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Messages - WillLem

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31
SuperLemmix Bugs & Suggestions / Re: [SUG] Swimmer skill upgrades
« on: April 06, 2024, 02:22:49 AM »
There's a known bug in 2.7 where Blockers are always drawn to the lower layer, even when not in water. This is now fixed (Commit 646ae1c03); I'll get a hotfix released in due course.

32
SuperLemmix Bugs & Suggestions / [SUG] New Lemming type - Rivals!
« on: April 05, 2024, 10:21:26 PM »
SuperLemmix probably won't ever get a 2-Player mode, unfortunately, but I wonder if this might be the next best thing...

We can create a pseudo-2-Player mode by adding a new Lemming type: Rivals.

Rivals will behave exactly like normal Lemmings, but with the important difference that they have their own dedicated Exit. If a normal Lemming reaches a Rival Exit, the save count will be decreased by 1, and vice-versa. So, to meet the save requirement for the level, normal Lemmings must reach a normal Exit, and Rival Lemmings must reach a Rival Exit.

The main purpose of this is to make the OG 2-Player levels a bit more interesting to play on a singleplayer system, but I believe this could also prove to be a very interesting source of new and unique puzzles.

This feature is currently very likely to join the Batter and Propeller skills in 2.8, which won't be out for a while yet - 2.7 took a lot of work to get together so I'm probably going to take a break from SLX development for a bit and concentrate on other things. So, we do have some time to bash through ideas on this one.

33
Level Design / Re: What are some tips for making difficult levels?
« on: April 05, 2024, 08:43:46 PM »
To add to what others have already said, I would suggest also aiming to find interest/difficulty/play value in something other than a limited skillset.

Maybe provide lots of skills, but make the map itself difficult to navigate. Or, make use of some of the many objects that are available in the modern engines to create a puzzle which involves interacting with them; buttons & locked exits are a favourite of mine, teleporters are good but be careful not to over-use them!, updrafts, splat pads, pickup skills, splitters, and of course the classic one-way walls... SuperLemmix has also recently added collectible items, to encourage designers to consider adding side-quests to their levels.

SuperLemmix also has a Classic Mode which removes all of the player assists in order to re-introduce the original game’s execution difficulty - another option for you if you want to add difficulty that isn't just "find the intended solution".

At the very least, consider switching things up a bit - have a level with a limited skillset and single intended solution, sure, but then follow it up with something else. Get creative, it's your level pack! :lemcat:

34
SuperLemmix Bugs & Suggestions / Re: [SUG] New skill - Batter/Flinger
« on: April 05, 2024, 11:25:44 AM »
I would recommend giving the batted lemming a higher and wider arc than the Jumper.

When working on the Hoverboarder skill, I tried modifying the jumper arc for Hoverboarders and (while partly successful) discovered that it’s a lot of extra work for very little gain.

Jumper code is extensive throughout the project and it has a lot of edge cases that would all need to be duplicated for any other "move through the air" actions that aren’t in a straight line and which require complex position checks (note: there is still a Jumper bug in both NL and SLX that neither I nor namida have yet found a fix for!)

I’m not completely ruling out a larger arc, but let’s see how it goes with the much, much, much easier method of re-using what’s already there first; in practice, it might be plenty good enough. The challenge you describe would still be possible to create, even in a level providing both Jumpers and Batters.

35
OK, decision time.

This skill will take the form of Propeller (a lemming with a "Propeller hat" similar to Mario's in NSMB Wii). This lem will create a vertically-upwards tunnel as far as they possibly can, until one of the following conditions is met:

1) They hit a steel block or the top of the level; in both cases they'll stop Propelling and fall back down the tunnel they created.

2) There are 1 or more pixels of air above the most recent row of pixels removed; in this case, they will jump* to the top-left or top-right edge (depending on original direction) of the tunnel they just created, and proceed with Walking.

Meanwhile, if they haven't yet found terrain to remove, they will continue to propel upwards until they hit either a steel block or the top of the level.

*I tried this out and, amazingly, transitioning to Jumper when they find blank pixels lands the lem exactly on the edge of the top of the tunnel - perfect, and no need for additional transition states!

Some visualisations:


36
SuperLemmix Bugs & Suggestions / Re: [SUG] New skill - Batter/Flinger
« on: April 04, 2024, 09:16:45 PM »
Some decisions on the Batter:

:lemming: The Batter will not be a ranged skill, and instead will function like the Lix Batter, only affecting lems in the immediate vicinity.

