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Messages - nin10doadict

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241
One level that I recall being rather obnoxious that hasn't been mentioned yet is "Steel mines of Kessel." Yeah, you get blockers to use to help position everything, but the skillset and save requirement are still quite tight and you can't contain the crowd until the end because you need to use bombers to get through stuff.

242
NeoLemmix Levels / Re: [NeoLemmix] Lemmings Migration
« on: September 24, 2017, 02:19:02 AM »
I would dive into the IRC chat if I had any idea how it worked...
As for the Irritation levels that have me stuck:
Spoiler (click to show/hide)
I just realized I've cleared 19/40 levels so far. If I can beat one more I'm gonna call that a victory. :P

243
Levels for v10 or older / Re: [NeoLemmix] Casualemmings
« on: September 22, 2017, 09:00:55 PM »
Odd. Opening up said level in the editor and pressing 'Validate level' shows no errors... I think I might know the problem though. I probably added the cattrap style to the level pack so I could use the cat traps (as the style was originally just that object) and then later changed it by adding the terrain pieces in for Perky 20, but forgot to add the updated version of the style into the pack. I'll be sure to fix this before the next release.

244
General Discussion / Re: Simon blogs
« on: September 22, 2017, 07:03:08 PM »
Problem 1 is a trick question because you said "displayed hamsters" and I can't fit enough hamsters on the screen at once to get that high of a value. My computer would probably crash from trying to display too many at once.

245
NeoLemmix Levels / Re: [NeoLemmix] Lemmings Migration
« on: September 22, 2017, 07:00:43 PM »
You're welcome! Looks like you've got the music thing nailed down now, which is great.
Been jumping around through the levels a bit. Some of the rank 2 levels still elude me, but I finished Headache 1 and 8. Nice trickery with the blocker in Kings of the Castle.

246
Levels for v10 or older / Re: [NeoLemmix] SEB Lems (175 levels)
« on: September 21, 2017, 05:00:38 PM »
Hoo boy. Just from a cursory playthrough of the first 3 levels, I feel like this is gonna be another one where I can't clear out rank 2. :o Oh well, I'll see what I can do. Looks fun anyway!

247
NeoLemmix Levels / Re: [NeoLemmix] Lemmings Migration
« on: September 20, 2017, 05:46:22 PM »
Nicely done! Sounds really good. :thumbsup:
Do remember to trim off anything that comes after the end of the loop though. You don't even have to be that precise about it, just make sure you don't cut out anything inside the loop. By trimming off the excess at the end of that file I cut the filesize nearly in half without affecting the song at all. It's nice to do this because it makes downloading it faster and just takes up less space in general.

248
NeoLemmix Levels / Re: [NeoLemmix] Lemmings Migration
« on: September 20, 2017, 01:12:22 AM »
The music changes are definitely a step in the right direction, but there's still some improvement to be made. ;) Here's a few tips for you.

Firstly, you can use 'Stereo track to Mono' from the Tracks menu to convert the song to a single track. It sounds almost the same but reduces the filesize, and makes it easier to work with.

Secondly, metadata tags. You don't have to have the loop start at the beginning of the track and end at the end. By using metadata tags, you can avoid losing the intro to songs like Gritzy Desert.

To do this, you'll first want to click the arrow next to one of the selection viewer windows at the bottom so that you can view the selection position in samples as opposed to minutes and seconds. The metadata tag uses samples, so you'll need these numbers.

Next, find a point in the song that makes for a good starting point for your loop. It can be a part that's easy for your ear to recognize, or a part where the waveform stands out somehow. Once you've selected that point, make note of what sample number it's at. I like to have a .txt file open to record these numbers. To really make your loop sound pristine and hard to detect, pick a point of zero amplitude on the waveform.

Do the same thing with finding the endpoint to the loop and again, make note of which sample number that's at. You can use Ctrl+1 to zoom in and Ctrl+3 to zoom out, so you can pick points precisely.

To test your loop, highlight the whole section of the loop, hold Shift, then click play. This will play the selection and loop it when it reaches the end; ideally, you won't even be able to hear when the loop happens.

