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Messages - WillLem

#2656
Closed / [✓][SUG][ED] Customisable hotkeys
January 04, 2021, 11:12:53 PM
It's in the title; it'd be great if all current editor hotkeys and actions could be user-defined.
#2657
Quote from: namida on January 04, 2021, 05:41:46 PM
You're overestimating how much the DEFAULT_HEIGHT parameter does.
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There's no reason why the same object, with the same width / height... would look different in the game vs in the editor

Actually, I think I'm underestimating it's capabilities. I was checking to make sure that it does specify height for both in-game levels and editor. Your answer has clarified that it does.

The reason I thought it might not is because the graphic itself is 20px tall. So, the DEFAULT_HEIGHT text is needed to override that and tell the editor (and the player) to display the graphic at 16px.

Simple case of misunderstanding each other's questions and responses there I think. No worries, all is understood now. Thanks for the explanation 8-)
#2658
In Development / Re: Random level sharing topic!
January 04, 2021, 09:01:59 PM
Oh no! It's...

THE GIANT MARBLE EXIT!!!

Format: NeoLemmix

Title: THE GIANT MARBLE EXIT

Difficulty: Easy

Features: Marble style with special graphics (style download included), Classic 8 skills plus Walkers & Jumpers



:lemcat:
#2659
I noticed this whilst doing some resizable graphic tests.

This doesn't happen with all nine-sliced objects, and I think it has something to do with the position of the slice. In the following example, the "splat/antisplat glow" objects have a RIGHT_20 and LEFT_6 slice for resizing purposes (ny less than that on each side results in an inconsistent graphic due to shading):



This only affects the graphic in the editor; it appears fine in-game:



I have attached the png and nxmo for the antisplat glow in case the fault is with either of these (the splat glow is identical but recoloured to red).
#2660
Right then... this sorts it out so that the top part of the animation is exactly as-is in the default, and the bubbles below (in the "resizable" section) animate such that they constantly rise until they "meet" the corresponding bubble in the original graphic.

The only caveat is that the resizable section has to be 16px tall in order to correspond exactly with the original graphic, i.e no bubbles "disappearing" on any frames. Any other height will result in an inconsistent animation, either in terms of 'presence of bubbles' or speed.

Note that, for demonstration purposes, I have recoloured the resizable part a darker shade of blue to illustrate exactly what's going on. This will of course be corrected in the final version of the graphic.

Let me know your thoughts, everyone. I won't proceed any further until I've had some feedback.

EDIT: forgot to change the trigger height :forehead: this has now been done, please download the resizable water demo from here.
#2661
So I've had a look at it and I can see what the issue is; most of the bubbles move up 2px per frame each, but the ones on the far right "jump" up to 3px per frame as they near the top, creating the effect of "increasingly quick movement" that you'd see with real fizzy water. Fixing the animation was as simple as making all bubbles move at 2px per frame, but you do lose some of that effect (see attachment).

The best way to preserve the existing graphics exactly as they are whilst making them pleasingly resizable would be to create an independent animation for the bottom "resizable" part of the graphic, making sure that said animation matches up with what's going on above it, of course. It would simply be an "extension" of the existing graphic, nice-slicing at its base and thus keeping all defaults exactly as they are now.

Again, I'll give this a go with the default water and see if people are happy with the result before proceeding with any of the others.
#2662
Quote from: namida on January 04, 2021, 08:44:27 AM
Here's an attempt at what I'm going for. I didn't quite get it right (except on the furthest-left bubble) but this should give the general idea. Notice how the bubbles essentially repeat and animate nicely (or at least, should do so). The animation might need to be made even taller to get this completely right, not sure?

Ah yes, I see how you've done this. It's essentially matching up the NINE_SLICE_TOP point with the bottom of the frame, so that as the bubble reaches the point at which nine-slicing occurs, it then reappears at the bottom of the next frame. Getting this exactly right for each bubble could be done in a number of different ways, I'll have a play with it and see what I can do.

Quote from: namida on January 04, 2021, 08:44:27 AM
I'm not sure what you're getting at here?

So, for a graphic which is 20px tall (per frame), but has DEFAULT_HEIGHT_16 specified in the .nxmo, I understand that this will cause the graphic to appear 16px tall in-game (in order to preserve water objects in existing levels), but - will it appear as 20px tall or 16px tall in the editor (i.e. specifically at the point when drawn)?
#2663
I've added the default width & height values to the .nxmo file as specified, as well as vertical resize and nine-slice values.

