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Messages - Ramon

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151
Fan Corner / Re: Lemmings 1 (SNES) PC Remake
« on: December 07, 2009, 11:12:14 PM »
bump

http://www.vertigofx.com/jrkstudios/lem/lemmings_23.exe

Contains 2 or 3 new levels, and I finally implemented one-way terrain!

...now all I gotta do is cut out the rest of the marble/pillar traps and implement them.

(and try to remove the lag  :( I'll need to try a hardware accelerated build and see if it gets rid of the lag completely... if not, I might have to recode the engine)

152
Fan Corner / Re: Lemmings 1 (SNES) PC Remake
« on: November 30, 2009, 01:17:22 PM »
Thanks for your input guys.

Yes I guess I did make the basher and miner introduction levels too hard... but I just couldn't await doing harder levels so I thought a little brains should belong into the levels already. :p

I completely forgot about the R button and I guess it happens because of MMF2's way of restarting an application. I'll leave it in if it isn't too bad.

153
Fan Corner / Re: Lemmings 1 (SNES) PC Remake
« on: November 29, 2009, 10:43:26 PM »
Okay guys I uploaded a new beta: http://www.vertigofx.com/jrkstudios/lem/lemmings_19.exe

Contains 19 levels (3 unfinished) without any particular order. I still have a lot of bugs and slowdowns (starting with 30 lemmings) so please report if you find any bugs. Also feedback on the levels would be appreciated.

Difficulty order (for me): Simple - Mediocre - Complex - Hardcore

You can use + and - to speed up the game to up to 4x original speed.

Also gotta fix the loops in the music, there's a small gap between each loop...

About the discussion about Giga:

I think I read somewhere he has Asperger's syndrome, and on his profile it says he's 12 years old. In that case I guess it must be a little hard to coordinate in the internet, especially with more grown-up users.
I have looked around the forums and seen that he caused quite some trouble with creating a few obligatory topics or posting posts that nobody understands... but... yea I think most of us would have been like that if we were 12 or new to the internet.  :) He'll eventually learn.

(Please don't misunderstand, I don't want to start a flamewar. No offense intended to anybody.)

154
Lemmings Main / Re: Top ten lemmings songs
« on: November 22, 2009, 07:02:50 PM »
I honestly don't think the poll is needed.

My favourite one is, by coincidence, on your list though. It's SNES - Tim 8 (I know the songs by the order of their appearance, aka Tim 8 would be Stage Theme 5 for me).

I don't like Tim 8 on any other port of Lemmings.  :P Just sounds weird mostly.

155
Fan Corner / Re: Lemmings 1 (SNES) PC Remake
« on: November 22, 2009, 04:50:10 PM »
I'll tell you when I upload a new build. First I gotta finish the 8 basic skill introduction levels.

The leven in the screenshot is called "And it goes boom" (level 3) it's the bomber skill introduction level. You start with 20 bombers, only 5 are needed to pass this, if you place the bombers correctly. You can use all 20 bombers and still have the needed amount of lemmings.

Unfortunately, I got more trouble. Game's already starting to lag with around 20 lemmings.  :sick:

I need to clean the code a little.

156
Actually, it does. If you hold Select and press Start, the game will fade to the post-level screen. However, when you do that, the clock will read 0:00.

I can't believe I never found that out yet. :p

Wait, I should have known that - I watched a SNES Lemmings speedrun the other day. I posted the link in this thread, if you're interested.

Before you get discouraged by this:
1) It's a tool-assisted run, and not a genuine speedrun,
2) It aims for quick completion in terms of real time, and not game time, and
3) It starts at Mayhem. Fun to Taxing are completely untouched.

I myself also use savestates and rewind states to complete the levels in the fastest time :p but I need to add I'm just an average Lemmings player, not an indepth one...

157
Fan Corner / Re: Lemmings 1 (SNES) PC Remake
« on: November 22, 2009, 09:38:26 AM »
Haha, thank you so much. :)

I'll keep you guys updated on progress!

EDIT:

Cheers, it works :)


158
Nope, sadly it doesn't. I have to nuke in time.  :) Oh and I'm trying to save as many lemmings as possible in shortest time btw.

159
I'd do some for the SNES version of the original Lemmings. (With ZSNES.)

But which timer counts? When the lemming counter is 0, or when the screen has faded out and just about to display the results?

Note: Pause trick (pause before trapdoor opens) for more time is NOT possible on the SNES port.

I'll edit this post when I get more.

