[Android] Lemmings-like game (WIP)

Started by LJLPM, March 24, 2014, 12:23:12 PM

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what's the Android version of your main Android device?

<3
1 (5.6%)
<4
0 (0%)
4.0 or 4.1
2 (11.1%)
4.2 or 4.3
0 (0%)
>= 4.4
15 (83.3%)

Total Members Voted: 17

LJLPM

edit: *** currently available tilesets (work in progress) ***

1/ dirt


2/ marble


3/ brick



4/ pillar



5/ rock



6/ colors


7/ tech


8/ sci-fi



+ early WIP: ice:


------------------------------------------

Hi,

I'm coding a Lemmings-like game for Android (free-time project), and dev is going well. Well enough to say that I passed the critical "I hope to finish this project" stage: I've now coded too much on this project to let it down!

I create this topic to report (probably not-frequent, sorry) updates about the project, and for you to write game ideas you would find interesting to see in a Lemmings-like game (gameplay mechanics). I'm handling the Lemmings's actions now, so if you have gameplay ideas, the time is right.

Some news about the current wip version of the game:
- in the very-early stage of the game development (nov. 2013), it turned to be a "2-player vs" game, but it's no more, and now the game has a classic Lemmings1's 1-player-only style.
- I have the title screen + the level-selection screen + the level-briefing screen working (but the gfx are not final and have to be polished/re-designed).
- the actual game works pretty well, too (I use a dozen of levels for my tests): level-loading is ok, you can select your Lemmings, assign tasks to them, dig what's not a Steel piece, zoom/pan the level, pause the game, ... (but some Lemmings' actions have yet to be coded, such as builders, for example)
- the map, with Lemmings' real-time positions, is also there
- the game seems pretty memory-stable on my Nexus7

What's missing (a lot of things actually):
- saving the player's game progression (locked/unlocked levels)
- the success/failure screen after finishing a level
- the traps aren't handled yet, as well as the collision with the exit door (yes, you can't finish the levels atm...)
- many, many level's graphics have to be done (I won't use copyrighted gfx from Lemmings), as well as designing levels, of course

Please remember this is a hobbyist project, and there's no estimated release date yet.

- below: 2 early screenshots with gfx/GUI design not final:



mobius

looks really nice so far!  http://www.lemmingsforums.com/Smileys/lemmings/thumbsup.gif" alt=":thumbsup:" title="Thumbs Up" class="smiley" /> the graphics are really well done.

so, just to be clear, this is the same project you've been working on right? When finished, will it only playable on android? or can it work on a PC as well?
everything by me: https://www.lemmingsforums.net/index.php?topic=5982.msg96035#msg96035

"Not knowing how near the truth is, we seek it far away."
-Hakuin Ekaku

"I have seen a heap of trouble in my life, and most of it has never come to pass" - Mark Twain


ccexplore

so, just to be clear, this is the same project you've been working on right? When finished, will it only playable on android? or can it work on a PC as well?

As I http://www.lemmingsforums.com/index.php?topic=827.msg18946;topicseen#msg18946" class="bbc_link" target="_blank">mentioned previously, you can try BlueStacks to get emulation of Android on Windows.  That's likely the only chance you will get it playable on PC.

namida

Depending on requirements, you might be able to pick up a cheap Android device to run it anyway.
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

LJLPM

#4
All skills are now coded + the "speed up/down the game" option + the "pause" & "nuke" options: in other words, all the in-game actions from Lemmings1 are now available.

The next major step is to handle traps + the collision with the exit door.

This is a work in progress, but the current result (level display + ergonomics to assign skills) is already stunning IMHO. Be patient: the result should worth the wait.

LJLPM

As a little update, here's a preview of some tiles from my own "dirt" tileset.
http://s2.postimg.org/7ee1gk3kp/wip.png" alt="" class="bbc_img" />

LJLPM

#6
Well, after almost 2 months without an update, here's a cool news: levels are now fully playable!  :)

Until today, I had all the basic actions coded (all the actions from Lemmings1), but the level's exit was just an image without any behaviour, and reaching the exit meant nothing for the game (you couldn't complete levels).
Now, reaching the level's exit is an actual game mechanic, and therefore you can complete levels!

