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Topics - Strato Incendus

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76
General Discussion / The concept of the backroute applied to other purposes
« on: November 28, 2018, 11:27:26 PM »
Well, what this seemingly useless hobby of creating fictional problems for fictional little green-haired people can be useful for sometimes :thumbsup: : I'm currently trying to backroute my own stuff.
Not so much my Lemmings levels, though (Arty is taking care of that! ;) ), but my writing.

And indeed I think the concept of the backroute might be a good idea for any hobby writer or similar in order to clear up inconsistencies in their stories:

As someone who is guilty of somewhat enjoying criticising other people's works for plotholes and similar, of course I try to be equally strict with myself - even though it's just a hobby of mine :D . And one thing I've noticed is that a lot of logical missteps in stories arise from overpowered skills or items - kinda like in Lemmings :) .

One famous example would be the time reversal tool in Harry Potter (don't know what exactly it's called in the English original); as soon as an author adds something as powerful as time travel / teleportation / telepathy / telekinesis (funny how these all start with t :D ), that always begs the question: "Well, why didn't the characters use this in situation A / B / C?"

Likewise, in Lemmings, once a skill is on the panel, you must always consider the option of the player employing that skill in a totally different place than you expected them to - and that is just as valid, until you come up with a way to prevent it without simultaneously preventing it from being used in the intended location as well. ;)

Harry Potter example (click to show/hide)

Human beings, both while playing Lemmings as well as in real life, like to take the path of least resistance. Which means, if there is an easier solution to something and it's apparent to them, they will usually use it. In essence, you could consider backroute searching an application of Ockham's razor, always asking the question: "Is there an easier way to do this?"

So it's nothing new, far from it; however, thinking of plotholes as backroutes to intended solutions gave me somewhat of a new incentive to actively try looking for such inconsistencies in my stories myself :D . It feels like a more "scientific" approach, where you actively try to falsify your own claims.



So, why did it take playing a lot of Lemmings in order for me to discover this for myself? :D

Maybe it is due to the more or less established mindset of a backroute in a level being usually regarded as the level designer's fault - combined with the awareness that it is in a level designer's power, and thereby their responsibility, to fix it. With plotholes in stories, in contrast, you often find both the authors as well as devoted fans rationalising the events after the fact, making additional assumptions in order to make excuses. This is because both the loyal fans and, obviously, the authors themselves, have already "locked in" on the intended solution, and now try their best to enforce it.

Hence, in both cases, it is usually easier for level testers / beta readers to discover "backroutes". And I think this is down to the same phenomenon that prevents a level designer or story author from finding it ;) : I've already mentioned functional fixedness and mental set before on this forum - aspects of problem solving which mean that once we found a working solution to a given problem, we have a hard time coming up with possible alternatives.

This affects both level designers / authors and players / readers:
1) The author knows the intended solution, which obviously works, so they have trouble contemplating other solutions that might also work - because it would require them to actively stray from an already successful approach.
2) The reader is presumed to have a natural scepticism that needs to be overcome in order to achieve immersion in the story (suspension of disbelief); if common sense would suggest a less complex and more obvious approach to a problem, and a character still decides to do it in a more complicated way, it's going to ruin the immersion, because usually people don't act this way in real life.
The Lemmings player, likewise, is naturally "lazy" in the sense that he doesn't want to waste more time on a level than necessary. So once he finds a solution that works, there's no need to keep fiddling around to try something else: You find a backroute, you go for it. And then, later, once that backroute has been removed, re-solving these levels is often harder than solving new ones, because now you have to actively bypass the formerly successful approach which you still have somewhere in the back of your head.

Thus, the author can't stop not finding backroutes, and the player can't stop using them if they find them. The reader can't ignore a plothole once it's discovered, and trying to ignore them in order to  re-immerse onself in the story requires active endeavour on one's own part.



The irony is that this mechanism is probably usually beneficial: The Rubicon model makes a clear distinction between considering different options at first, and then, once you have decided on the one you're going to use, initiating action. Meaning: You don't go back to the planning phase anymore ;) . No way "back to the drawing board". I also like to think of this as "putting blinders on a horse before having it move forward" :D .

