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Messages - zanzindorf

#16
Hmmm... I just did some more clicking. I still can't get the arrows to do anything, but I discovered clicking on the lines to the right of the arrows which connect to the group names actually does unfurl the group. However, even clicking the lines is very difficult. I have to be very specific with my cursor placement compared to previous versions.

I'm not sure why my installation is acting different lol. Does NeoLemmix have some sort of dependency that might be out of date on my system? Something like DirectX, XNA, or some C++/# redistributable? Also just updated my Windows to see if that was a problem.

Here's a video that hopefully shows what I'm looking at. In it, I try clicking the arrows for a bit, then I click on the lines. When I click on the arrows, the list flashes a bit like it's trying to refresh, but nothing changes. https://www.youtube.com/watch?v=SarLV1_5E2U

The arrows that are collapsed look greyed out if that helps any. The arrows for the group that is open is noticeably darker compared to the collapsed groups.
#17
Sorry if this is a duplicate or already known:

I've just downloaded the V12.12.4 player. I've ran into an issue with the Level Select window. In the hierarchy view of the various packs and subgroups, the little arrows that usually unfurl the groups do not seem to work. I used to be able to click on the little arrows and the group unfurls. Now, I have to select the group in the hierarchy, close the level select window, open the level select window again, and the group I selected will be unfurled. I have to repeat this process every time I want to see the levels within another group.

Attached is a picture of what my hierarchy looks like. It doesn't look any different, beyond the new high DPI font, which maybe makes the arrows a bit smaller? Maybe the hitbox has changed, making them unclickable?

I'm trying this on my Windows 10 laptop, which has a 4K display. I don't have access to my desktop right now, so I can't test on that until this weekend. I tried changing my resolution and UI scaling to see if that fixes the issues, but it behaves the same.
#18
Version 3.4 is uploaded. This version is bug fixes only. If you've downloaded and installed the patch in my previous post, you basically have version 3.4. There were no more additional changes.

Change log:

Backroute fixes:
1-5 The Story of One Pick Lemmy
2-2 Think Vertical Thoughts
3-3 Fort Nimbus
3-8 The Vood Mirror

All of these changes are very subtle, but close off various back routes. Thanks to Apjjm and kaywhyn for their feedback!

A note on kaywhyn's solution for the patched 2-2 in their LP:
Spoiler
You broke it again lol :laugh: However, I think I'm going to leave it as is. This solution uses most of the skills and requires an incredible amount of smarts and technical know-how to pull off, so if anyone else pulls this off, they deserve the victory, as do you :) Thanks for playing!

#19
Quote from: Apjjm on March 10, 2022, 11:38:17 PM

Spoiler

3.3 Fort Nimbus - This is maybe still a backroute given I managed to save all + didn't use the swimmers.
3.8 The Vood Mirror - I had a couple of skills left-over, but I am imagining these are probably spare incase you can't get things to line up too nicely? I'm always a fan of levels that make an interesting puzzle with 2 lemmings, and this is a really clever concept for a level that follows up with a great puzzle too :thumbsup:. I like how so many elements of this level tie into the theme - even the usage of the lazerer forms an angle like light bouncing off a mirror.

It does look like the other exit trigger area pokes out over the fire, I didn't try to sneak into it with platformers but maybe it is possible?

Regarding Apjjm's Notes:
Spoiler

Fort Nimbus: That's indeed a backroute. There's some troublesome decoration that needs a change.
Vood Mirror: Glad you liked it :D The exit trigger above the trap is indeed an issue lol. I'll have to fix that too.

With Apjjm and kaywhyn's feedback, there will likely be another updated version to fix some issues. However, I'm going to wait to update the downloads until after kaywhyn has finished their playthrough (Which can be viewed here: https://www.youtube.com/playlist?list=PLbp2m4KlFpJsLa7oq6l5BVk_03WYpCwmT).