I've also added the "1-way arrows" behaviour.

I still have a lot of work to do on the graphics, but about the game's mechanics, it seems that, now, I'm just lacking the ability to handle some traps (lava, fire, acid, ...).
Of course, things need some tweakings here and there, but, as I said, levels are fully playable now (minus the traps), and that's cool.

I don't have too much time to spend on this project, so it progresses slowly <img src="http://www.lemmingsforums.com/Smileys/lemmings/sad.gif" alt=":(" title="Sad" class="smiley" />

RubiX

Looking forward to the finished game.    I think its going to be a big hit for androids around the world http://www.lemmingsforums.com/Smileys/lemmings/smiley.gif" alt=":)" title="Smiley" class="smiley" />

LJLPM

Thanks. Unfortunately, I don't have too much time to spend on the game dev these days, so this project progresses slowly.  http://www.lemmingsforums.com/Smileys/lemmings/sad.gif" alt=":(" title="Sad" class="smiley" />
As a little (but cool, nevertheless) update, here's the very first in-game screenshot!!!! So, as you can see, yes, the game is real http://www.lemmingsforums.com/Smileys/lemmings/smiley.gif" alt=":)" title="Smiley" class="smiley" />

What you could notice:
- the screenshot is deliberately small: it's because this is a teaser http://www.lemmingsforums.com/Smileys/lemmings/winktounge.gif" alt=";P" title="Wink-Tongue" class="smiley" /> Bigger in-game screenshots will come at a later time, when dev will be more complete.
- this is the 1:1 (not-zoomed) display of the game. Of course, you can zoom and unzoom the game's area with your fingers (it's convenient for making precise selections when dealing with tiny sprites)
- Level uses custom graphics (à la "Pillar" tileset)
- Don't pay too much attention to the action-icons: they are not final. As a matter of fact, I didn't rework/redraw the action-icons and the sprites yet: so for test purposes, I currently use DOS graphics (which I'll get rid of in the final version, of course). The basher is selected, hence the icon's weird color.
- In the game's lower-left corner, map has been disabled here (just because I actually changed the level design, and map was no longer relevant), but, yes, the map does work. Actually, every button or info you can see on this screenshot work: game is playable.

http://s2.postimg.org/nuw6ym0d5/Screenshot_2014_06_22.png" alt="" class="bbc_img" />

namida

Looking good! http://www.lemmingsforums.com/Smileys/lemmings/laugh.gif" alt=":D" title="Laugh" class="smiley" />
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

LJLPM

Do you recognize me? It's me, it's Lemmings... but on Android, on Nexus 7  http://www.lemmingsforums.com/Smileys/lemmings/laugh.gif" alt=":D" title="Laugh" class="smiley" /> (it's playable)
http://s1.postimg.org/cpmwpv9jz/Screenshot_2014_06_28.png" alt="" class="bbc_img" />

LJLPM

This project is still in a "work in progress" status: it's too early to provide an apk file (for example, traps and water/acid areas aren't handled yet => it's the next big thing I'll work on!). I'm also still thinking about some design choices like the size for the sprites (on the screenshots, you can notice that sprites have a DOS-based size whereas tiles use Lemmini's double res).

Below are some new screenshots:
- on the 2nd screenshot, I show the "zoom" feature, which allows the player to perform precise selections.
(and as you can see, one can zoom in very closely to the action  http://www.lemmingsforums.com/Smileys/lemmings/laugh.gif" alt=":D" title="Laugh" class="smiley" />)
http://s27.postimg.org/54y50l51f/Screenshot_2014_06_29.png" alt="" class="bbc_img" />

Ron_Stard

The game looks promising! I acn't wait to test it on my tablet! http://www.lemmingsforums.com/Smileys/lemmings/thumbsup.gif" alt=":thumbsup:" title="Thumbs Up" class="smiley" />

On which Android version are you coding it?

LJLPM

Thanks  http://www.lemmingsforums.com/Smileys/lemmings/laugh.gif" alt=":D" title="Laugh" class="smiley" />
I use Android 4.1 for coding (but I think I don't use Android 4's specific functions, so the game should actually run on lower versions of Android. I still have to perfom some tests about this...)