But backroutes and plotholes fall into the category "what must not be cannot be", and in those cases, you have to force yourself to go back to the drawing board. So for such purposes, this mechanism seems to be disadvantageous.


Don't really know how useful or interesting this might be to anyone of you, but I like discovering such "patterns" by drawing analogies between seemingly totally unrelated fields. Sometimes, these analogies may end up a little too forced. (That's why my brother and I refer to these shitty analogies as analogies :evil:.)

But if I didn't enjoy looking for abstract patterns and ways to connect the dots between them, I probably wouldn't enjoy playing Lemmings either in the first place. So I guess we've come full circle here :D .


Any other "life lessons" you guys learned from playing Lemmings, no matter how arbitrary they may seem? 8-)

77
Levels for v10 or older / Ghost level sharing topic
« on: October 28, 2018, 12:34:22 PM »
:8(): Welcome to our testing thread for what might become a new skill for NeoLemmix some time in the future: Ghosts! :8():


A pre-placed ghost lemming

What is a ghost?
- Ghosts walk past any kind of object: Fire, water, and traps as well as buttons, teleporters, updrafts, pickup skills - and exits. Ghosts therefore can't be saved, but they can help you save other lemmings, since they can be assigned skills like regular lemmings.
- Other lemmings are afraid of ghosts and therefore turn around and walk into the opposite direction whenever they meet one.

How can I make a Lemming a ghost?
- Currently, ghosts can only be pre-assigned to a lemming, meaning they are either pre-placed in the level, or they come out of hatches that only release ghosts. Therefore, some regard ghosts as a type of lemming, like zombie; others regard it as a skill, just like climbers and floaters can be pre-assigned to lemmings. The eventual goal of this thread is to introduce ghosts as a skill, to make them more flexible in their applicability.
- The gimmick "ghost on death" allows to turn a lemming into a ghost by killing him, for example with a bomber or stoner, or by having him splat or drown in water. Since the ghost spawns in exactly the same spot the lemming died, you cannot create a ghost by having a lemming fall into the abyss at the bottom of a level. The "ghost on death" gimmick is the closest thing we currently have to making Ghost an assignable skill.

How can I play ghost levels?
Ghosts were created by namida and are only available in an older version of NeoLemmix, 1.43. Everything you need to use that version (player, editor, as well as all styles available at the time) is attached to this post. Please use the styles from this zip-file here in this post, because especially the Lemmings 2: The Tribes and Lemmings 3 graphic sets require these specific versions in order to work in NL 1.43. The download on the NeoLemmix homepage doesn't contain all of them.

Why were ghosts removed?
Ghosts were only around a couple of months, and only namida and GigaLem made use of them during this short period of time. In this thread, we want to explore the potential of this skill. If there are enough ideas for them, thus creating sufficient interest and demand, hopefully ghosts can be reintroduced into the New Formats version of NeoLemmix some time in the future! ;)

Got an idea for some levels involving ghosts? ;) Download the NeoLemmix 1.43 player, editor, and styles from this post, and upload your level here! Everyone is welcome to contribute! ;)


As examples, I'm going to show you some select levels from a pack I created for NeoLemmix 1.43, "Lemmicks - Lemmings with Gimmicks!". All of them are also attached for you to play!


In your hands I commit my Lems - featuring a pre-placed ghost


For the greater good - this one involves the "ghost on death" gimmick


Give up the ghost - here ghosts come out of one of the two hatches


And here, some demonstrations of what ghosts can do:


A ghost walking through fire

A ghost floater falling through a flame trap

A ghost walking through water. If this weren't steel at the bottom, the ghost could even mine or dig here!

A ghost walking past the exit. No need to build over it! ;)

The type of object really doesn't matter - ghosts will walk past all of them. Since therefore, interactions with slowfreeze or radiation aren't possible anyway, nothing gets lost if we bring ghosts to New Formats! ;)

A ghost climber. Ghosts can be assigned skills like any other lemming can.

Intimidation. Other lemmings are afraid of ghosts. Here, this is used to compress them.

