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Topics - Nepster

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31
NLEditor - A new file-type NeoLemmix editor

Download it from the NeoLemmix homepage



Important comments:
- The current editor is version 1.3.
- This editor requires the new file-type styles and must be placed in the same directory as the player, so that the "styles" folder is an immediate subfolder.
- If you want to playtest levels, you need player V11.15.22 (or newer).

I am looking forward to your feedback, suggestions, bug reports, ...

32
The new-formats experimental player does not create a "Replay" folder when trying to (automatically) save a replay, if no such directory is present in the player's folder. Instead the game crashes and has to be closed brutally, because it no longer reacts to any input.

33
Steps to reproduce:

1) Open NeoLemmix in windowed mode and start a level.
2) Drag another window over the skill panel.
3) Minimize this other window.
Then the text line on top and parts of the skill panel are not redrawn properly. Everything still works fine, as long as one only drags the other window over the skill panel, though.

This bug is pretty old. I compiled from a commit on March 9th and the bug was present there, too.

34
This bug occurs in the new file-type version. I am haven't tried reproducing it in the released versions.

Steps to reproduce:
- Start NL from the IDE and load a level pack.
- Go to the preview screen and start the level.
- While the game switches between the preview screen and the game screen, click a few dozen times as fast as you can.
- Then wait a few seconds, while the screen remains black.

Then I get an EAccessViolation, because some code wants to read an already freed resource. This occurs in TGamePreviewScreen.CloseScreen, on the line
Code: [Select]
GameParams.NextScreen2 := gstPlay;or the one following it.

The call stack is very interesting, too:
Code: [Select]
TGamePreviewScreen.CloseScreen(gstPlay)
TGamePreviewScreen.Img_MouseDown($4A8448,mbLeft,[ssLeft],429,264,nil)
TCustomImage32.MouseDown(mbLeft,[ssLeft],429,264,nil)
TCustomImage32.MouseDown(mbLeft,[ssLeft],429,264)
TGameBaseScreen.CloseScreen(gstText)
TGamePreviewScreen.CloseScreen(gstPlay)
TGamePreviewScreen.Img_MouseDown($4A8448,mbLeft,[ssLeft,ssDouble],429,264,nil)
TCustomImage32.MouseDown(mbLeft,[ssLeft,ssDouble],429,264,nil)
TCustomImage32.MouseDown(mbLeft,[ssLeft,ssDouble],429,264)
... [and several dozens of lines like these]

It seems that we try to make sense of mouse clicks, as if we were still in the previous menu. I am baffled how this could causes so many stacked MouseDown events in one thread, but here you are...

35
Closed / Always allow image mass dump [SUGGESTION]
« on: April 26, 2017, 04:35:57 PM »
In the flexi toolkit one can disable the option to mass dump level images and level files. But one can save single images after starting a level by pressing the corresponding hotkey (default "I"), regardless of the option chosen. So disabling image mass dumps just increases the workload, but not removes the possibility to get the level images. Therefore I suggest enabling image mass dumps for all level packs, independant of the options chosen.

Moreover pressing "F4" on the main menu of a pack that disabled level mass dumping, causes a silent failure. I suggest popping up a message box that informs the user that level file mass dumps have been disabled in the pack. Otherwise the player will wonder whether they did something wrong themselves.

36
Closed / Default design for one-way arrows [DISCUSSION]
« on: April 23, 2017, 12:07:11 PM »
In the new-filetype version, there will be a default style with objects that are used if a given style does not provide any object sprites of this kind itself. In this thread I want to discuss what sprite and animation to use as the default for one-way arrows. Note that this issue is completely independant of any custom designs, like the ones found in the Fire style or many of namida's LemPlus styles.

Currently the default one-way arrows are the ones found in the Pillar or Marble style, which wobble around like this:

These arrows look nice if they are used on large areas, but have problems if placed next to each other or when used in very small areas.

Therefore I propose to change the default one-way arrow to one moving continuously and slowly in one direction:

It's not (yet) as smooth as if could be, but it doesn't constantly catch the player's attention by a too wild movement while still being animated and signalling some special area.

I also experimented with some SEGA-style arrows:

They look a lot nicer than the bland arrows above, but have disadvantages: The movement is still too fast for my taste. And more importantly, they cannot be recolored automatically to adapt to a given style. The uniform color of the arrows above changes depending on the color theme used by the primary style of the level, while these arrows always keep their reddish hue.
According to namida, they may change their color depending on the color theme of the primary style used in the level (in the same way that the sprites above are able to). I just have to use different shades of gray instead of pure white in the sprite. I will have to experiment, whether this automatic recoloring produced good results and will post them here, once I finish my experiments.
I have created them by hand (not automatic recoloring!) in two more colors:

My suggestion would be to add all three SEGA-type arrows to the SEGA style, rather than to the default style.