LJLPM

When I don't have too much time for coding, I update the game's tilesets.
Here's a test-level using the "sci-fi" tileset (custom tiles except for the doors).
http://s29.postimg.org/xyilznahj/scifilevel_test2.png" alt="" class="bbc_img" />

LJLPM

update #1:
--------------
I have added a gameplay feature which was missing since one can complete the levels:
- the "Failure/Retry Level" screen, when the player doesn't succeed in completing a level  http://www.lemmingsforums.com/Smileys/lemmings/sad.gif" alt=":(" title="Sad" class="smiley" />
- or, in the other case, the transition to the next level, when the player successfully completes a level  http://www.lemmingsforums.com/Smileys/lemmings/laugh.gif" alt=":D" title="Laugh" class="smiley" />
It doesn't sound like a big thing, yet it's a nice addition to the game, because, now, levels are "linked" somehow (level1 -> level2 -> level3 -> ...)... at last!!!
And I had a lot of things already working except this "level completed? -> go to next level/retry level" behaviour, so it had to be done!

update #2:
--------------
For each level, player's stats are now saved in the game's internal database http://www.lemmingsforums.com/Smileys/lemmings/thumbsup.gif" alt=":thumbsup:" title="Thumbs Up" class="smiley" />
- % of saved
- time used to complete the level

update #3:
--------------
I was thinking about adding some new (non-Lemming1) skills to the game (less new skills than in Lemmings2, though), and I've added the "teleporter" skill (actually, it was so easy to add that it was convenient to start with this one).
You can apply this skill to perform an instant horizontal forward teleportation (for the early tests, it's a 40px-forward teleportation).
Atm, I'm not sure if the final game will include new skills, but it's an option to consider, and I'm making some tests with that.

LJLPM

Still working on the Android game, and, today, here come... the "Trigger Areas"!  http://www.lemmingsforums.com/Smileys/lemmings/laugh.gif" alt=":D" title="Laugh" class="smiley" />
They are the 4 red rectangles that you can see on the screenshot below (for my tests, I used my own custom values. I didn't even look at the Lemmings' ones, but I guess it should be more or less similar).
Everything is working as expected (for example, I zoomed the part where the Lemming is drowning)!

http://s7.postimg.org/plxk78kfv/Screenshot_2014_08_16.png" alt="" class="bbc_img" />


edit:
- added "pre-located Lemmings" feature
- added "skills to be picked-up" feature
- added "teleporters A<--->B" feature

LJLPM

Ok, I have finished coding the Android game: yes, it's done! http://www.lemmingsforums.com/Smileys/lemmings/laugh.gif" alt=":D" title="Laugh" class="smiley" /> Basically, right now, it's a Lemmings1 clone.
On my Nexus7, it runs smoothly and it seems stable too.

Actually, I want to add some extra features (compared to Lemmings1), so the dev isn't really "finished" ; but, since the game itself is now done, then the hard part is achieved, and it's quite easy (fun) to add some extra features or new skills (I have aldready added the "pre-located Lemming", "skills to be picked-up", and "teleporter Objects" features, for example).

Besides adding some extra features for the gameplay, now I can focus on making the game's graphics + designing levels with jLevelBuilder (the initial purpose for my level-editor was to create levels for this Lemmings-like game!).

One more thing: right now, there is absolutely no sound during the game. I'll take care of this at a later time...

LJLPM

I've just added a "Save/Load Replay" feature.
You'll be able to save replays of your games on your Android device, in order to share them or play them at a later time.

- below is a screenshot that shows a replay of my previous game:
(see the word "Replay" in the upper-left corner of the screen?)
http://s28.postimg.org/tnlt0r98t/Screenshot_2014_08_24_18_21_16_small.png" alt="" class="bbc_img" />

LJLPM

a new bunch of screenshots:
http://s11.postimg.org/vahtdgdnn/Screenshot_2014_08_27.png" alt="" class="bbc_img" />

LJLPM

added locked levels.
How to unlock levels?
 - defeat the previous level, of course
 - or use the passwords you will find on the Internet http://www.lemmingsforums.com/Smileys/lemmings/tongue.gif" alt=":P" title="Tongue" class="smiley" /> (once you complete a level, a password is given for unlocking the next level => so players will be able to share the passwords to help other people)

I'm really happy with this dev! Be patient: the result should worth the wait!