Even zombies are afraid of ghosts! ;)

Since ghosts cannot enter exits, once they've done their duty, they are more expendable than other lemmings. You have a bomber and still need to save everyone? That doesn't mean this bomber is a red herring-skill!
Here, the ghost is used to blow up the ground under a trap trigger. Of course, the ghost himself could also walk past the trap safely.

78
Closed / [REJECTED][Suggestion] Ghost as a skill
« on: October 25, 2018, 06:00:41 PM »
In the same vein as Crane proposing the reversal of a change that has been made a while ago :D, I'm going to bring up another thing from the past:

If you remember, around the time of the major format switch last year, the idea of neutral lemmings was being discussed. Skills were not supposed to be assigned to them, like with zombies, but in contrast to zombies, they could still be saved, or even had to be saved.

I don't know if that idea is still being ventilated, but I think a lot more puzzle potential actually lies in a thing we already had back in the day, which was the exact opposite: Ghost lemmings. They could not be saved, however they could be assigned skills, and they didn't interact with any kind of objects. This allowed them to walk through fire, traps, and water alike, doing things like mining or digging at the bottom of a water pit, which isn't possible otherwise.

Ghosts were removed together with gimmicks, and with regard to the latter, I understand how they would have slowed down every new implementation of a feature a lot. Having to balance e.g. a new skill with all these extra rules would have been pretty chaotic, obviously.

Ghosts, however, actually require less interaction in total than even regular lemmings! :) They simply treat all objects, including exits, as if they were background objects. So I can't imagine they would require a lot of code, plus the sprites are already there. Ghost sprites for new skills introduced in the meantime (=fencers and shimmiers) can easily be recoloured, just like we have created different lemmings sprites for the L2 tilesets.

There was one issue with the original ghosts, however: They always came as pre-assigned lemmings, i.e. either they were pre-placed lemmings or came out of pre-assigned hatches, like zombies.

That made me realise what a ghost actually is: Just another skill! :thumbsup: So why not re-introduce ghosts as skills that can be assigned like any other?


This would make the ghost a unique hybrid of lethal skills (like bombers and stoners) and athletic skills (like climbers and floaters):

You can get past certain obstacles with him which no other lemming can get by - for example, fire traps - but in exchange for this enormous power, the lemming itself is sacrificed (since an exit is also an object, so he can't enter it anymore either). Athletes, often employed as pioneers, usually take paths the rest of the crowd can't take, and their task is to then create an alternative path for said crowd.

In some sense, ghosts are actually a more balanced version of the disarmer - because they can go through traps like disarmers can, but leave them active. The disarmer seems to be the least favourite skill at the moment, mainly because levels involving it boil down to
1) collect the disarmer as a pickup skill, the level is auto-solve from there;
2) pure timing-challenges, stalling the crowd until the disarmer gets his job done;
or 3) the crowd takes exactly the same path as the disarmer pioneer, because there's no difference between a disarmer and a regular lemming once a trap has been deactivated.

Some people even advised for disarmers to be culled during the format shift. While I of course will always be against such a move, I do have to say, if we still have even disarmers, there's no reason why we shouldn't have ghosts as well ;) .

Also, it's in spirit (*badum-tss*!) of the Halloween season :evil: ! :P

79
NeoLemmix Styles / Old panel icons
« on: October 20, 2018, 02:34:11 PM »
I remade the old panel icons, since I like the reflections on the replay-R to be the same as on the rest of the font. That old R indeed was not available anymore in New Formats, because in Old Formats, it was one long PNG-file with the panel icons and the panel font in one, whereas in New Formats, panel font and panel icons are two separate PNGs.

So I cut off that part from the old long PNG and overlayed it with the new panel icons to get the length and placement right. Since the Old Formats file did not contain a blue replay R (I guess that was handled inside the code back then, rather than by using a different image), I duplicated the layer, removed everything except for the R and did a colour replacement.

For all who want to use it: Just backup your existing panel_icons.png in styles --> default and replace it with this one.

