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91
NeoLemmix Styles / Re: Style updates topic
« Last post by Turrican on April 19, 2024, 11:02:09 PM »
Here is the new version , of the ''turrican_special'' tileset , which contain some tiles needed for one of my levels ( Cyberlems 2555 ) , whic I have added them to the tileset with permission , by Ryemanni.
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Contests / Re: Level of the Year 2023: Playing Phase
« Last post by Turrican on April 19, 2024, 10:36:41 PM »
Here is a new version of "Cyberlems2555" . It contains the needed modifications , that allows it to maintain it's original look , even if you have the new version , of the styles by Ryemanni installed.

In order for the level to work , you will need to put in your styles folder , the new version of the ''turrican_special'' tileset , that is also included in this post.

Many thanks to Ryemanni , who gave me his permission , to include the needed tiles , in the tileset! :thumbsup:
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Challenges / Re: Lemmings SNES all levels max pointed (videos up) Update 10.9.2023.
« Last post by Paiy on April 19, 2024, 03:41:38 PM »
i noticed that the M20 in the list is listed as using 6 skills but in master88's video its just 5 skills used, just wanted to point that out real quick before i get into a impprovment.

i managed to do the level compleatly without climbers in a tas, its stupidly percise eventhough it may not look like it (10002 Points & 4 skills) https://youtu.be/jCYLBTzvaD0
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SuperLemmix / SuperLemmix 2.7.3 Hotfix
« Last post by WillLem on April 18, 2024, 09:59:19 PM »
2.7.3 Hotfix Update :lemming::lemming::lemming:

This one's optional, but adds a few features that you may find handy when playing through Lemminas Origins.

Changelog

:lemming: Classic Mode status is now written into the replay, so replays are marked as having been completed in Classic Mode. Note that this isn't used for passing the Talisman - it's purely for reference.

:lemming: Amiga-style "cursor flicker" implemented - particularly handy for selecting an opposite-direction-facing lemming when mousing to the left or right of a crowd in Classic Mode ;)



To get this update, please download SuperLemmix as normal from here.

Alternatively, if you already have 2.7.2, simply download the attached zip and paste-replace it into your SLX directory.

A reminder of what's new in SuperLemmix 2.7
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SuperLemmix / [SLX] Lemminas Origins - 120 Levels (Difficulty: Medium)
« Last post by WillLem on April 18, 2024, 09:54:58 PM »

The original Lemmings game, but with Lemminas sprites!


More than 5 years in the making, this pack features my favourite levels from the debut DMA Lemmings game we all know and love, some presented as they were originally and others remixed slightly, plus a handful of levels that I've been working on since I first became active on the Forums back in 2019!

The levels all feature the Lemminas sprite set that we're all familiar with by now - female Lemmings with their hair in a swish, ready-for-action ponytail. They're presented here in the "classic" recolouring, with blue tunics and green hair.

Please note that this is a SuperLemmix-exclusive pack.

As well as featuring Timebombers in place of Instabombers, all levels feature at least one Talisman that requires Classic Mode for completion, and all water objects have been updated to their SLX counterparts. I have absolutely considered releasing a NeoLemmix version of this pack with Instabombers, no Talismans and the water objects reverted, but ultimately I believe that SuperLemmix is the most ideal platform on which to enjoy this pack as intended.

In fact, this pack is one of the reasons I began work on SuperLemmix in the first place! I wanted these levels to be played on a Lemmings engine that could provide an experience as close to the original Amiga game as possible whilst also providing the player assists and QOL features we've all become accustomed to, and SuperLemmix finally fits that model as well as it can. It's been an incredible learning experience and a journey of both discovery and re-discovery, and... here we are, at last!

So... with all of that said, let's take a look at Lemminas Origins... :lemcat:



Levels

For the most part, the levels themselves are identical to the originals, however some of them have modified skillsets, whilst others have had their layouts remixed.

:lemming: Some of the levels have had subtle layout changes:


Tricky 9 All The 9s


Taxing 4 Compression Method 2

:lemming: Whilst others have been more extensively re-shaped:


Tricky 15 Lost Something?


Taxing 11 X Marks The Spot

:lemming: And Tightrope City has been given a bit of visual TLC:


Tricky 17 Tightrope City

:lemming: Backroutes have been fixed where appropriate:


Taxing 1 If At First You Don't Succeed...


Taxing 14 Take A Running Jump.....

:lemming: There are also a number of brand new levels, made exclusively for this pack:


Mayhem 22 Nothing is Impossible


Mayhem 26 What The...?


Taxing 26 As Complicated As It Looks

I hope you enjoy this pack! Feel free to use the Lemminas sprites and music for your own levels, but be sure to credit me if you do so. Thank you!