- below is a screenshot of the "Select Level" screen (WIP screen, since I'll probably use a nicer image for locked levels)
http://s29.postimg.org/a4b5aj7tz/Screenshot_2014_08_29.png" alt="" class="bbc_img" />

LJLPM

The game already allowed to load your own custom levels http://www.lemmingsforums.com/Smileys/lemmings/cool.gif" alt="8)" title="Cool" class="smiley" />, now the game also handles "custom styles"!!! http://www.lemmingsforums.com/Smileys/lemmings/thumbsup.gif" alt=":thumbsup:" title="Thumbs Up" class="smiley" /> (custom styles in Lemmini format).

The game will come with its own 100%-new graphics, and I will NOT provide copyrighted material, but you'll be able to add your own custom tilesets to the game (you can create 100% new tilesets, or you can use existing ones, such as Lemmini's tilesets). And it's as easy as copying/pasting your Lemmini's tileset dirs into the game's main directory on your Android device! Very easy, and a nice addition to the game!

And it goes without saying, but you'll be able to share your levels, of course!

By the way, I would like to perform more tests with this feature: could you tell me where I can find custom tilesets (the Sega tileset, for example) in Lemmini format, please? (and maybe levels for such tilesets too, in .lvl or .ini format). Thank you for your help!

- being able to load your own levels + your own tilesets into the game will allow you to have something like this popup on your Android device (at least, it works on Nexus 7):

http://s17.postimg.org/w55f6tzjj/Screenshot_2014_08_31_small.png" alt="" class="bbc_img" />

http://s1.postimg.org/m0d9i2py7/Screenshot_2014_08_31b_small.png" alt="" class="bbc_img" />

Minim

Nice pictures. However, I can't read the purple text, especially if it's on a dark-coloured background. Is there any way you can increase the size of the text as well as changing the background?

By the way, I would like to perform more tests with this feature: could you tell me where I can find custom tilesets (the Sega tileset, for example) in Lemmini format, please? (and maybe levels for such tilesets too, in .lvl or .ini format). Thank you for your help!

I'm not sure if this is possible, but you could try namida's NeoLemmix, have a look at the style files section, download the Direct link to updated style files and try to compile them. I might be wrong. http://www.lemmingsforums.com/Smileys/lemmings/undecided.gif" alt=":-\" title="Undecided" class="smiley" />
Level Solving Contest creator. Anybody bored and looking for a different challenge? Try these levels!

Neolemmix: #1 #4 #5 #6
Lix: #2  #7
Both Engines: #3

LJLPM

I can't read the purple text, especially if it's on a dark-coloured background. Is there any way you can increase the size of the text as well as changing the background?
Yes, it's planned: background and font/font size are not final ; it's something I didn't spend time on it yet. 
The idea was just to show the current state of the game.

About the custom tilesets, thanks, I'll see what I can do!

LJLPM

Thanks http://www.lemmingsforums.com/Smileys/lemmings/laugh.gif" alt=":D" title="Laugh" class="smiley" /> Yes, the icons/selection bar will have a better look in the final game.
The current icons are things I've added early (and quickly!), in order to have some pictures applied on the default Android buttons.
Today, I've added the sound effects to the game.

LJLPM

http://www.lemmingsforums.com/index.php?topic=963.msg22253#msg22253">Quote from: jaycee900 on 2014-09-06 16:50:19
Will it work on any resolution Android device? Is that an automatic thing that changes or do you need to add these changes for each device?

I'm not an expert in Android software development (basically, I'm self-teaching Android with this project), and I have immediate access  to only one recent Android device, a Nexus 7 tablet : so to make it short, it's already quite a task to make the game running and working as expected http://www.lemmingsforums.com/Smileys/lemmings/winktounge.gif" alt=";P" title="Wink-Tongue" class="smiley" /> , and handling multi-resolution support would definitively add extra work, so, sorry, but I don't think I will spend time or money in trying to make the game run on various android devices http://www.lemmingsforums.com/Smileys/lemmings/sad.gif" alt=":(" title="Sad" class="smiley" /> (there are really too many different Android configurations out-there).