80
Level Design / Reduce entropy to prevent frustration?
« on: October 19, 2018, 06:00:31 PM »
So, turns out that both Colorful Arty and Flopsy experienced considerable frustration on a couple of single levels (albeit fortunately on different ones for each person ;) ) from my pack Lemmings World Tour, arising from pixel precision caused by minor but decisive conceptual mistakes. Meaning, this pixel precision was not at all part of the intended solution, but the level didn't outright prevent you from attempting the pixel-precise approach either.

Hence, I'm beginning to wonder whether I should purposefully reduce the complexity of levels on a conceptual level to prevent people from inflicting such unintended pixel precision on themselves.

We all agree that we usually don't want to put pixel precision into levels intentionally; however, we do want our levels to be challenging on a conceptual level, and as IchoTolot pointed out, one main factor that creates difficult level concepts is entropy, i.e. "it's not very obvious which skill has to go where, or which path you can take".

If I want to decrease player frustration by preventing them from getting on tracks that lead to self-inflicted pixel precision, I necessarily also have to reduce the entropy of the level, so that the player doesn't even consider going along a path that might lead to frustration.

Let me show you an older example, not from Lemmings World Tour, but from Lemmicks, where the consequences were less drastic ;) (meaning Flopsy didn't get too angry about this, but it still took him about half an hour to solve the level):


Here comes the flood

In his LP, Flopsy tried for a brief period of time to climb up the right hand side of the level. I'm not refering to the solid level sides in version 1.43 here, but about building towards the steel wall next to the exit so that a climber can reach it and go up. Eventually, he found out this isn't possible, and I didn't even consider anyone attempting this, because the intended solution is the path on the left.

Now, I could close that gap on the right with even more steel, so that it would be clear right away that you can't climb up there. That means players won't even attempt to fiddle around at that spot. At the same time, this reduces the entropy of the level, because everything points you towards going along the left right away. So, would you seal the gap on the right, or wouldn't you? ;)

This question can be extended to one-way arrows: While they are good to patch out backroutes, they also have the tendency of quite literally pointing the player towards a certain path they are supposed to take. So while they prevent certain unwanted alternative solutions, they also simultaneously give away a little more about the intended solution. Which is why I generally only want to use as many one-way arrows as necessary, even if it comes at the cost of a backroute in the first release of a pack.

I have come to recognise that I tend to be the "libertarian" voice on the forums, so just like I generally want as many design elements as possible to remain available to people and see culls as a form of "censorship" ;) , I'd also prefer to leave more responsibility to the player, rather than patronising them by showing them too clearly what they can and cannot do. I'm not talking about actually hiding things from them, like hidden traps or exits, but about the forum-consensus ideal of "hiding things in plain sight".

So with that mindset, every player remains the architect of their own (mis-)fortune. I've brought it on myself with two of Nepster's and two of Nessy's levels, where I went for a more precise solution rather than the intended one. Since then, if something seems overly fiddly to pull off, I tend to seek the fault with myself for not having found the actual intended solution yet. But maybe that mindset just comes to me easily, given that I could barely complete any custom packs so far, but usually get stuck somewhere in the low middle :D . So in general, it's more likely that I as a player mess up than that the creator messed up.

But there are probably going to be different stances on this ;) . The problem with self-inflicted pixel precision is that you don't see it coming, because those are unintended solutions, like backroutes.

We all agree that backroutes need to be patched out: Backroutes make the level easier than it's supposed to be.
Cases of self-caused pixel precision are the opposite of backroutes: They make the level harder than they're supposed to be.

So would you patch out "garden paths", too, even if it comes at the cost of giving away major aspects of the intended solution? ;)

81
Level Design / What makes a level / pack feel like Lemmings?
« on: October 17, 2018, 10:17:26 PM »
This is a big one :) . Probably the one most subjective and therefore hardest to grasp.

While there are a lot of great packs out there, and a lot of levels with very clever solutions, many of them stray from what would be considered Lemmings at first glance quite a bit. I've asked you guys before about what stuff turns you off immediately in a level, as well as what makes a level rewarding to you. Even though the latter may be the counterpart of the former, "reward" is something that can only be assessed after the level has been completed. This here, in contrast, is more about what draws you in, when you see the first glance of a level, what makes you think "Oh, I really wanna play this thing!"?

