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Messages - WillLem

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46
SuperLemmix / Re: [DISC] NeoLemmix>SuperLemmix Levelpack Compatibility
« on: April 12, 2024, 09:16:47 PM »
It's now possible to update all water objects in an entire pack using the SLX QuickMod Tool - choose "Update Water Objects" and all water objects will be automatically converted to their SuperLemmix counterparts.

Note: this only works for orig and ohno styles; levels using custom styles will need to be updated manually using the instructions here.

Additionally, it's now also possible to use the SLX QuickMod tool to mass convert:

All Stoners to Freezers
All Bombers to Timebombers (and vice versa)

47

Here's an unofficial conversion of Geoffster's GeoffLems for SuperLemmix. All maps are identical, and only a handful of changes have been made between the NeoLemmix version and this version, noted here:

:lemming: Timebombers replace Instabombers so that the "Classic 8" skillset is as it was originally.

:lemming: All original time limits have been restored.

:lemming: Bonus rank with 2 additional levels has been added.

:lemming: Several Talismans have been added.

Thanks to ericderkovits for additional work on this conversion. The pack has been cleansed and fully tested in SLX 2.7, so it's good to go. A zip of replays is included with the download.

Enjoy! :lemcat:

48
My point wasnt about how close to L2 it is, rather the fact that the skill could and likely would be used for a secondary purpose thats completely not terrain removal. It seems a bit inconsistent to me but those are just my two cents.

This is one of those "depends on the layout of the level" arguments. Any skill can be used for its non-primary purpose, and in fact many skills are used that way in order to create difficulty and more interesting interactions (e.g. using a Builder to turn a lemming, using a Basher to cancel a Builder) - the point being that it depends on the level designer, not the skill itself.

With that said, I agree that skills should have a single basic action and not do multiple things, ideally. We all seem to agree, though, that the Propeller should arrive at the top of the tunnel. So, unless we arbitrarily nerf it by having it always fall, it will have the secondary benefit of height gain. Is this acceptable?

49
Level Design / Re: list of level titles for taking
« on: April 11, 2024, 01:01:54 AM »
Some level title ideas (I'll add to this list when I think of more):

Tender Lemming Care
Green is the Colour
Blue is the Colour
Lateral Sinking
Lateral Drinking
Swim City
Pizza Toppings
Have It Your Way
Lem Turismo
Grand Lem Auto
The Lem Andreas Fault
Made in Lemmingland (or, substitute 'Lemmingland' for wherever you made the level!)
Night of the Lemming Dead (Zombie level, obv) - already taken!

More suggestions:

Lem Raider (use the lemminas_laracroft sprites for this one! ;P
Unagi, Lemming-san
Area 52
Discount Lemmings
Dairy-free Lemmings
Decaf Lemmings
Lost in Lem Vegas
Big Trouble in Lemming China
Lembusters

50
Yes, the Propelling lem will always arrive at the top of a successfully created tunnel.

The question now seems to be: what about when the tunnel isn't finished due to the lem hitting a steel block, or the top of the level (i.e. the situations in this image that result in transition to "faller")? Should the lem fall (potentially fatal), or propel safely back down?

I'm currently about 50/50 on it, either would be fine code-side.

51
NeoLemmix Levels / Re: Ski Sloping Lemmings (80 Levels)
« on: April 10, 2024, 09:40:34 PM »
That second option sounds really good if that is okay with yourself, I'm sure you will make some good decisions
...
You can pick any levels you want including the nuked lemmings, that will be fine with myself.

Thanks! I'll definitely send any work I do on this your way before anything is released anyway, but it's good to have your blessing :lemcat:

There was a level, I think it was called (Video game text) I think I removed that one as I didn't really like the way it turned out.

No worries, I'll make sure this one isn't included.

Idea: I'm thinking it might be good to title the project "88mph Lemmings", after your username ;P

52
Reported by Paiy on Discord.

This bug was introduced by allowing Jumpers to be assigned to Swimmers. The attached level and replay show the bug; repeatedly assigning Jumpers to a Swimmer whilst the water overlaps terrain allows the lemming to clip-Jump through the terrain.

This is because lems are first raised by 1px when jumping from water; we need to make sure that no terrain occupies that pixel.

Fixed in Commit 45325d65f.

53
NeoLemmix Levels / Re: Ski Sloping Lemmings (80 Levels)
« on: April 09, 2024, 02:08:19 PM »
@grams88

I'm currently looking at level packs which use only the Classic 8 skills and which might work well in SLX.