Fun 01: 0'35" 100%
Fun 02: 0'25" 100%
Fun 03: 0'42" 97%
Fun 04: 0'44" 100%
Fun 05: 0'51" 100%
Fun 06: 0'37" 96%
Fun 07: 1'06" 100%
Fun 08: 0'34" 99%
Fun 09: 0'40" 100%
Fun 10: 0'19" 95%
Fun 11: 1'04" 100%
Fun 12: 0'46" 100%
Fun 13: 0'54" 100%
Fun 14: 2'00" 100%
Fun 15: 2'50" 100%
Fun 16: 1'54" 100%
Fun 17: 0'56" 100%
Fun 18: 1'00" 92%
Fun 19: 2'00" 100%
Fun 20: 1'03" 100%
Fun 21:
Fun 22:
Fun 23:
Fun 24:
Fun 25:
Fun 26:
Fun 27:
Fun 28:
Fun 29:
Fun 30:

160
Fan Corner / Re: Lemmings 1 (SNES) PC Remake
« on: November 21, 2009, 12:49:14 PM »
At the moment I'm implementing the particles for the explosion into MMF2 and it's quite much more work than I've thought.

I need to enter each seperate coordinate of each seperate frame of each seperate particle into an extra object, and the amount of numbers in the .txt ccexplore provided me with comes to about 8000.

Now, since I'm using a double-sized screen than original, and since MMF2 has a reversely fashioned hot-spot-feature (aka where the actual x and y positions should be), I need to multiply each number with -2, then enter them into the hot spot coordinates.

In total, I've been working on the particles only for about 4-5 hours, and I've only implemented 28 particles yet.  :P But I'm sure the work gonna pay off in the end. I tried an explosion with 16 particles and it already looks much better than without.

EDIT: Actually, ccexplore, did you mention you could change the whole format of the script? Would it be possible to have each number multiplied by -2 in a quick way? Doing it by hand takes very very long.

161
Fan Corner / Re: Lemmings 1 (SNES) PC Remake
« on: November 19, 2009, 01:15:42 PM »
Thank you very much ccexplore - the particle table looks quite promising and I'll try to work the rest out tonight (in a hurry now).

Dullstar - yep I'm playing Lemmings on the SNES Emulator to rip gfx and see how the engine works. Currently at Mayhem 29 (Save Me) (wouldn't have had the patience to get this far without savestates, heh)

giga - of course I'm gonna implement new levels, I'm not doing like 20 in one day, haha. I'm focusing on visual design as well as level design. On average, on schooldays I can do 1-2 levels, on free days probably a bit more. Can't really tell yet because it's only been about 2 days since everything works (by the way I found new bugs  :sick: ) Sometimes when I get an idea in school, I draw a draft on paper. :)

162
Fan Corner / Re: Lemmings 1 (SNES) PC Remake
« on: November 18, 2009, 08:28:28 PM »
What I'm missing is the bomber explosion particles, because it's quite hard to rip and there's no specific formula for that.

When I'm back home later today, I can give you the data from DOS Lemmings (I'm pretty sure they use the same data for all similar ports).  It's basically just a big table of particle positions.  Alternatively, you can use a formula for parabolic motions (which appears to be the same type of motion as the ones represented in the table) to implement your own particle explosions.

Wow, that'd be awesome, thanks in advance  :)

163
Fan Corner / Re: Lemmings 1 (SNES) PC Remake
« on: November 18, 2009, 03:42:48 PM »
Guys I actually fixed the bomber issue, it now works along with nuke. Also implemented vertical scroll!

What I'm missing is the bomber explosion particles, because it's quite hard to rip and there's no specific formula for that.

About minimap... dunno how I'll do that yet. But I've started building levels.

164
Fan Corner / Re: Lemmings 1 (SNES) PC Remake
« on: November 16, 2009, 02:09:32 PM »
Mind if I remake the levels you make for this project in either L++ or LemEdit for the benefit of people with Macs or running Linux?

I wouldn't mind but let me make the levels first :p

Ah, nice. Apart from really weird behaviour with the bomber timer, and no nuke button, it looks remarkably up-to-scratch. Only complaint is that the click detection seems a little rubbery with walking lemmings, with up to a half-second gap before registering a new skill. Is it possible to let skills be allocated while the game is paused?

Yep, as I said, I'm having trouble with the bomber, thus the nuke button isn't implemented yet either (same with minimap).

...hm, about the clicking, I didn't actually notice anything out of the ordinary, but I'll look into it and see if others report anything weird with that...
Skill assigning is not possible during pause (hasn't been on the SNES either) :)

Fixed the basher bug, it actually looks like I've mistakenly used the "turn around" event for "no floor detection" instead of "hit steel".

Also, I got a completely custom engine that is only run by events.

I'm hoping to fix the bomber soon, because it's been bugging me for quite a while already and still haven't found any solution...

165
Fan Corner / Re: Lemmings 1 (SNES) PC Remake
« on: November 15, 2009, 03:54:23 PM »
Love the level whats is its name

Which level? lol the test level is just a test level and not an actual level in the game.

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