It's also about what we associate with Lemmings directly and indirectly. In a nutshell, given the age of most forum members, we're talking about nothing less than "how can we convincingly revive our childhood?" :D

Ideally, a pack or level fulfilling these criteria should feel as if DMA had just decided to do another Lemmings release. You know, the thing we were basically all hoping for after having played through (or gotten stuck on) Oh no! More Lemmings back in the day? ;)

Here's what I could boil my list down to:
  • It all starts with the main menu: The big Lemmings title logo, perhaps slightly modified, like in "Oh no! More Lemmings", but still recognisable. And then, new rank names, preferably adjectives, increasing in intensity, and the font must be somewhat warped, slightly raised to the right. No straight letters, no custom backgrounds, just white font with a black outer border on the green background of the rank sign. And don't forget the yellow bars below to indicate the difficulty! ;)
  • Next, the level preview screen: The feeling when it "rolls open" starting from the middle, revealing the first sight at a new selection of levels. This is, as said before multiple times, the biggest immersion-breaking aspect of the New Formats player, currently. Because the change was made for talismans, and original packs didn't have talismans. Neither did they have an author field. So don't put your name here if the entire pack was made by you anyway. ;)
  • No level preview-texts.
  • Tileset choice. As awesome as many of the custom-made tilesets look, many of them were directly taken from other video games. Custom-made sprites, in contrast, often can't quite keep up with the original Lemmings and ONML tilesets, or at least have a very different tone to them. L2 tilesets are also fine, although many of them look very similar in shape (very block-ish). So I'd probably restrict myself to mostly original and ONML graphic sets, and avoid graphic set mixing wherever possible. If you add new graphic sets, make sure they blend with the existing original Lemmings ones as well as possible. This can be easily achieved by e.g. taking original hatches and exits and merely recolouring them. The rest of the terrain and objects can look whatever way you want, but don't go all crazy with the design of the hatches and exits if they are going to look drastically different in one tileset while all the others are very similar to each other.
  • Level shape. Most original Lemmings levels looked abstract, but still very much like a landscape. No copy-and-paste sections of repetitive terrain, no disjoint-unions or "miniature levels", no large number of unconnected, free-floating platforms, no long detour paths or awkwardly placed hatches to enforce specific timing-based solutions, no random flags planted everywhere across the level, and most of all: No vertical scrolling! :) Just a landscape you can navigate through, and that you can cover with your camera only moving left and right.
  • Music. Sticking to the original Lemmings and ONML music is certainly a good start; a lot of the L2 tunes, in contrast, are not very memorable, at least to my ear. That said, there are a couple of pieces that fit well among the original tracks, as if they had always been part of that selection. For me, Amiga 02 / DOS 01 is THE most iconic Lemmings soundtrack, and since it is very heavy on strings and piano, other songs relying on these same instruments might fit as well. For example, there are two songs by Vanessa Carlton which always seem to remind me of the Amiga 02 / DOS 01 track, "Ordinary Day" and "A Thousand Miles".
  • Level concept. In contrast to original Lemmings however, I don't need execution difficulty ("All or nothing") or repetitive reaction-time challenges ("We all fall down") for a pack to feel like Lemmings; an entire pack worth of "No added colors or lemmings"-like puzzles will feel just as much like Lemmings, while at the same time being a lot more entertaining and challenging for the average NeoLemmix user :) .
  • Skill choice. And here comes the funny part: One would expect to say "Stick to classic skills only" here. And a lot of packs already do that anyway, in fact it's possibly the only point from my list a lot of packs stick to rigorously. For me however, skills somehow are not the main determinant of what makes original Lemmings feel like Lemmings to me. Actually, a lot of the negative aspects of original Lemmings are associated with classic skill restriction, for example, iffy builder-fests in places where you'd rather want a platformer to go beneath a low ceiling. Stubbornly sticking to classic skills in such a case just makes the execution fiddly and annoying. Likewise, the reason Lemmings 2 doesn't feel like Lemmings to me at all is more associated with the vertical scrolling, the un-catchy music, and the jump-and-run-style platform structure of the similarly unmemorable levels - not with the abundance of skills that Lemmings 2 provides. Since NeoLemmix doesn't even include all those weird and redundant skills from Lemmings 2, but only has had a comparatively small number of skills added, each of them after careful consideration, I don't see a reason to refrain from using them, even in a scenario where one tries to recreate an "authentic" Lemmings experience.

