Author Topic: L++: Networked multiplayer Lemmings  (Read 59851 times)

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Offline chaos_defrost

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Re: L++: Networked multiplayer Lemmings
« Reply #180 on: February 09, 2010, 02:47:59 AM »
We need more multiplayer maps. I just threw together a 4p map but anyone wants to make more maps it'd be awesome  :thumbsup:

also if anyone wants to play now I'd be up for it, poker went really badly today so I need a break  :(
"こんなげーむにまじになっちゃってどうするの"

~"Beat" Takeshi Kitano

Offline RubiX

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Re: L++: Networked multiplayer Lemmings
« Reply #181 on: February 09, 2010, 09:18:52 AM »
Yea spent a good 4 hours of map making tonight

so what I have made today is

A remake of simons (going up 1 level map) with wrap.
Name = Stay Away  [2p,3p,4p,5p,6p,7p,8p]

1 multidirectional 3player map
Name = Manipulation Mayhem

A 4 player map with 2 versions.
Name = Pressures on
Name = Intense Pressure on

A 4p and 6p Map based on jumping
Name = SnowJumping.

A 7p and 8p Map that will make you wanna cry lol
Name = Tears from above. 
(prob will make smaller player versions too)

Hopefully there will be people on tomorow to test some of these, at least the 4players ones, after we find which are good etc, i'll post them for download.

Im gonna keep map making, so we have a lot of map choices available.

Offline Simon

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Re: L++: Networked multiplayer Lemmings
« Reply #182 on: February 09, 2010, 03:46:08 PM »
I made a 4p, 6p, 8p map today, Mining Village. It's a bit like Pave the Way, but you cross more routes of other people.

We have a lot to test. :)

Offline RubiX

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Re: L++: Networked multiplayer Lemmings
« Reply #183 on: February 09, 2010, 06:57:41 PM »
3 more 5player maps made this morning.

Offline GigaLem

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Re: L++: Networked multiplayer Lemmings
« Reply #184 on: February 09, 2010, 11:54:12 PM »
Do you have a video for seting up L++?

Offline RubiX

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Re: L++: Networked multiplayer Lemmings
« Reply #185 on: February 10, 2010, 12:01:43 AM »
What is your issue exactly, cos for me,  I couldn't browse directories to choose a map to play when I first heard about l++.
 
After a lot of messing around, we found the issue was how it was extracted.  Using winrar does not work.
If you also unzipped the folder with winrar, use something else (like the one that comes with windows, or winzip)

Because there is nothing to install on this.  You unzip the game and double click lpp.exe to run it
thats all there is, no actual setup or install needed.

Offline GigaLem

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Re: L++: Networked multiplayer Lemmings
« Reply #186 on: February 10, 2010, 12:16:03 AM »
Yeah but when i get on the sprites are missing

Offline RubiX

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Re: L++: Networked multiplayer Lemmings
« Reply #187 on: February 10, 2010, 01:03:42 AM »
so you are able to choose levels , and once u select one to play, all you see is a black screen or something like that?  Do you hear the hatch open when a level starts etc.

What is your operating system.
Have you tried changing display settings incase its just a graphic issue, but everything is really there , just not showing up.

I Think we need detail of everything you see from starting the game to where you dont see anything.

Offline Simon

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Re: L++: Networked multiplayer Lemmings
« Reply #188 on: February 10, 2010, 01:06:54 AM »
Yup, what's your operating system?

Inside the L++ folder, do you have the subdirectories bitmap/, levels/, data/ and replay/?

Offline GigaLem

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Re: L++: Networked multiplayer Lemmings
« Reply #189 on: February 10, 2010, 02:48:36 PM »
WindowsXP
wish i had windows 7

Offline RubiX

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Re: L++: Networked multiplayer Lemmings
« Reply #190 on: February 10, 2010, 04:46:25 PM »
seriously we cannot help fix your issue if you don't get us some information weve been looking for , to try work out what the problem is.

check our previous questions , especially about the directories that simon was asking.

Offline ccexplore

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Re: L++: Networked multiplayer Lemmings
« Reply #191 on: February 10, 2010, 08:16:30 PM »
Hey Giga, I noticed you have a youtube channel, so it looks like you know how to set up your computer to record what's on the screen.  Maybe you should make a video of you trying to run L++ so we can all see exactly the problem that you're seeing.

Offline -H0ru5-

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Re: L++: Networked multiplayer Lemmings
« Reply #192 on: February 11, 2010, 12:33:33 AM »
Not really about the multiplayer part of L++, but thats what i noticed so far:

I really like the idea of the short stop after the lemmings fall, and probably very useful in multiplayer... however on Genesis level "Jump down!" this makes it impossible to solve the puzzle. The first lemming have to start a stair after a 2 pixels fall, so next lemming reaches the end of the stairway before the first one would finish it - i have to compare it to the original in lemmix later but i think thats the reason why. suggest to let the stop after fall appear in the options as an alternative like the stacking builders checkbox.  ;)
Possibly there are other levels where this stopping can cause trouble ("poor wee creatures-like levels mostly).

On map "Keep all enemies out": the exit is not working - maybe the trigger zone has been altered...  ???

And one way arrows are only background, but i'm sure you know about that one... just noticed it because noone else wrote it down yet as far as i see.

Otherwise great work!  :thumbsup:

Offline Simon

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Re: L++: Networked multiplayer Lemmings
« Reply #193 on: February 12, 2010, 11:52:41 AM »
Thanks!

Yes, the trigger areas for some exits are lowered. The crystal exit has an extremely high one regularily. It's much more difficult to build over it in multiplayer, and it looks weird -- Clam Spammer once said, "wtf they're jumping through the roof!" I'll think about whether just to change this level, or raise the area again for a bit.

For "Jump down", the delay before walking shouldn't be the cause. Every lem has the same delay, and the bridge is built even faster in L++. The problem stems from being able to build closer to the edge in the original mechanics. If facing right, you can build bridges that overlap just by 1 pixel. You always have 2 or more facing left. This probably depens on what pixel counts as the lemming's foot. It's balanced in L++, but not in the original. In case I change the level, I'd narrow the gap by 1.

The one-way arrows are tricky to draw both correctly and efficiently, so I've left their mechanics out for the moment. Must tackle this some day... ;-)

-- Simon

Offline -H0ru5-

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Re: L++: Networked multiplayer Lemmings
« Reply #194 on: February 12, 2010, 08:48:12 PM »
I'm up for my first multiplayer lemmings duel, if anyone interested.  :)
From now i have 4 hours for it.