My main target is Nexus7's resolution which is something like 1920×1200.
I'm focused on making the game run on N7, and, atm, I really don't know how the game works on any other Android device...

ccexplore

I think most Android games just build their assets around a small set of "common" resolutions based on a small list of devices (or display types) they want their game to look great on (eg. Samsung Galaxy line), and accommodate the rest via scaling.  I imagine you could do something similar, where the game would look best on 1920x1200, but is workable in other resolutions even if not looking as nice.

LJLPM

Atm, I'm not focused on other resolutions, but, yes, later, I'll make some tests on several Android devices, and maybe I'll be able to make some adjustments for different Android configurations...

By the way, :
- levels now handle locked exit door(s) which is/are unlocked when a Lemming touches the "Key" item (by default, levels have no "Unlock" key, and exit door(s) is/are unlocked, just as in the original Lemmings)
- I've added a new interactive Object: a switch that enable/disable solid platforms when a Lemming touches it (then the switch is temporally disabled, allowing many Lemmings to walk over the switch before making it interactive again). It may be nice for thinking about new level designs.
- and I've also added the "Swimmer" skill http://www.lemmingsforums.com/Smileys/lemmings/laugh.gif" alt=":D" title="Laugh" class="smiley" />
(for designing levels, I'll have to update jLevelBuilder to make it handle the new skills)
http://s4.postimg.org/6k6q91c19/Screenshot_2014_09_09.png" alt="" class="bbc_img" />

LJLPM

I have added new options for Terrains:
- "left <-> right" inversion (Lemmings already allowed the "up <-> down" inversion)
- and "90° rotation"
These new attributes are compatible with the "Eraser" attribute (as seen in the screenshot below) and with the "No Overwrite" attibute, and they are also already coded in jLevelBuilder.

Actually, the Android game already supports free rotation angles (for example, in the screenshot, rotations are 70° each). But it's in jLevelBuilder that I have to update my code if I want other rotations than the default 90° rotation.

edit:
now, I've also added a "shrink" factor (not seen in the screenshot) in order to use smaller versions of Terrain assets (that's nice).
But, currently, this new option only exists in the game, and it's not supported in jLevelBuilder yet, so I'll have to take some time to update jLB for including this "Shrink" feature.

http://s12.postimg.org/mw8fslygt/Screenshot_2014_09_12b_small.png" alt="" class="bbc_img" />

RubiX

Looking forward to trying it.
I have an Acer Iconia A1-830 tablet  http://www.acer.ca/ac/en/CA/content/model/NT.L3WAA.003" class="bbc_link" target="_blank">http://www.acer.ca/ac/en/CA/content/model/NT.L3WAA.003
So you'll get my input on how it runs on another android device when you are happy to release it to the public.

Great work so far!   http://www.lemmingsforums.com/Smileys/lemmings/thumbsup.gif" alt=":thumbsup:" title="Thumbs Up" class="smiley" />

LJLPM

Thank you http://www.lemmingsforums.com/Smileys/lemmings/laugh.gif" alt=":D" title="Laugh" class="smiley" /> Atm, I have no estimated date yet for the public release, but I'm working hard to make this game enjoyable for the Lemmings fans!
Today, I've made a quick'n dirty update to jLevelBuilder in order to add the "Free Rotation" and "Shrink" features that are now supported in the game.

LJLPM

below is an actual demo of the "Free Rotation" + "Shrink" features that were used for designing a basic level:
- you can notice the original barrel (it's the biggest, 1:1 size), plus 4 shrunk clones (available ratios: 1/2, 1/3, 1/4, 1/5)
- you can also notice the metal pieces that are shrunk and/or rotated (original piece is vertical only)
As you can see Lemmings' collisions work well with shrunk+rotated pieces.

ps: this level was loaded into the game thanks to the "Load Custom Level" option that will freely allow you to create, load and share your own levels (+ eventually also load your own custom tilesets if you want). For designing your own levels, it's easy: just use any Lemmini-compliant level-editor!