As you can see, none of my packs really fulfil a lot of the criteria on this list. :D
Paralems started out with original Lemmings reruns, but in the end evolved into a huge mess of movie- and politics references, tileset mixing, oversized levels with vertical scrolling, and not clearly defined music choices.
Pit Lems was just a collection of mechanically semi-challenging random puzzles.
Lemmicks was all about the gimmicks, thereby deliberately getting away from original Lemmings as much as possible.
And Lemmings World Tour, while doing a twist on the original music, through its artistic approach made clear right from the getgo that heavy tileset mixing and more realistic-looking levels, rather than the above mentioned abstract landscapes, would makes this feel very different to a DMA-made Lemmings expansion.

So that is probably what I'm going to shoot for in my next pack, whenever that may be: Mechanically-driven puzzles, largely in original Lemmings tilesets, featuring only a couple of levels in new graphic sets that blend well with the classic ones. I'll likely keep the music theme from Lemmings World Tour, meaning the music I've recorded + the level titles refering to songs. Because otherwise, without an overarching theme, I fear this would simply devolve into Pit Lems 2.0. I don't like level titles that feel as if they had been randomly selected; it severely reduces the sense of "progression" when solving them one after another.

Finally, other stuff Lemmings is associated with in my childhood: Star Trek: The Next Generation; Bryan Adams; Jingle Bells (Christmas Lemmings was actually the very first Lemmings game I played, even before original Lemmings). Bryan Adams was pretty much the only musician I was familiar with at that time. And Star Trek: The Next Generation used to be aired here in Germany on the channel Sat.1 - a channel whose logo looked very similar to the loading icon on the old Macintosh I used to play Lemmings on :D .



Okay, that's enough on my part. What requirements does a pack need to meet in order to feel like authentic Lemmings to you? ;)

Just in case this hasn't become clear: This is not meant to be a dogmatic list of rules, more of an associations game... :P

82
I created a custom sound for my leaf trap in the Autumn tileset. I inserted it into the Old Formats graphic set tool, because I'm more familiar with that one. The conversion of the tileset itself went fine, but the trap is silent in New Formats.

I know there is a sounds folder, and I put the sound in there, too. But I have no idea on how I have to name it in order for it to be recognised. This doesn't seem to be part of the translation table or anything along those lines.

If it's too difficult to make the Graphic Set Conversion tool take care of custom sounds as well, please at least make it part of the graphic set conversion instructions, so that any graphic set creator knows how to do this manually.

83
Closed / [Suggestion][Editor] Bring back the option of PNG export
« on: October 17, 2018, 02:23:29 PM »
In Old Formats you could save level images as PNGs. Is this option still available and am I merely too dumb to find it? If it has been removed, why? Everyone likes to spice up their pack release topics with images of select levels ;) .

Yes, you can create them with the Snipping Tool, but those tend to get much larger in size (as I've learned right after releasing Paralems last year). And level images in a thread are pretty pointless if you have to hide them in spoiler tags or scroll so far to the right that you can't read the rest of the post.

84
Closed / [Bug][Editor] Moving background objects don't move
« on: October 17, 2018, 02:18:40 PM »
I don't know whether this is a bug or intentional (in the latter case, it would mean yet another culled feature), but moving background objects do not move in the editor. In fact, it isn't even possible to enter a direction of movement for them.

Inside the player, it works for a level from SEB Lems I tried out - Mother O'Donoghue - but not for my converted Autumn tileset level (the leaves remain static in the air).

I know that triggered decorations have been removed in New Formats, but moving background objects are a different category. ;)

I also mentioned this in my graphic sets thread, but I think it gets lost there easily, so I bring it up here again.

85
NeoLemmix Main / Changed release rate in New Formats?
« on: October 13, 2018, 10:34:46 AM »
I do get the feeling that Release Rate 1 is a lot slower in New Formats than in Old Formats, meaning the interval between the Lemmings is a lot larger.