:lemming: The "bat" will be another projectile type, like spear or grenade; we already have a way for lemmings to detect the presence of airborne projectiles, and this works nicely; makes sense to re-use this same logic for the Batter. The obvious difference is that the bat will not be thrown, but instead will take effect during a particular frame of the Batter's animation.

:lemming: During the Batter's "hit" frame (when the bat is at full extension in the animation), any lems that are in contact with the Bat's collision area will become Ballers - the exact physics of these lems has yet to be decided upon, but current instincts are that it should be a much less complex response than the Lix Batter*.

*Having thought about this again recently, and having re-read Proxima's list of reasons for supporting this skill, I think the Baller's movement should closely resemble (if not exactly be) that of a Jumper; a sprite-swap might be all that's needed, and then we can simply re-use Jumper physics - this would keep the skill action relatively predictable and would cover all of the benefits mentioned by Proxima, as well as drastically reducing the potential workload.

37
SuperLemmix / Re: A SuperLemmix levelpack?
« on: April 03, 2024, 10:00:04 PM »
Advice when making a pack for SuperLemmix: try to make plenty of levels which allow the player to explore the new skills and features without too much difficulty at first.

I've implemented the Infinite Skills hotkey as a means of allowing players to experiment easily when they're stuck on a level, but it would still be nice to have some solvable levels which don't need to rely on the Infinite Skills mode (which doesn't count the level as passed if it's in effect when gameplay ends).

Consider this. It's what I call the Difficulty / Enjoyability curve:


38
SuperLemmix / Re: SuperLemmix 2.7 | Editor 2.7 | Styles 2.7
« on: April 03, 2024, 02:57:57 PM »

SuperLemmix 2.7 Now Available

This is a major update, so it's best to download this as a fresh installation.

As always, feedback is very welcome! For a reminder of everything that's been added to SuperLemmix so far, see the full feature list in the OP.



:lemcat: :lemcat: :lemcat: What's new... :lemcat: :lemcat: :lemcat:

Please note that the "Replay" folder is now titled "replays" (all lowercase) - please copy your existing replay files into that folder.
I've added a replay to the download just for fun - right-click and Windows-associate the file with the SLX 2.7 .exe, then click it and see what happens ;P


New Features

:lemming: At long last - a dedicated Classic Mode Button has been added to Menu Screen and Level Preview Screen! This was the very first "dream feature" that prompted me to begin work on SuperLemmix, and it's now been realised! Besides looking pretty, it's now possible to toggle Classic Mode on-and-off on the fly which removes the need to menu-dive when encountering a "Play in Classic Mode" talisman, and hopefully encourages players to give it a try now and again :lemcat:



:lemming: New Object - Collectibles - Collectibles are objects whose only purpose is to be collected! Records are tracked in the preview and level select screens, and the level designer can choose to make invinciblity a reward for gathering all collectibles in a single level...

:lemming: "Invincible" Lemming State - Invincible lems can survive any fall, are immune to traps and fire, can swim in all water object types, don't get zombified, are de-neutralised if originally neutral, can leave freezer cubes and bomber craters without being killed during the fireworks, and can use as many skills as they like!

:lemming: Lava is now its own water object type - swimmable only by Invincible lems!



:lemming: Infinite Skills Hotkey - this sets all skill counts on the current panel to infinity, allowing the player to experiment with different solutions, get a better feel for the various skill actions, or just have fun with the level without having to worry about the skill count! This should also prove to be a particularly useful tool for level creation as well. Once Infinite Skills mode is active, pressing the key again resets the game to the point at which the mode was first activated, so that the level can be played normally (all skill actions are preserved in the replay, but only those for which there are enough skills will play out from this point on)

:lemming: End-of-Gameplay Behaviour is now much more comprehensive - in most cases, play will no longer exit to postview unless the save requirement has been met. Overtime will be applied whenever (time is up and there are still lems to be saved), (only zombies remain and there is a Kill All Zombies talisman), and the game will freeze if (all lemmings are removed and the save requirement hasn't been met). This may later be changed and refined, and options may be added, but for now it's the overall best possible behaviour for all possible states

:lemming: .nxrp File Association - .nxrp replay files can now be associated with the SuperLemmix Player in Windows. When associated, clicking a replay file will open SuperLemmix and load the level & replay, ready to be played back immediately!