I realize that none of the arrows above is perfect yet, so would like to hear about your preferences, ideas and wishes. :thumbsup:

37
Closed / Screen scrolls even when mouse is outside [BUG]
« on: April 20, 2017, 06:42:13 PM »
Steps to reproduce:
1) Switch to windowed mode.
2) Start a large level that allows scrolling.
3) Hit the "Release Mouse" hotkey.
4) Move the mouse outside the actual game window.
If you now move to one of the sides, where the level can scroll to, it in fact does scroll in that direction, even when the cursor is completely outside the game window.
The indended behavior (as far as I am concerned) is to scroll only when the mouse is caught within the game window.

38
If one has solved a level, a green check-mark appears next to the level title in the level selection menu. However this does not work, if the replay just runs through the mass replay checker. I suggest to change this.

The change would be useful in case one has played an old version of a level pack and a new one came out recently. Then one is only interested in playing those levels again where one's backroutes got fixed. Currently the only way to do so is to have the result file of the mass replay checker constantly open and compare for each single level, whether it got solved by the existing replay or not. Looking at the list of changed levels in the forum posts is slightly better, but is still not perfect. Not only does this still need a comparison with an external source, but it ignores the fact that only a different backroute got fixed that doesn't impact one's own replay. My suggestion above provides a very simple solution instead.

39
Closed / Something silently truncates graphic style names [BUG]
« on: April 12, 2017, 09:27:42 PM »
In the graphics tool, it is possible to create graphic styles with more than 16 characters without any warning, e.g. "Old_Lemmix_VGASpec.dat".
The level editor absolutely accepts such long graphic style names, so pieces of this style can be added to a level.
Now I want to create a level pack using this style: The Flexi Toolkit accepts both the level and the style, and produces the SYSTEM.dat and the final .nxp level pack again without any warning or error.
Next I start the level pack and want to play the level in the player. And surprise, surprise: NeoLemmix cannot load the level and produces the error message "Cannot find the style 'old_lemmix_vgasp'". :lem-mindblown:

So here are my questions:
1) What of graphics tool, editor, flexi toolkit and player actually does the truncation of the graphic style names?
2) Why doesn't it produce any kind of warning? Why doesn't the graphics tool produce any warning, if such long names apparently don't work?
3) Why does it even truncate the style name? What operation does actually require at most 16 characters as the style name?
4) Apart from truncating, something converts the style name to lower-case. Is this of any importance? Do the style names as saved by the graphics tool already have to be in lower-case?

40
In the new editor, the screen start box is a pretty small squear with diagonals. As the screen size can now change and the screen start position is now defined via the center on the level screen, I can totally understand why this change was made. On the other hand, the current setup doesn't give me any indication how much of the level an average player (like me! ;)) will see resp. where the borders actually are. Here are two suggestions, how to adapt the screen position indicator:
A) Simply resize the current box to 320x160 pixels (keeping the drawn diagonals), in the expectation that players will usually see roughly this size, especially if they updated to V10.13 from an earlier player version.
B) Or go fancy: Read the user's player setting file, in particular window size and zoom factor/full-screen. Then use these values to determine the size (in pixels) of the level screen and adapt the screen start rectangle according to them.

41
Closed / Background selection offers any object [EDITOR] [BUG]
« on: April 11, 2017, 10:22:27 PM »
I just tried what happens if you click on the button "Select background". And it turns out that it opens the object selection window, offering any and all of the object pieces. But I am fairly sure, that I don't want to have the exit sprite as a background. ;P
So please only offer the actually valid backgrounds in this selection window.

42
Closed / Start always with first style in list [EDITOR] [SUGGESTION]
« on: April 11, 2017, 06:30:41 PM »
Upon starting the lastest editor version, an empty level appears. The style of this level is however randomly chosen. I prefer instead, that the default style is always the first one in the style list.
The random choice is particularly annoying if a style with large background images is chosen, and the editor takes another second or so to load this background image and display it on the level area.

43
Closed / Don't show time taken on unsuccessful tries [BUG]
« on: April 10, 2017, 08:44:07 PM »
Only two days ago I posted a suggestion to display the time taken on the result screen, and today I want to remove it again: ;P
In the stable release V10.13.16 a time of 0:00.00 is displayed every time when one gets to the result screen, but hasn't solved the level. This kind of looks pretty weird if you just made an attempt, played for several minutes and saved a lot (but not sufficiently many) lemmings. So I would prefer that the time taken gets only displayed if one has solved the level.
In level packs the record time can still be displayed every time, assuming of course that the level was solved earlier.

44
If one plays a level pack, the time taken to solve a level is displayed on the result screen. This information is however missing when one plays a single level. I suggest to add it.

45
Closed / Turn non-level background area into a dark gray [SUGGESTION]
« on: April 07, 2017, 07:37:48 PM »
If a level is smaller than the width or height that can be displayed on the screen, there will be a border on the screen window. Currently this border is the same black as the usual background of level. This makes it hard to distinguish the level area and the border outside. For this reason, we already added a red border in the clear physics mode. But one usually doesn't play in clear physics mode (for long). So we should add some kind of way to distinguish level and border even in normal game-play.
So I suggest displaying the border outside the level area in a dark gray, instead in black. As the background colors in levels are either black or tend to be blueish, this should solve the issue for now.

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