http://s10.postimg.org/rvbsljbex/Screenshot_2014_09_14_small.png" alt="" class="bbc_img" />


edit:
-----
I've updated jLevelBuilder to handle the "Free Rotate" + "Shrink" features when using math formulas: this is very nice to create never-seen-before Lemmings levels. The following "Rock" level example was created by using only one kind of Terrain!!! (because of rotated tiles, this level is impossible to design in the original Lemmings game, but it's fully supported in the Android game)

http://s10.postimg.org/xlypjx95l/Screenshot_2014_09_15_small.png" alt="" class="bbc_img" />

RubiX

Looks fantastic http://www.lemmingsforums.com/Smileys/lemmings/smiley.gif" alt=":)" title="Smiley" class="smiley" />

LJLPM

I've added a score management to the game.
Currently, the score algo = (%saved * 300) + (skills left * 30) + (time left from 9mn * 1).
(each level uses a 9mn timer)

If you want to design your own custom levels, then jLevelBuilder allows you to save your name and a short text in the level file.
These data are now displayed in the game, in the level's preview screen.

http://s29.postimg.org/6v2qxs7fr/Screenshot_2014_09_19.png" alt="" class="bbc_img" />

LJLPM

Hello,
there's no much news about the Android game recently, because I don't have enough time to spend on it  http://www.lemmingsforums.com/Smileys/lemmings/sad.gif" alt=":(" title="Sad" class="smiley" /> but, do not worry, this project is still hot! http://www.lemmingsforums.com/Smileys/lemmings/laugh.gif" alt=":D" title="Laugh" class="smiley" />
- current status: the dev is pretty much finished
- TODO list: make graphics + design levels + add some cool/entertaining audio tunes

namida

If it's a free game*, I might be willing to help out with some level design once I've finished my current Lemmings Plus projects, if you're interested.

* This includes if it's ad-supported (even if there's a "remove ads" option for purchase) or if the base game is free but paid add-ons will be available; but NOT if it's a "free"-to-play model.
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

LJLPM

Thank you!
One thing is sure: NO money inside the game!!! (therefore, it won't be a "free"-to-play game with in-app purchases)

- the game will be either ad-supported (I need to get infos about adding adds in an Android app: installation, how to get paid, ...)
- or it will come at a friendly low price + there will be a free version containing a cool set of levels.

namida

By the way, if it's going to matter as to what devices are supported - I have access to the Android emulator running on 64-bit windows, a Samsung Galaxy S3 GT-I9300 running rooted-but-otherwise-stock 4.3, and a cheap generic Chinese tablet (I think it's a single-core 1GHz) running (IIRC) rooted 4.0.
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

LJLPM

A quick update to tell you that I'm still working on the game (on the graphics, precisely).
During the last weeks, I made some experiments for the graphics, but since I'm not very skilled for this job, I progress slowly + most of the time, I'm not happy with the results (on the tablet, it doesn't look good) http://www.lemmingsforums.com/Smileys/lemmings/sad.gif" alt=":(" title="Sad" class="smiley" /> . Today, I made some "ice" tiles that have a "ok" look on the tablet, but don't expect top-notch graphics for this game http://www.lemmingsforums.com/Smileys/lemmings/winktounge.gif" alt=";P" title="Wink-Tongue" class="smiley" />

- a demo level made in jLevelBuilder ("ice" tiles), and then loaded in the Android game:
http://s30.postimg.org/qgxr04v7l/Screenshot_2014_11_09.png" alt="" class="bbc_img" />

NaOH

Hey, that looks really nice! It could use a few more optional details, maybe, but it's a good base. I saw the screenshot and felt shivers before even reading your description.

To give it a more 3D-look, you might want to try darkening the edges a bit. If you look at the Lemmings dirt tileset, you can see that the edges of the dirt have at least a pixel of dark-colour before interfacing with the black background --

http://tle.vaarties.nl/images/solutions/lemmings/amiga/fun/01 - Just dig!.gif" alt="" class="bbc_img" />

-- and in many places have large dark swathes. I don't know how many colours you have to work with, but some darker bits could really enhance the tileset, I think.

You might want to make some angular or cube-shaped bricks, too.

http://www.comedyflavors.com/wp-content/uploads/2014/08/featured2.jpg" alt="" class="bbc_img" />

Mmm. I feel thirsty just looking at that.