Once you've got the whole loop section picked out, note the length of the loop in samples. The endpoint doesn't actually matter; what you need is the start point and the length.

If you want, you can trim off any section beyond the loop to cut down the filesize. (You should also trim the start so there isn't dead space before the start of the song.) Another good idea is to amplify the whole track to match the amplitude of the other songs you're using so that the volume is streamlined. It's nice when you don't have one song that's way too loud or way too quiet.

Once that's all done and you have the start point and loop length, you're ready to export. Use Export Audio (from the File menu) and you'll get the option to add metadata tags. Add two tags and call them LOOPSTART and LOOPLENGTH. For their values, enter the values that you recorded earlier. Export the file and it should work in game!

I've attached the Skull Dungeon theme after I reworked it by following these steps so you can see what it looks like when it's done. It seems like a lot at first, but with a bit of practice it becomes pretty easy. I may not be able to beat people's tough levels, but I can make sure they have high quality music! :thumbsup:

249
Levels for v10 or older / Re: [NeoLemmix] Casualemmings
« on: September 20, 2017, 12:28:19 AM »
I may have failed to update the descriptions for the talismans correctly. Often I will write the description, and then create another level or for some other reason change the location of the level that the description was about so the description then lies to you about what level the challenge is actually on. :-[
I'll be sure to iron that all out for the next release as well as check that the talisman challenges all work like they're supposed to.

250
General Discussion / Re: Dreams
« on: September 17, 2017, 03:04:00 AM »
Dreams are kinda strange with me. I don't really have them often at all. Maybe I do have them and just don't remember them, or perhaps I've just gotten into the habit of immediately dismissing them because I feel they aren't worth sharing. My mom is the dreamer in the family; she usually has something to share about the funky business that went down in her subconscious.

251
You apparently already fixed it. I played the Genesis version of 'Fall and no life (part 2)' which gives 2 miners. Taking one away removes the backroute because I needed that extra one to turn on the steel in order to make the time limit... So no need to worry about it.

252
NeoLemmix Levels / Re: [NeoLemmix] Lemmings Migration
« on: September 16, 2017, 11:14:04 PM »
Started playing this now. I've finished the first rank (they're getting hard already) and am working on the second rank (two down so far). A few things I've noticed...
Levels look very good and have clever solutions. Well done there. I've gotten stuck on a few, but nothing for too long yet, which is good. It would be really discouraging to get locked up on the first rank... I speak from experience on this one. :-[

The custom toolbar looks pretty good. I can tell what skills are what at a glance, with one glaring issue... The number '5' and the number '6' look exactly the same; they both look like fives. That's a big problem. :lem-shocked: I didn't actually notice until Irritation 3, where I thought I had 5 builders only to discover that I actually have 6.

Great music choices! I'm hearing some Skyward Sword, some Oracle of Ages, some remixes of standard Lemmings themes, some Partners in Time, some Bowser's Inside Story... :thumbsup: The songs don't loop very well, though... I like to use .ogg files and manually set up the loop with Audacity. Making it loop properly really does make it sound and feel nicer, especially when you're stuck on a tough level. Should you like, I'd be willing to teach you how. :)

253
Now I know I've solved "Fall and no life (Part 2)" before so maybe I just had a few subconscious memories about how to do it, but upon going back and trying it again it only took about five minutes. Not sure if I'd call that rank 5 material, especially since I had a skill left over. It's still a good level though, to be sure, and the time limit did actually force me to change my strategy somewhat.

254
Lix Multiplayer Dates / Re: Multiplayer: Sun Sep 10th, and Tue Sep 19th
« on: September 15, 2017, 09:10:14 PM »
I'm wondering if I should try getting into these sessions at some point, but I've seen the chaos that can result in 2 player Lemmings matches. Trying to keep track of what 8 players are doing would probably make my head explode. :8():
Plus, my internet connection is often spotty and my computer is 7 years old, so if my head didn't explode then my computer might.

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Levels for v10 or older / Re: [NeoLemmix] Casualemmings
« on: September 15, 2017, 09:04:10 PM »
I probably will swap out the link, yes. And I suppose that the 'waiting a little while longer before posting' does serve the double purpose of giving more time to anybody who is still working through the current version.

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