However, if you want to see the updates I'm planning, attached is a WIP patch. It affects 5 levels. Here are the changes so far:
Spoiler

1-5 The Story of One Pick Lemmy: Changed the floor near the exit to close backroute found by kaywhyn.
2-2 Think Vertical Thoughts: Added a steel block to close a backrout found by kaywhyn.
3-3 Fort Nimbus: Changed some decoration to hopefully close two different backroutes found by Apjjm and kaywhyn.
3-8 The Vood Mirror: Added steel to lower door, hopefully closing a backroute theorized by Apjjm.
#20
NeoLemmix Styles / Re: Glacier Tile Set by Zanzindorf
October 17, 2021, 05:35:49 PM


Update: Version 1.4 - For NeoLemmix V12.12.1 and up



Changes:

* All changes should not effect existing levels.
* Removed compression artifacting from exit animation.
* Refined water (blue fire) animation, fixing a downscaling error.
* Refined trap animation (Same trigger, same frame count, see attachment).
* Added locked exit.
* Added buttons.
* Added 1 background (See attachment).

:thumbsup: Download in top post, (But use the style manager when it's updated). :thumbsup:
#21
NeoLemmix Styles / Re: Zanzindorf Cloud Style
October 14, 2021, 10:25:40 PM
Thanks everyone :) Can't wait to see what everyone does with it.



Version 1.1 Now Available



Changes:

* Teleports now have indicator arrows to make their use more clear.
* Water collision box extended down by 1 px.
* Trap animation adjusted to make it stand out more.

Download in top post :thumbsup:
#22
NeoLemmix Styles / Re: Zanzindorf Cloud Style
October 14, 2021, 08:02:07 PM
Quote from: IchoTolot on October 13, 2021, 07:17:58 PM
I have 3 little remarks:

Thanks for the feedback! How does this look for the teleports and the trap indicator? (See attached video and image)

For the teleports, I added a little bouncing arrow that points in and out. Thought about adding the text "In/Out" but I thought arrows might be more universal. For the trap, I added more verticality to the animation. Now it kinda pulses and arcs outwards.
#23
NeoLemmix Styles / Zanzindorf Cloud Style
October 12, 2021, 04:29:49 PM


Zanzindorf Cloud Style Contents:



111 Terrain pieces
9 Custom objects
Includes buttons and locking doors
3 Backgrounds



v1.1 Downloads:



Google Drive: https://drive.google.com/file/d/1mjoq_UvGYjhJCcpnRLPWqbj1lOJOOOvY/view?usp=sharing



About:



This style is based on the vibe of one of my favorite picture books: "I Spy Fantasy". It has a cloud themed scene which I've always really liked. The clouds were generated using a program called KumoWorks. Everything else was drawn in Asesprite. If you notice any issues, feel free to post below!



Examples:



















Examples from: https://www.lemmingsforums.net/index.php?topic=5207.msg87248#msg87248
#24
NeoLemmix Levels / Re: [NeoLemmix] Zemmings Complete V3
October 10, 2021, 07:16:40 PM
Quote from: Apjjm on October 10, 2021, 06:17:07 PM
I have now played through volumes 1 & 2 as well and have attached replays.

Spoiler

That physics quirk is super interesting. ???

The time limits on the first volume are a bit arbitrary at times, as when I first made them, I was under the impression that you needed a time limit since that's the way the original was lol. So I gave overly generous time limits on the levels I wanted to have virtually no time limit. I probably need to update it. I just need to remove the time limits for several levels.

On Uphill battle, that is a bit of an design oversight, but it's very close to the intended solution. I may patch it, but I might not.

On It's All Downhill from Here, you blew my mind a little lol. I had no idea one could do that with the chains. That's a very satisfying solution, so I'll probably either keep it, or patch it and make a level in the future that uses that trick ;P

All the other solutions are either exactly intended or neat little alternate paths which I like that they exist. Thanks for playing!
#25
NeoLemmix Levels / Re: [NeoLemmix] Zemmings Complete V3
October 10, 2021, 06:44:42 PM
Quote from: Armani on October 10, 2021, 03:16:12 AM
I play through the vol3 levels and I doubt any of them are intended :(

Thanks for playing! Lol you are correct :D (See spoilers).

Spoiler

Floatstone Castle, Fort Nimbus, Windworks, and the Vood Mirror are all pretty bad back routes.

For Hug the Cloud, your solution is basically the intended solution, but it bypasses a component which I realize now is completely extranious, doesn't add much to the level, so I think I'll just cut it. I do want to save that last lem though.

For The Vood Mirror, I find it funny that there was a back route that only uses the top lemming and another that only uses the bottom. Lol hopefully that's fixed now.