:lemming: The Replay "R" icon is now animated - it can also be clicked to cancel the replay, even in Replay Insert mode

:lemming: Hotkey-to-Skill Panel Button Assignment - as well as assigning hotkeys to specific skills, it's now possible to assign hotkeys to panel buttons themselves, regardless of which skill happens to be assigned to that button for the current level being played

:lemming: Fall Distance Ruler has been updated to only show the actual fall distance, nothing else. It also now has the same colour cycle effect as objects in Clear Physics Mode; this has been done so that it's easier to distinguish between the ruler and any surrounding terrain/objects, although this can be toggled off in the Options menu if users would prefer the solid colour ruler

:lemming: "Icons" folder added to styles with custom sprites - 'levelinfo_icons', 'talismans' and 'panel_icons' can now be customised per-style

:lemming: The SuperLemmix Welcome Pack has been updated to include levels featuring Collectibles and Invincibility, as well as improvements to various other levels



Physics Updates

:lemming: New "Turner" state added for transitioning between Shimmier and Climber on a vertical overhang

:lemming: Ballooners now turn-and-push away from the wall when assigned to a Climber, Slider, or wall-adjactent lemming

:lemming: Ballooner "pop" collision is now slightly larger to prevent the lem turning when popping is more reasonably expected



:lemming: Blockers can be assigned to Swimmers - the effect is that the Blocker is "treading water" - they can be cancelled with a Walker skill

:lemming: Climbers, Sliders and Drifters now bypass "oh no" and "freezing" phases when assigned a (Time)Bomber or Freezer (or after Slowfreeze/Radiation countdown)

:lemming: The lem count is now decreased at the end of the Sleeper animation rather than the beginning



General Updates

:lemming: Many styles have been updated to reflect the changes in 2.7 - it's definitely worth updating your copy - go here to get the latest SuperLemmix styles

:lemming: Default pickups, buttons and updrafts have been updated - Pickups, in particular, are now larger and display the relevant explosion graphic for (Time)Bombers

:lemming: Highlit lemmings are now drawn as selected (the arrow is still shown as normal)

:lemming: "Flipper" has been renamed to "Splitter" both code-side and in the helper graphics. So, the official and only name for this object is now "Splitter"

:lemming: "Background" objects have been renamed to "Decoration" for clarity, but behave exactly the same as before

:lemming: Lemmings now shrug and the "OK" sound is played when a level is cheated. This is just for fun!

:lemming: The option to recolour Swimmer sprites separately from other athletes has been added. This must be done by manually editing the scheme.nxmi file - instructions can be found here - Swimmers are otherwise recoloured as normal athletes by default

:lemming: Some unnecessary render layers have been removed; hopefully, this will improve graphics rendering performance

:lemming: The SLX QuickMod Tool has also been updated. Go here to see what's new



Bugfixes

:lemming: Timebomber explosion particles are now the correct colour when a Timebomber is assigned after a Freezer being assigned (previously, the Freezer explosion colours were applied)

:lemming: LMB-clicking in midair no longer cues the assign fail sound when a lemming is highlit

:lemming: In Level Select screen, "Reset Talismans" now only redraws the Talisman buttons rather than the entire level preview screen

:lemming: Exit count numbers are now centred over the exit



Editor Updates

:lemming: Bugfix & UI improvement - Levels with missing pieces no longer create infinite popups; instead, a status bar is used to inform the player that the level has missing pieces

:lemming: Furthermore, saving a level with missing pieces will create a unique file rather than overwriting the original

:lemming: Support added for Collectibles, Lava and Decoration objects

:lemming: Support added for Invincibility - allowing this for Collectibles is designer-side optional; if checked, the lemming to grab the final Collectible will become Invincible for the remainder of the level, whilst if unchecked then Collectibles in that level will have no effect other than updating the records

:lemming: Improved Pickup Skill graphics



Have any comments? Please use the SuperLemmix Discussion Topic.



Please note that the "Replay" folder is now titled "replays" (all lowercase) - please copy your existing replay files into that folder.

I've added a replay to the download just for fun, right-click and Windows-associate the file with the SLX 2.7 .exe, then click it and see what happens ;P


Get your copy of SuperLemmix 2.7 here

39
Fixed another bug today - we need the Mass Replay Check to finish checking the current level when the unplayable state is reached. Wouldn't have spotted this if I wasn't releasing SLX 2.7 later today! ;P

NL 12.13 Commit 8b2e5a66c applies this fix

40
Position of the message: No preference, happy to test the UI again after you put it into the stats.

It takes a little bit more work for this to behave since it has to override stuff that can still be accessed during the frozen state (i.e. hovering the mouse over a zombie will show "ZOMBIE" in the same area unless we tell it not to), so I'd probably suggest not going ahead with this for NL unless there's demand.

