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Messages - Nepster

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1306
Note: A (possibly) temporary fix exists in V1.12, but the topic remains open for further discussion on the subject.

BitBucket: https://bitbucket.org/namida42/neolemmixplayer/issues/9/custom-images-list-needs-ordering

Currently the images for the rank signs are at the very bottom of the list, which requires lots of scrolling. But (together with the main logo) these images are the ones, that are most frequently changed in level packs. So the rank signs should be at the very top of the custom image list instead.

PS: Something completely unrelated, but too minor for a separate topic: One of the L2-styles is currently called "medival". Shouldn't it be "medieval"?

1307
Quote
Finally, be sure to save it as a 32-bit PNG file - this is a good idea in general, as I'm not entirely sure how well NeoLemmix supports any other bit-depths.
This was very good advice. Just loading my 24-bit png.-files and saving them as 32-bit solved my problem completely, though there might have been more going on the background that I am unaware of.

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I don't know if you've used the graphic set tool at all, but that has better support for things like what you're describing. When importing an image, you can either use the image's alpha channel for transparency, or you can manually pick a transparent color. Something like this should probably be added to the Flexi Toolkit, for sure.
No, I haven't used the graphic set tool at all.
But seeing that one of my graphics programs (PhotoFiltre) seems unable to save pngs in 32-bit, adding a little bit more support for 24-bit png-images seems useful. So yes, it would be nice to have something like the graphic set tool's options in the Flexi Toolkit as well.

1308
In Dullstar's dstar01 Level 3 "Pillars in Space!", it should use the Bubble style, not the Pillar style.
The bubble style level is "Attack of the Killer Toddlers" (rank 2, level 1), though this is not completely obvious, because I have removed lots of the decoration on both sides. As far as I can remember, "Pillars in Space!" was meant as a WTF-level, making fun of all the other levels one got by choosing the wrong game mechanics in Lemmix (or by having a different style order in CustLemm).

1309
Thanks for the further info on Fall Guy and the two solutions for Silent Circus. Unfortunately both fail in NeoLemmix, because the first builder turns around after the first brick. So it seems, that Silent Circus is indeed impossible under NeoLemmix mechanics.

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Do you mean that these levels may work in old Lemmix, but you can't solve them in NeoLemmix? Or just that you don't have solutions for them at all?
Part so, part so. I have Lemmix solutions to Silent Circus and Fortress 13, but not to Fall Guy. In all three cases I neither know NeoLemmix solutions, nor have convincing arguments why such NeoLemmix solutions cannot exist.

1310
Added about 200 new levels by Adders, Christóbal Márquez & Alfonso Celis and Dullstar.

1311
Create a System.dat and save it. Then open it again, remove some of the levels and save the System.dat again. Built a .nxp now. Big surprise: The deleted levels are contained in the .nxp!

The reason seems to be, that the deleted levels (in the toolkit) got not get deleted in the levels subdirectory when saving the modified System.dat. Thus the toolkit finds them when building the .nxp and adds them.
When these level files are deleted manually, the .nxp contains once again the correct levels.

1312
Problem: None of my three photo-editing programs seems to be able to produce a kind of transparency that NeoLemmix is able to recognize. Actually I have not even an idea, what kind of transparency I have to look for?

My current solution: Use LemMain and the Toolkit for V1.39 to produce an old .nxp, that I can load in NeoLemmix V1.40. Then I press F7 on the main page to get the correct logo. This is far, far, far too difficult, just to get one .png with the correct settings!

Suggestion: Add an option to the "Other data" menu of the toolkit, to switch from the new transparency mode to the previous one (i.e. having one color set to transparent). When creating the .nxp, the toolkit would automatically transform the old transparency mode into the new one and use the newly created .png in the .nxp.
As NeoLemmix V1.40 already had this transformation feature (in the form of dumping the images when pressing F7), this is hopefully not too difficult to implement.

1313
Contests / Re: Lemmings Forums Level Design Contest #9
« on: March 03, 2016, 06:27:14 PM »
Question regarding rules 1 and 3: Do the restictions apply as well to preassigned skills? What about preassigning skills to zombies and ghosts?

1314
However - this raises another point. How should triggered exits work - or should they even continue to exist, being as they primarily exist for Cheapo compatibility (which is somewhat being negated by the removal of Cheapo Mode) and have never yet been used in a made-for-NeoLemmix graphic set? These too can be argued that they have more in common with traps than with regular exits.
As you plan to cull the Cheapo gimmick, triggered exits should be culled as well. They are no longer needed for Cheapo levels, not used in any other level and their different mechanics are not immediately obvious to players.