Has the scale on which this is measured been changed? And if so, is this accounted for when converting levels to New Formats?

86
I think I've found a way to solve two remaining issues with the new editor and level conversion at one fell swoop! :)

One of the few remaining distinctive features of the old formats editor - and one of the main reasons why people like Arty and me oftentimes still prefer the old editor - is the option to replace a piece that has already been placed in the level by hitting F9 and selecting a different piece from the list. This allows for several things:

1) Quickly selecting a new piece from the same tileset as the selected piece while the main graphic set may be a different one (for example, your main tileset is pillar, but you've taken a trap from dirt, and want to exchange it for another trap from dirt)
2) Replacing a piece with a tile from a different graphic set while keeping it in the exact same spot

It is the latter that would simultaneously also solve the issue we currently still have going on with the Ancient tileset (and also my custom edits to the old original Lemmings graphic sets, btw!) :D .

If a replace feature, as it has already been present in the old editor, also existed in new formats, one could do the following:

1) Create a temporary conversion of the complete old Ancient tileset.
2) Load up the level in the new editor.
3) Select the pieces from the ancient tileset and replace them with the identical pieces from "angel island" or "chaos angel", in this case. Everything now remains in the exact same spot as before!
4) Once all tiles have been replaced with their counterparts, delete the temporary conversion of the Ancient tileset. The level from now on consists of tiles from "angel island" and "chaos angel".

I could do the same with my custom edits of the fire, brick, and pillar tileset, of course: Temporarily convert mine, replace all tiles with the identical ones from the standard new formats versions, then delete my custom conversion.

I wouldn't be requesting this if it were only to fix my own mess with regards to the custom edits of the standard lemmings graphic sets :) . As I said, it also solves the issue with the Ancient tileset that has been split up into two sets in new formats, and that affects anyone who has ever used Ancient.

And, most of all, this tile replacement option is simply a generally useful and convenient feature that has been present in the old formats version anyway, and many users have come to enjoy it! :thumbsup:

87
NeoLemmix Styles / Strato's graphic sets
« on: October 06, 2018, 12:07:02 AM »
Well, then - it's about time I created my own graphic set thread :) . Those of you who have downloaded Lemmings World Tour, or, more specifically, my entire style folder to go along with it, already have the Instruments tileset, but I'm going to upload it here separately again so that it's easily accessible for everyone, rather than coming as a hidden "gift" inside that folder. ;)

The red Stratocaster is a Wikimedia Commons picture created by Johan Förberg.


God gave Rock 'n Roll to you (Lemmings World Tour)

Note that this tileset is only called "Instruments"; I didn't know of the rule to put the username before it at the time of creation. I did change the name to "strato_instruments" for the New Formats conversion, but all Old Formats levels in Lemmings World Tour refer to "Instruments".

(The New Formats version is going to be uploaded soon, once I've gone through all the remaining steps Nepster put on that conversion list ;) . )

While Instruments is just a collection of pieces copied and pasted together, and made up of largely huge elements to get a somewhat reasonable resolution, I also made my first attempt this evening to create a tileset entirely of sprites of my own. Even though I only have an ancient version of Photoshop (7.0), a couple of standard blending effects, like drop shadows and bevel and emboss, already do their part in making the graphics a little more lively :) .

I felt I wanted to have a teal graphic set, since that is a colour barely used so far. Teal and golden came together, and in a matter of a couple of hours, this Money tileset was born! :D


It's a rich Lem's world

The water was made red because... there's blood on a lot of money that goes around the world! :evil:

I even managed to create a little animation for the wheel of that vault on the right spinning as the locked exit opens :D . But that's kind of the peak of what I'm able to do animation-wise at the moment! :-[

This graphic set doesn't have own unlock buttons, just a locked and a regular exit. But I've found that the golden unlock buttons from namida's Clockwork graphic set (as one appears in the example above) goes well with this colour scheme.

Instruments is finished as a tileset, since it has been used for multiple levels in Lemmings World Tour, so there will not be any further additions to it.