The minimap message works, we've ironed out all bugs, let's leave it as it is.

Do you want a Mumble session with code rewiew? Again, Friday, Saturday, or Sunday evening is good.

Sure, that sounds good. Let's catch up again again nearer the time.

41
A somewhat interesting turn of events...

In SuperLemmix, there is an option to hide the minimap and thus reduce the width of the game window. So, out of necessity, I found a way to draw the message to the panel area instead!



This way, we get to see the minimap after all! Happy to backport this to the NL version if we think it necessary?



Meanwhile, I watched some of  the twitch stream @Simon - we can look at not adding the Nuke to the replay if it's done after the unplayable state has been reached. I agree, this is not necessary and looks odd. (EDIT: This was an easy fix, I've committed and pushed this.)

The fall distance ruler, meanwhile, can be changed back to solid colour - no problem. Namida likely just wouldn't merge that part of the code anyway.

42
Site Discussion / Re: Lemmings Forum Discord
« on: April 02, 2024, 01:28:38 PM »
FWIW, searching for that game on Google doesn't bring up LF of the LF Discord. Players must be finding the LF Discord some other way.

43
After much tinkering and experimentation, I think I've found the sweet spot for Ballooner assignability and collision! 8-)

At the point of assignment, Ballooners now check for 9 vertical pixels - if they find 9 or less, they "ascend" along it until their feet meet the top, then the balloon pops and they begin walking - ideal for getting a lem up shorter pillars/steps/blocks.

If they find 10 or more vertical pixels, the effect is now that the Ballooner is turned and pushed away from the wall as the balloon inflates. What this means in practice is that Ballooners can now be assigned whilst lems are adjacent to vertical walls without the Balloon immediately popping due to contact with the wall:



This means that assigning Ballooners to Climbers and Sliders now results in the lem Ballooning away from the wall, which is perhaps the most reasonable expectation for this interaction. Yes, we lose the ability to use a Ballooner to cancel a Climbing or Sliding lem, but since Jumpers and Shimmiers can both be used for this particular purpose, it seems a waste to limit Ballooners to this as well.

I tried various iterations of this behaviour, with different interactions for Hoisters/Dehoisters (these were scrapped due to bugs/inconsistency), different terrain checks, etc, and this is the most consistent, predicatable and well-behaved version I could settle on. It's been tested for bugs and alongside various different terrain setups, and I'm about 99% confident that this is the one! :lemcat:

Let's give it a good try out in 2.7 and see if we like it!

(Commit 4c15b8918 implements the final version of this behaviour after several experimental commits)

44
SuperLemmix / Re: [FEAT] Classic Mode
« on: April 01, 2024, 01:03:47 AM »
I have an idea in relation to the classic mode … what about having the option for the level pack creators whether or not to make it a classic mode for the whole level pack or not classic mode for the whole level pack

It has previously been decided that Classic Mode should always be optional, however I have thought numerous times about reconsidering this. When a level is in Superlemming mode, it isn’t possible to rewind or fast-forward or backskip, and Superlemming mode is non-optional, so… I don’t see any reason why Classic Mode should be any different.

With that said, making it a level feature (like Superlemming mode) is a considerable commitment on the designer’s part, and if levels are too difficult or trolling they likely will just put people off playing SLX. Having it as an option and a talisman achievement puts it in the hands of both designer and player, and that seems to be the best approach with all things considered.

It’s an interesting discussion, though. What are people’s thoughts on this? Should Classic Mode be something that level designers can apply design-side?

Now that we have the button, maybe levels can automatically toggle it on, but the player can still toggle it off from Preview if they wish. It would then at least prompt the player to give it a try. Thoughts?

45
(N.B. This change also includes the "freezing" phase when assigned a Freezer.)

I'm sure that Climbers performing the "oh no" phase is only present due to it being standard behaviour in earlier Lemmings ports/clones, but I'm increasingly thinking that it's not really necessary and doesn't actually make much sense in the context of other skill actions.

Reasoning: in order to perform this state, the lemming has let go of the wall and should therefore fall. When falling, lems explode immediately. Also, other movement-based states such as Swimming, Floating, Gliding, Ballooning, etc have the lem expode immediately; it seems to me that Climbing and Sliding should follow suit.

I've gone ahead and implemented this already (Commit 845c13561 and 8641bde91), but I'll reverse the change if people feel strongly that the state should be kept as it is.

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