOSALS][PLAYER] New menu design
« on: August 11, 2020, 02:18:05 AM »
I really don't like having different colors for different lines of text to be honest. I think it's harder to read and looks kind of clowny.

Yeah, fair enough. One well-chosen colour seems decent enough.

Where are we on the background, has anyone got hold of a non-blurred/generally nicer looking version of that yet? I've looked around online and can't seem to find an assets folder or anything; Google image search yields no results either.

2453
Closed / Re: [PROPOSALS][PLAYER] New menu design
« on: August 10, 2020, 04:42:52 PM »
As in more than 4 colors? Yes and no: technically, it's possible. But it's not a trivial change to make, either. To recolor the existing text to a different set of 4 colors, all I need to do is tell whatever program I'm using which 4 colors to change to which 4 other colors. To add more colors, some sort of more complicated change would need to be made, whether by modifying the existing letters, extracting the Amiga version letters (which have 7 colors), or making new ones from scratch.

To add more colors to the existing lettering without altering the art style would be beyond my current artistic capabilities. If someone else wants to, go right ahead.

Perhaps you've misunderstood: I meant use a different colour for different lines of text, rather than different colours within the text graphic itself...

2454
Closed / Re: [PROPOSALS][PLAYER] New menu design
« on: August 10, 2020, 01:20:45 AM »
+1 for Amiga Blue, that's easily the best in terms of how it looks against both backgrounds. Teal is also a great choice.

The others are interesting though... is there a way that a few extra colours could be used? Maybe NL could have a colour scheme of various ones, further give it its own identity.

2455
NeoLemmix Main / Re: NeoLemmix V12.9.3, Editor V1.25 Released
« on: August 10, 2020, 12:42:35 AM »
I haven't done any level editing for quite a while (I needed a break from it after putting Amiga Lemmings together), but I'll make a few levels in 1.25 over the next few days and see if anything else comes up.

2456
Lemmings Main / Re: Joke ideas for skills and objects
« on: August 10, 2020, 12:34:23 AM »
It's been a while since we had one of these, SO...

HYPERLEM!!! - a Superlemming who's had one too many sugar lemon brandies!!!

2457
Live Event Scheduling / Re: Keep Talking and Nobody Explodes
« on: August 08, 2020, 01:00:54 AM »
This looks like great fun, count me in! :thumbsup:

2458
Closed / Re: [PROPOSALS][PLAYER] New menu design
« on: August 08, 2020, 12:36:26 AM »
About the cursor: I mostly just want to avoid a situation where we have a cursor that looks almost, but not quite, identical to the in-game one. In other words, it should either be completely identical, or completely different... I believe the Amiga version uses a Lemming hand, IIRC.

I agree And yes, the Amiga version does indeed use a Lemming hand. It also uses a graphic of a Lemming asleep in bed (zzZ) for waiting times! :lemcat:

The cursor is one area where we have the opportunity to create something completely new: I think we're all settled on going with the tried-and-tested "Lemmings cards and font" look, even if the specifics of layout and formatting are still in discussion.

Maybe the menu cursor could be something that's exclusive to NeoLemmix!

I also think that QUIT deosn't need a menu card, as well. It could just be a very small button in one corner of the screen marked "EXIT/ESC" and that would surely suffice. So it isn't lonely, an equally sized button could go on the other side with "ABOUT" and that could give detailed NeoLemmix info/credits (NOTE: this isn't a suggestion not to display the current NL version on the main screen - that should, of course, still definitely be a thing).

Perhaps if the menu cards are updated slightly, this would also help to give NL its own look. Here's a version I did very quickly just to riff some ideas. I'm not suggesting this look in particular, it's just to open up some possibilities:


2460
My suggestion would be to draw it in the center of the graphic... the player should not have to hover over the exit to distinguish a locked from an unlocked exit

+1 for this, and for padlock. Great ideas!

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