Money, however, is a work in progress at this point, so feel free to make further suggestions! :) For example, I thought about adding a diamond, if I manage to paint one convincingly. Once I've decided that the list of pieces and objects is final, I'm of course going to create a New Formats conversion of it, as well :) .

88
NeoLemmix Main / Anticipated Shimmier behaviour
« on: September 26, 2018, 10:38:50 AM »
Even though it's probably still going to take some time until the Shimmier is test-ready, I already have some ideas in mind, and would therefore like to create the terrain shapes ahead of time in order not to forget them :) .

But for that purpose, I need to know from Nepster what the intended behaviour of the Shimmier is going to look like.

1) As far as I remember, the Shimmier starts with a straight vertical jump. What's the minimum and maximum height the Shimmier will be able to jump this way?
2) Are direct transitions from Climber to Shimmier going to be possible, like in Lemmings 2 (I doubt this, because it would require the Climber to do the "hanging" animation at the ceiling)?
3) Are there any ways to stop a Shimmier to make him fall off the ceiling earlier, rather than waiting for him to hit a wall (e.g. with a walker)?
4) When I bomb or stone a Climber, there is the oh-no animation while he is stuck to the wall. Can we expect the same for Shimmiers, or is a Shimmier turned Bomber / Stoner going to fall off the ceiling?
5) Will it be possible to (ab-)use the Shimmier merely for height gain, for example to get above an updraft and then assign a Glider?
6) If it is indeed possible to assign skills during the initial jump, will a Shimmier turned Bomber or Stoner during the vertical jump explode / stone in mid-air without the oh-no part?
7) Can Shimmiers only go along straight edges, like Climbers, or are they going to be able to compensate for a couple of pixels worth of slopes, like Bashers can? I remember that in Lemmings 2, they could shimmy along the bottom of the Outdoor grass pieces, which is not at all a straight edge.

89
Closed / [Sug] Bring back the option of pasting tiles on top of each other
« on: September 25, 2018, 11:04:42 PM »
So, I'm fiddling around with the new editor a little bit, and the fact that new tiles are always placed where my mouse happens to reside currently is making me absolutely furious! :evil: I get that it is a useful feature to have for copying pieces across great distances. So I'm glad this feature exists; it simply shouldn't be the only option available.

Creating gridlocked parts was much easier in the old editor. Now I have to manually reallign everything that's supposed to be at the same height. And if I use the grid in the options, it stays on throughout, removing the option to move pieces single pixels.

90
Level Design / What makes a level rewarding to you?
« on: September 24, 2018, 04:35:42 PM »
We've already discussions about "What makes a level fun?", but this, I think, is still a little different. A level can be fun without being particularly challenging or tight on resources ("resources" includes time and lemming count itself here). That's kind of what happens while you're playing the level; I'm talking about the moment right after the level.

For me, this pretty much comes down to "I don't like having excess skills" :D . Nothing is more rewarding in my view than using the last skill on the panel in any given level and seeing how the path is completed and everything has fallen into place. That's kind of the idea of the "puzzle", isn't it? :)

Who would want a puzzle where, after completing the entire picture, you still had some leftover pieces? What's the use in finding the corner stones first if there are additional corner stones so that you don't need to use these particular ones? Why should there be a crossword riddle where you'd have some extra words remaining unused at the end, or some rows empty?

The main reason for my repeatedly uttered grievances with 10-of-everything levels therefore is not the level type per se - but the fact that this type of level produces excess skills more than others. This, in turn, also explains my obsession with Final Frustration-style levels - because here, everything has to fall into place despite the seemingly "open" nature of the level.

The result is that I like to make my own levels as tight on resources as possible (where time is the resource I use least): You usually have to save everyone, and if not, those you may lose are exactly accounted for (including cloners, I've learned after Pit Lems :D !). And you usually have to use every skill, except perhaps when there are certain gaps which cannot be bridged by a specific number of constructive skills. In that case, there may be an occasional leftover builder or platformer. But I always try to avoid it.

So perhaps I should give designing Lemmings 2: The Tribes levels a try some time in the future (because these are usually "save everyone" levels)? :D

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