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Messages - zanzindorf

#31
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
#32
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!
#33
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.
#34
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 :)
#35
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
#36
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:
#37
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.
#38
(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.
#39
NeoLemmix Levels / [NeoLemmix] Zemmings Complete V3.4
November 18, 2020, 05:58:59 PM
Zemmings Complete Version 3: A complete collection of all my current Lemmings levels. Version 3 introduces 8 new levels featuring a new style: zanzindorf_cloud. Additionally, it included three new zanzindorf_agony themed levels and a special glitch themed level. It also includes a few back route fixes for previously released levels.

IMPORTANT - Version 3.4: See post below for change log. This version is bug fixes only, no new content.

IMPORTANT - Regarding the new style, check out it's development thread. When possible, make sure to download the cloud style, or any other style, through the NeoLemmix style manager.

IMPORTANT - Have a good day :)

Level Pack Contents:

Zemmings Volume 1: 8 Levels - zanzindorf_glacier
Zemmings Volume 2: 8 Levels - zanzindorf_kiwi
:lemming: New! :lemming: Zemmings Volume 3: 8 Levels - zanzindorf_cloud
Bonus: 2 Special Level Contest submissions (Kiwi Knight and Fish)
Amiga: 6 Levels using Gronklings Menacing and Beast styles
:lemming: New! :lemming: Amiga: 3 Levels using my own zanzindorf_agony style
:lemming: New! :lemming: Replays of all levels (See "Replay" folder).
:lemming: New! :lemming: One final bonus level: Modeye

3.4 Downloads:

Levels + Music: https://zanzindorf.com/downloads/Zemmings%20Complete%20V3.4%20(Basic).zip
Preview All Levels: https://zanzindorf.com/zemmings.html

Level Previews:



















Let's Plays:

kaywhyn V3.3 (+Some V3.4 Edits)
https://www.youtube.com/playlist?list=PLbp2m4KlFpJsLa7oq6l5BVk_03WYpCwmT

IchoTolot  (Volumes I + II)
https://www.youtube.com/playlist?list=PLKR1N9oJTTlJntd-MSI_kvtth8PbC7UvW

ericderkovits (Volumes I + II Super Lemmini Version)
https://www.youtube.com/playlist?list=PLZZlEJhdyoAPnEv9Y5wj1CST4qkyi0m-q

Colorful Arty (Volume II)
https://www.youtube.com/watch?v=ew5lneDY6Is

Turrican Lemm (Rising Stream and Hug the Clouds)
https://www.youtube.com/watch?v=1EkJLuOLVCk
https://www.youtube.com/watch?v=o9gviGd0YuY

(Message me if you'd like to be included on this list)
#40
Quote from: namida on October 28, 2020, 11:55:14 PM
RC4 update. A few bugfixes, a couple of minor quality-of-life features, one cosmetic tweak.

Attached ZIP can be used to upgrade from any version V12.10.0-RC1 or higher. Otherwise, see first post for full download (and detailed changelog).

I like the spacing on the level preview screen, and I also like the little pop out window for the talisman requirement. Looks good :thumbsup:
#41
Quote from: WillLem on October 25, 2020, 09:33:18 PM
Regarding the fonts, I really like Chicle! Please can you send me a copy of those so I can use that for my version? Also, if you still have copies of the cards without text at all, that'd be swish.

Glad you like it :D Here's a link to everything: https://drive.google.com/drive/folders/1t8hcPGjmiq7xbMWM2gyoXntT_KIosCQS?usp=sharing

(I figured it'd be a good idea to have this in a google drive folder as we're making changes.)

There's three folders here: "Italic Cooper - Dark Shading" contains the default images, "Menu Layers" contains the individual layers of each image, and "Chicle - Light Shading" contains the chicle font buttons just for you :thumbsup:

The font files are also included in the "Menu Layers" folder in the "Font" folder.

Quote from: WillLem on October 25, 2020, 09:33:18 PM
The one on the left could still do with a bit more hair I think - the feet are huge, so the hair needs to match up.
EDIT - which program are you using to make these graphics? How are you able to make fine adjustments when the paint is anti-aliased? I'm so used to working with solid pixels, it would take me hours to edit these!

I'll take another look at the hair. The problem I'm running into with the logo is the height. For this draft, I reduced the amount of shadow for the letters at the bottom to get more canvas real estate for more hair at the top. It might need a bit more.

I'm working in an old version of Photoshop, a version from just before they switched to the subscription model. A lot of the shading for the letters is from a series of filters, so working with letters is really fast. The lemmings are drawn from scratch with a messy combination of layer masks, soft brushes, and a little bit of anti-aliasing by hand, so they take a bit longer. Sometimes I'll use Blender to do stuff like the background.
#42
Quote from: IchoTolot on October 25, 2020, 04:45:45 PM
I must say I still find the original cooper font with the old shading the best one.