For all other levels, some skills go to waste, but your solutions are inventive and neat enough I'll just call them alt routes.



:laugh: Just now uploaded: Version 3.1 :D



The pack is still in beta, but here's a newer version that incorporates feedback from Apjjm and Armani (Which was super helpful :thumbsup:)

Changes: Fixed back routes on Volume III, organized the Replay folder a bit, and that's about it.
#26
NeoLemmix Levels / Re: [NeoLemmix] Zemmings Complete V3
October 10, 2021, 12:41:34 AM
Quote from: Apjjm on October 09, 2021, 04:12:31 PM
I had a playthrough of volume 3 and have attached my replays. The cloud tileset looks incredible!

Thanks for playing! Glad you like the new style :thumbsup:

Spoiler

Thank you very much for the replays, they're exactly what I was hoping for. There are indeed a few back routes I'll need to mend, especially on The Windworks, Fort Nimbus, and Vood Mirror. With the Windworks, I'll probably put a metal plate under the trap. For Fort Nimbus, you aren't actually supposed to fit under that pillar lol. That's my mistake :D I'll probably just extend that pillar down with more metal. For Vood Mirror, I will have to fix it, but I'm not sure how yet. Your right, the intended solution does require the top lemming. I'll have to think on that one.

For all the other levels, your solutions may differ from the intended ones, but I like your solutions so much, I'm keeping them as is :) They get the gist of the level even if they don't use all the skills. I really like levels with multiple solutions, as long as they don't skip too much.

For Hug the Cloud, I found a pretty bad back route in my own testing, so it will receive a change, an additional trap, but I really like your solution :thumbsup:

Thanks for the feedback! I will most likely upload an updated version of the levels to incorporate your feedback tomorrow. Though, I am still open to revisions if there's more bugs found :)
#27
NeoLemmix Levels / Re: [NeoLemmix] Zemmings Complete V3
October 08, 2021, 04:49:53 PM
Quote from: mantha16 on October 08, 2021, 01:42:38 PM
are you a graphic designer zanzidorf? you do create some stunning styles

Thank you :cute: I'm glad you like them.

I don't think I can call myself a graphic designer, I'm just a hobbyist artist and think stuff like this is really fun. Though, I studied game development and animation in college, and I've done a few paid commissions for pixel art. Maybe someday I'll turn this into a job :D
#28
NeoLemmix Levels / Re: [NeoLemmix] Zemmings Complete V3
October 07, 2021, 09:59:25 PM
Version 3 is up, featuring 8 new levels using a new tileset, and 3 new agony levels. For now, I'm releasing these as a "beta", in case early players find game-breaking issues which I'll need to fix. So if you find anything wacky, let me know. I'll post the final release in about a week. New Level previews:























See top post for downloads :thumbsup:
#29
Quote from: namida on November 18, 2020, 06:41:21 PM
For reference, I "xmas-ized" these a bit for Holiday Lemmings Plus. By no means the best job in the world, but feel free to use it as a prompt for ideas, maybe.

Nice! Thanks, I'll take a look at them.
#30
(Sorry if this isn't the right sub for this topic, it seemed like the best fit.)

Thanks to everyone on the forums for their feedback on the menu graphics I helped design for NeoLemmix V12.10.0!
For anyone looking to customize the menu for their own level packs, here is the download link to the menu graphics:

https://drive.google.com/drive/folders/1t8hcPGjmiq7xbMWM2gyoXntT_KIosCQS?usp=sharing

Included:

  • Individual Layers for each menu graphic.
  • Font files for use in any image editor.
  • Alternate text for the rank button: Tame-Havoc, Fun-Mayhem, Gentle-Lunatic, Step #, and Rank #.
  • Alternate buttons featuring the Chicle font.
If you have any issues with these files, let me know. Hopefully I can help.
I thought I'd make a post with this link for visibility, rather than leaving it in the development thread where I shared it originally.

Plans for the future:

  • I want to rework the lemming's hair in the logo a bit more, base on feedback I got. Real life stuff had me too busy to finish it before the release of V12.10.0, but I hope to implement this feedback soon.
  • Xmas lemmings graphics for the Original Xmas Lemmings packs.
  • And more. If I make any unofficial alternate graphics for this menu that I think are cool, I'll include them here.