Music Credits

Included with this pack is 10 star-gazing, head-bopping, toe-tapping tunes, arranged and produced especially for the Lemminas style :lemcat: All tracks have been arranged and produced by me using Logic Pro X, composer credits as follows:

Music composition credits (click to show/hide)



To install, simply unzip the folder to your SuperLemmix directory; it contains everything you need to run the game:

:lemming: levels - the levels themselves, plus the menu cards and skill panel graphics
:lemming: music - the 10 new music tracks (see above for credits)
:lemming: replays - a full set of replays generated during playtesting



It is strongly recommended that you play this pack with SuperLemmix version 2.7.3 or later, ideally with Classic Mode and Hi-Resolution graphics activated.


96
NeoLemmix Main / Re: Don't exit on losing all lemmings (feature development)
« Last post by Simon on April 18, 2024, 08:43:36 PM »
If you have failing replays, they too should run until they reach unplayable state, then exit. Look for identical high-level results: You want to see the replay pass in your work-in-progress NL if and only if it passes in NL 12.12.5.

It's theoretically possible for the same replay to be indeterminate in one NL and to clearly fail in the other NL. I don't expect this to happen often, maybe 1 case in 1,000. Even then, both NLs would agree that it's not a winning replay, and that's good. If it happens, I'd examine it case-by-case.

On most (not all) replays (passing or failing), I expect the number of physics updates to be 1 smaller in your WIP NL than in NL 12.12.5. But it's not a necessity; I realize now: When you nuke zombies, we watch the nuke animation in WIP NL, and then the WIP NL won't take 1 fewer, but instead many more physics updates. Thus: If you see a wild difference in physics updates, look in the level for zombies, and look in the replay for nukes.

That's practically what I will do with the remaining packs next week: Compare the high-level results, and investigate by hand the cases where the high-level result differs or where the number of physics updates has not shrunk by exactly 1. Maybe I'll write a script for that.

We should catch up again properly about this soon, let me know when you're available.

Yes, for code review and to plan the pull request.

I'll be busy this weekend. Which of the following suits you best?

Monday, April 22, 15:00 UTC
Monday, April 22, 20:00 UTC
Wednesday, April 24, 15:00 UTC
Wednesday, April 24, 20:00 UTC

-- Simon
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Lemmings Main / Our very own Adrian Powell interview with the grams88
« Last post by grams88 on April 18, 2024, 03:41:30 PM »
Hi Everyone

I've got an e-mail style interview I did with our very own Adrian Powell, the man behind the lemmings art. :thumbsup:

https://www.atarilegend.com/interviews/77

I'll let Adrian know as well that the interview is up on the website now, it will be a very interesting read for many lemmings fans and I thought the atari st community were very big into their lemmings as well. Hope you enjoy reading the interview finding out more information about the man behind the artwork of lemmings. :thumbsup:

I like doing these e-mail style interviews as it lets people know more about the people involved with our retro life so to say.
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Levels for v10 or older / Re: [NeoLemmix] Raylems
« Last post by Ryemanni on April 18, 2024, 02:09:55 PM »
There was an error in one of the levels where the level had a time limit of 0:01 instead of infinite time. I have fixed this and updated the zip.
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Here's Version 1.6 of the SLX QuickMod Tool.

Changelog:

:lemming: Removed "No Pause" talisman as this is one that's best used sparingly rather than applied to an entire pack! ;P
:lemming: Bugfix - Save All Lemmings talisman is now only applied to levels that don't already require 100%
:lemming: Bugfix - Change All Level IDs now generates a completely unique 16 digit code regardless of whatever the previous code was, so any repeat levels in the same pack now get a unique ID

See previous changelogs for all updates



N.B. To use this tool, the .exe must be placed alongside SuperLemmix.exe in your SLX directory; it will search for level packs within that directory.
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NeoLemmix Main / Re: Don't exit on losing all lemmings (feature development)
« Last post by WillLem on April 18, 2024, 11:47:38 AM »
Therefore, nl-2024-04-08 needs one physics update fewer. Thus, I believe: There is nothing to worry here. Do you agree?

Agreed, this looks so far like everything is behaving as expected; I appreciate how thorough you've been :thumbsup:

I first spotted the MRC bug when implementing this feature in SLX 2.7 - since I'd committed to actually releasing this, I did an MRC check as standard. I checked using a batch of replays some of which aren't level-solvers (I have these ready-to-go for doing quick MRC checks) and MRC is behaving as expected in SLX.

Note, though, that the SLX version of this feature doesn't include the 3-way option. "Exit if level passed" is the general standard behaviour, with Classic Mode providing "always exit to postview" behaviour as its own standard. Not that this should matter for MRC, but it might be worth noting anyway.

Note also, there may well be things that you would know to look out for that I don't. As far as I'm concerned, if the MRC checks every replay successfully and spits out a result, then it's working. I don't tend to check any further than that simply because I wouldn't know what else to look for.

We should catch up again properly about this soon, let me know when you're available.
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