Quote from: namida on October 25, 2020, 07:28:12 PM
Yeah, I like the current one too.

Awesome, that makes it easy for me :thumbsup:

If we like the current font and shading, then the logo and settings button are probably the only things updated. (I redid hair and eyes for the logo and fixed some anti-aliasing on the settings button).
#43
Here's some more variations of the button text.

Example 1: Chicle
Example 2: Non-Italic Cooper
Example 3: Showcard Gothic

All three examples have had their shading tweaked from the last menu draft. Let me know which everyone prefers, and I'll finish the rest of the rank texts and post a public download :)
#44
Here's a draft I made today. I still want to do a non-italic Cooper draft, and a draft for Showcard, but for now, here's a draft that shows off a new font I found: Chicle. It doesn't have a handwritten feel like the original DOS text, but it kinda has it's own charm in a different way. Still very rounded and bubbly like cooper. I also toned down the shading on the text. Let me know what you think. I'll probably work on the other drafts for Cooper non-italic and Showcard tomorrow. (Or any other fonts anyone can suggest :thumbsup:)

https://www.1001fonts.com/chicle-font.html

Also pictured is my rework of the logo. I redid their hair and eyes. Is this any better?

Whilst working on the logo, I noticed something about the menu in-game. I just noticed that in fullscreen mode, on a 1920x1080 screen, the menu elements aren't being rendered pixel perfect (i.e. the pixels are not stretched uniformly, meaning some pixels might render as 2x2 blocks while others render as 2x3 or 3x2 blocks). I have smooth menus turned off and the level of zoom doesn't seem to fix it.

How big of a pain would it be to ask for a "pixel perfect menu" settings for full screen mode? Or, at least, have the menu elements be scaled by x2 evenly when the render view is at 1920x1080? Right now, my guess is that the menu is being scaled by x2.123 at this resolution, which is causing the lack of pixel accuracy. Rendering the menu at x2 evenly at 1920x1080, you probably would not notice a difference at all in terms of size. However, rendering the menu at x2 evenly would make the menu much more crisp at this resolution.

Note this is probably a small issue, so keep that in mind when evaluating if it's worth fixing, depending on how hard it would be to implement a solution. Pixel accuracy does matter quite a bit to some players, but I really don't think most players would even notice, so it's not too big a deal.

The third attachment on this post is a zoom of the logo as rendered in-game with certain pixels highlighted which are being rendered as 2x3 blocks rather than 2x2 blocks like the pixels around them.

#45
Quote from: WillLem on October 22, 2020, 10:47:11 PM
I'm having a look at the RC build this evening. The new menu looks amazing. Just a few things I'd suggest to improve the gfx:

Logo - I've made the Lemmings' hair bigger. This version I've made is intended as a mockup/template - zanzindorf, if you agree that the hair is a better shape now, maybe you can work your magic with the colour shading.

Card Text - The size and proportion of these is now much better, but I really don't like the font on the cards; I'd suggest Showcard Gothic instead (or, go back to the "spray painted letters" effect). I've attached a very rough mockup of the LEVEL SELECT card using the Showcard Gothic font for reference (note that I had to remove the text so the shading has gone, the image is purely to showcase the font itself in relation to the card graphic).

EDIT: As a general suggestion, it might be good if the cards and text are separate graphics, so that players can easily customise the text to their own liking, if they so wish.

I agree with the feedback on the Logo. The lemmings holding the buttons underwent several iterations, but the lemmings in the logo were never updated with the same look. I need to fix that. Their hair could definitely use an update. Same with their eyes.

I'm not sure I'm sold on Showcard Gothic though. It's a nice font, and I did consider it while exploring different fonts, but I went with Cooper ultimately because it matched the Logo font (which is supposed to be similar to the original logo), and Cooper also goes well with the blue sprite font in my opinion. The logo and the sprite font have a rounded, organic feel, and Showcard is very sharp and angular. For me, the contrast between Showcard and the other fonts is kinda jarring. I searched for something that had a hand painted or spray painted look like the original, but unfortunately, Cooper was the closest I could find. I could try painting the text up by hand from scratch to try to match the look of the original text better, but that's kinda a time consuming option, and I'm not much of a font-smith, so I'm not even sure I could pull that off.

I'll work on it over the weekend, and I'll try a draft with Showcard just so we can see how it looks.

Regarding separate graphics for text and buttons, I do have the separated menu graphics available for download in a previous post (See attachment in this post: https://www.lemmingsforums.net/index.php?topic=5158.msg86352#msg86352 in "Menu Redesign 20201017.zip"), so if users wanted empty panels without text, that's definitely a thing one could do. Adding to your suggestion, after V12.10.0 is released, it might be neat to have a "Custom Menu Art" board added to the NeoLemmix forum board, as a place where users could post custom menu designs. (Something like this might already exists? Or perhaps it could be a child board in "NeoLemmix Graphic Sets"?)