1315
Closed / Re: [DISCUSSION] [PLAYER] Gimmicks and secret levels cull?
« on: March 02, 2016, 08:40:10 PM »
Perhaps let us first ask how important trap recoloring really is:
1) Has anyone shown an interest in changing the lemmings sprites themselves?
2) If one replaces the usual lemmings e.g. with the christmas/holiday lemmings, just changing some colors in the traps will still look bad. It will get even worse when the custom sprites are even less similar to the usual lemmings. So all trap animations would have to be completely customizable. This sounds like a lot of work to code.
So I wonder whether this will (similarly as for gimmicks) only produce lots of code with barely anyone using it?

Unless someone convinces me that there is a lot of demand for custom lemming sprites, I would just say: Use the same trap/teleport animation for both lemmings and zombies - and regardless of custom images.

1316
NeoLemmix Levels / Re: NepsterLems - Release thread
« on: March 02, 2016, 08:27:15 PM »
Just found time to watch all your replays. Lots of great solutions there, but unfortunately still some backroutes as well. Will upload a new improved version soon. More detailed comments:

Comet and Moon (click to show/hide)

Planet (click to show/hide)

Sun (click to show/hide)

Neutron Star and Black Hole (click to show/hide)

I would like to encourage everyone else to either post their solutions here or send them to me by PM, even if you have only solved a few levels.

1317
In my opinion the general guideline should be: The behavior should not depend on whether the lemming has fallen 5 pixels or 500 pixels. So the question should be: Do we want to trigger traps and teleporters for any falling lemming?

Conntinuous traps should always catch lemmings, even when they are falling.
For discrete traps I tend to allow catching lemmings as well, because traps like the spikes in the pillar style and the chameleon in the rock style should definitely catch falling lemmings. It would be extremely weird to be able to pass through them by assigning the floater skill only at the very bottom of the fall. The dragon in the medieval style would look completely weird when catching falling lemmings, but for sake of consistency, we shoud not have different types of discrete traps.
Regarding teleporters I have no strong opinion either way. But their animations suggest lemmings standing on the ground and actively entering the teleporter (similarly to hopping in the exit). Moreover as there is some transition time between entering and exiting the teleporter, it is not intuitively clear that the falling distance is preserved when teleporting. So I tend to using the same algorithm for both teleporters and exits.

1318
Lix Main / Loading old replays in new levels
« on: March 02, 2016, 06:03:55 PM »
If I do the following steps:
1) Create level abc.txt
2) Create replay abc-Nepster.txt
3) Change the above level slightly to abc_V2.txt
How can I play the replay abc-Nepster.txt with the level abc_V2.txt?

The easiest way I found is the following (using version 2015-09-02): Start the level abc_V2.txt and directly save an "empty" replay. Then exit Lix and copy the skill assignments from abc-Nepster.txt to the "empty" replay, start Lix again and run this new replay.

This is way too complicated for such a simple functionality. How about simplyfying this by adding either:
- A button "Choose level" in the replay menu, which allows the player to select the level (by file name) in which the solution should be replayed. This is more a suggestion for D Lix than for C++ Lix.
- Try to load the level that is specified in the first line of the replay file. Currently this is only used to display the level title. So why not use it as well to load levels?

PS: Line 5 in the replay files reads +PLAYER 0 Garden Nepster. I can make sense of most of the other stuff in the replay fine, but what information does Garden store? :lix-mystery:

1319
Lix Levels / Re: Lix Community Level Set - First complete Beta!
« on: March 01, 2016, 05:58:33 PM »
Regarding the new Laser Deathroom 2: The idea is kind of nice, but it requires too much fiddling around/precise skill assignments/luck in the current setup.
Spoiler (click to show/hide)
The attached replay is made using C++ Lix.

1320
Contests / Re: Level of the Year: 2015 (Voting, Round 3)
« on: March 01, 2016, 05:41:20 PM »
Congratulations to IchoTolot, GigaLem and Geoffster for the first three places. :thumbsup:

However I too am wondering why IchoTolot's level "Heroes of Lemkind" was for example preferred to "Face of Evil" or Geoffster's level "Parking Garage"? What do you find so ingenious/brilliant/... in this level when compared to the other levels among the last 7?
I am not interested in learning how everyone voted, but rather in learning what makes this level so highly valued in order to optimize the level I create.

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