This looks somewhat better than simply resizing the original version, but there is really no way to get around the "bubbles spontenaeously appearing in the middle of the graphic" thing, even with nine-slicing. However, I'd suggest that it's not really an issue, since that's what currently happens when layering/stacking multiple water objects manually anyway; i.e. the resizable water manifests the exact same result as manual stacking, which may well be perfectly OK, in which case - no problem.

However however, when actually stacking water manually it is possible to flip every other water graphic to avoid the "two distinct lines of bubbles" thing...

I suppose that, if creators prefer, they can still manually stack the water graphic at its default size*. But, those who would prefer the convenience of an automatic resize can do so, albeit with that much less control over the resulting image.

I've attached water.png, .nxmo and a demo level. Let me know your thoughts before I go ahead with the others; they will likely be a fair bit more work than the default one so I'd rather see what everyone thinks first.




*question regarding this: if vertical resize is not applied to a water object in the editor, does it appear as its specified default size in the editor, or the size of 1 frame of the graphic? Either way, I'd suggest that it needs to appear in the editor exactly as it will appear in-game.
#2664
This was really great, I had loads of fun with the multiplayer even though I suck at the moment! (Although, I don't suck as much as Shmoley's vacuum cleaner :crylaugh:)

Here are some of the more notable results from the evening's session 8-)



I'm pretty sure there were some other games as well that I lost, but we don't need to know about those! ;P

Thanks again everyone, looking forward to the next session!
#2665
I've attached an initial version of the pillar water, since that's the easiest to do; I've literally just added 4px of blue at the bottom of each frame. Let me know if this works and I'll do the same for the others.

Quote from: namida on January 03, 2021, 05:22:28 PM
Snow might need a bit fancier than that, to keep the sediment at the bottom (thankfully we have nine-slicing)

I anticipate that bubble will be the most difficult to get right, since it's a completely random jumble of circles and colours. I'll do my best with it, though!

Quote from: namida on January 03, 2021, 05:22:28 PM
I realise that by default, this addition of size will break existing levels - V12.11 will be introducing a feature to avoid that breakage, so as long as people don't start using these in real-world levels until 12.11, it won't be a problem.

How will this be fixed, out of interest?
#2666
Lemmings DD V1.01 Update

A new update for the pack, V1.01 has now been released. The OP contains the fully updated pack.

Here's what's changed:

V1.01 Changelog

Updated info file with version number
Includes Amiga Lemmings music
Includes full set of working replays

Plus fixes to the following levels:

Tricky 7 Cascade DD - Layout change, talisman update, skillset update, far left exit accepts all 100 lemmings, then it's 90, 9 and 1 for the others

Taxing 3 Compression Method DD - 0 Jumpers talisman added (solution by Proxima)

Taxing 5 Drop From The Nessy - Backroute fix and layout change

Taxing 7 Drop In To My Place - Backroute fix and layout change

Mayhem 7 Drop Me - Backroute fix and layout change

To install, please download the full pack from the OP and extract it to your NeoLemmix directory.

Enjoy! :lemcat: :lemcat: :lemcat:
#2667
Forum Games / Re: Rectangles
January 03, 2021, 10:46:09 AM
4
#2668
Quote from: namida on January 03, 2021, 03:39:00 AM
@WillLem - reckon you could have a go at making modified versions of the default water objects, that *can* nicely resize vertically?

Sure, I can have a look at that. I'm not 100% sure how it would work from a technical POV, i.e. which part of the graphic needs to be modified, so I might need help to do just the first one so I know what we're aiming for, and then I can do the rest on my own.

I probably wouldn't want to change too much about them either, it's important that they remain fully recognisable as the default objects.
#2669
Non-Lemmings Gaming / Re: Baba is You (puzzle game)
January 03, 2021, 10:33:52 AM
I love Baba Is You! Picked it up on offer for £8 from Steam, worth every penny :lemcat:
#2670
Reserved for Bonus Levels records. Including:

Bonus Levels from other Lemmings Ports
Prima Lemmings (I'll look at getting the conversion done for this as soon as I can)
COVOX Lemmings
MegaDrive/Genesis-Only Levels
Present
SUNSOFT
Lemmings Companion