I remember enjoying playing this pack as the levels are not too difficult and have a lot of potential. We also seem to share a liking for traditional-style Lemmings gameplay, so I was wondering if you'd like to collaborate on an updated SLX version of this pack :lemcat: We could also look at adding some of the levels from Nuked Lemmings and create a compilation pack of the best levels from each, if that's something you'd be interested in.

Either that, or would you be happy for me to go ahead and remix some of the levels myself? I'd run everything by you before releasing the levels either way.

Let me know your thoughts on this,

- WL

54
Lemmini / Re: SuperLemminiToo v1.51
« on: April 09, 2024, 01:37:59 PM »
Please can someone tell me if Lemmings 2: The Tribes and Lemmings 3 have been ported/converted to work in SuperLemminiToo?

Hi Tygerboi, welcome to the Forums and thanks for your enquiry and kind words.

Unfortunately, neither L2 nor L3 has been fully ported to any of the modern clones yet. However, NeoLemmix and SuperLemmix both feature the style sets, sprites and other assets from these games, and fan-made levels have been created using them.

Both engines also feature the Jumper, Stacker, Shimmier, Slider, Swimmer, Platformer, Fencer and Laserer skills which are all very close to their L2 counterparts. Furthermore, SuperLemmix has also introduced the Ballooner, Ladderer, Spearer and Grenader, which are reminiscent of various other L2 skills.

Whilst both engines include a number of player assist tools (replays, framestepping, skill shadows, etc), SuperLemmix also has a "Classic Mode" which can be activated at any time to return to the more traditional gameplay style if that's what you prefer. As someone who used to use the Lemmini engines extensively (and as SuperLemmix dev!) I would strongly recommend this to you as a more fully-featured and regularly developed engine than the Lemmini engines, which haven't been updated in a long time and are unlikely to be anytime in the near future.

Good luck, and let us know if you need any assistance!

- WL

55
Reported by Paiy on Discord.

The test level shows the bug; Faller checks fail when they miss a 1px high water hitbox. This bug is not present in SuperLemmix 2.6.1; upon investigation, it's been introduced by the recent water physics updates in 2.7 - specifically, I refactored all of the water objects to be checked as a group in order to simplify the code. This is because Invincible lems are allowed to swim in "unswimmable" water objects (i.e. Blasticine, Vinewater, Lava) - so, I wanted it all to be handled in a single method.

However, due to the way lemming position checks are carried out, all water objects need to be handled separately, otherwise checks such as the one identified here can tend to fail. I thought I'd caught them all in the refactoring, but obviously not. So, it's all back as it was previously, with each water object being checked and handled separately from the others.

This has been fixed in Commit 0dfeb6fd3. A hotfix will be released shortly.

56
Closed SuperLemmix Bugs / Suggestions / [BUG] Jumper wall bounce bug
« on: April 09, 2024, 11:46:15 AM »
Reported by Paiy on Discord.

Because Jumpers now bounce from walls rather than falling, it's possible for the following bug to arise:



This is due to the fact that the wall check is repeatedly returning true, so the lemming continues to turn around. The fix I've applied is that the Jumper now has a "bounce allowance" of 3. Once this allowance is reached, the next time the Jumper meets a wall they fall; so, the end result is that they are facing the opposite direction to the one they were facing initally:



This has been implemented in Commit 6200e4307. A hotfix will be released shortly.

57
SuperLemmix / Re: SuperLemmix 2.7.1 | Editor 2.7 | Styles 2.7
« on: April 08, 2024, 03:03:35 PM »
2.7.1 Hotfix Update :lemming::lemming::lemming:

Changelog

:lemming: The Postview screen now has its own cursor (lemming asleep in bed from Amiga version)

:lemming: Added all Skill Buttons (1-14) to Advanced Hotkey layout

:lemming: Bugfix - Blockers are now only drawn to the lower render layer when in water (prevents regular Blockers being drawn behind terrain and other objects)

:lemming: Bugfix - the correct number of dashes "-----" is now shown for athlete info (it now includes Invincible lems)



To get this update, please download SuperLemmix as normal from here.

Alternatively, if you already have 2.7, simply download the attached .exe and paste-replace it into your existing SLX directory.

A reminder of what's new in SuperLemmix 2.7

58
Please build NL with this for me

Here you go.

59
I thought originally the lem would propellor down safely after reaching the top.
Is this idea to transition to a faller a new idea? Or was I imagining that?

I think that was one of the options for when the skill action itself (i.e. creating a vertical tunnel) is finished, but instead it's been decided that they should arrive at the top. Any situation which prevents them safely arriving at the top will instead cause them to fall back down.

We could have them safely propel back down in the other situations, but that would have to be a separate conversation/decision.

Thoughts?

60
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.

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