LJLPM

Thank you for your pieces of advice! It helps keeping the goal high, and make things better! http://www.lemmingsforums.com/Smileys/lemmings/laugh.gif" alt=":D" title="Laugh" class="smiley" />
I spent more time on the graphics, trying to make things more interesting (add some shadings, details, ...).
You can see the result below: it looks pretty good, and this is a "cool" preview of the game's icy tileset!

http://s4.postimg.org/9m7d4nj0d/iceage.gif" alt="" class="bbc_img" />

LJLPM

a little update here:
- I've made some improvements on the GUIs/layouts to help the game fit/adapt on other-devices-than-Nexus7's screens  http://www.lemmingsforums.com/Smileys/lemmings/laugh.gif" alt=":D" title="Laugh" class="smiley" /> (but I think it will be difficult to play the game on small screens: the target devices are tablets)
Some real tests need to be done yet, but according to the layout previews in IntelliJ (the IDE I use), it seems ok!
- I've also made the text size bigger: it's more readable now (you can see this on the screenshot below, eventhough I still need to adapt the color and/or the contrast of the background picture behind the text, in order to make the reading even easier!)
- Plus some more little improvements here and there make the whole package more polished.

http://s13.postimg.org/gv6kjiq3b/Screenshot_2014_11_15.png" alt="" class="bbc_img" />

LJLPM

http://www.lemmingsforums.com/index.php?topic=963.msg22253#msg22253">Quote from: jaycee900 on 2014-09-06 16:50:19
Nice! Will it work on any resolution Android device?
Here are some news about compatibility issues when running the game on different Android tablets.

The tablet I use for the game development is a Nexus7, and today I had the opportunity to test the game on a Galaxy Tab 3 (the GT3 has a much bigger screen than the Nexus, so it was an interesting test):
- I found some minor visual issues on the GT3. These issues are now fixed: everything on screen auto-aligns well, depending on the target screen
- the game itself ran flawlessy on the GT3 (stable/no crash) http://www.lemmingsforums.com/Smileys/lemmings/laugh.gif" alt=":D" title="Laugh" class="smiley" />

Finally, the gaming experience is pretty much the same on these 2 tablets, and since this is the very 1st compatibility test I perform, this is really encouraging (Android 4 running on both tablets).


LJLPM

After the "Ice" tileset previously shown in a recent post, here's the "Canyon" tileset http://www.lemmingsforums.com/Smileys/lemmings/laugh.gif" alt=":D" title="Laugh" class="smiley" />.
I'm also happy with this one because it's an interesting tileset, with cool shapes/colors/shadows/details allowing you to design nice-looking rocky landscapes!

Please remember that when the game is released, all my tilesets will be freely available, and you will be able to use them to design and share your own levels! http://www.lemmingsforums.com/Smileys/lemmings/laugh.gif" alt=":D" title="Laugh" class="smiley" />

- top:the level designed in jLevelBuilder, bottom: the level imported into the game.
http://s14.postimg.org/ftjmp6u1d/Screenshot_2014_11_17.png" alt="" class="bbc_img" />


edit: trying the "Sci-Fi" tileset in the actual game
http://s28.postimg.org/ht9w3bxz1/Screenshot_2014_11_17b.png" alt="" class="bbc_img" />

LJLPM

I'm still working on compatibility issues with different Android devices.
I have been able to test the game on Archos' GamePad1, and the game's layouts finely auto-adapt to the GP1's 1024x600 resolution (smaller res than the Nexus7's and the GalaxyTab3's). This is really encouraging.
I think I fixed most of the resolution issues now, and the game should display nicely on any Android tablets (no test performed on Android phones yet).

LJLPM

#45
a glimpse to my current work-in-progress tileset, which uses black and white shades, because it reads very well on screen (very nice contrast, very good looking!):

LJLPM

In order to have a quick look at the created tilesets, I've edited the 1st post: it will gather the previews of existing tilesets http://www.lemmingsforums.com/Smileys/lemmings/smiley.gif" alt=":)" title="Smiley" class="smiley" />
Here are the current tilesets (atm, I've just focused on the Terrains. There is no animated Object yet).
Please note that each tileset will provide unique Terrains of course, but, for graphic comparisons, and when possible, I will use tilesets' common tiles for showing each type of Terrain (hence the Rock/Canyon, Ice, and Gray screens that show the same level)

1/ rock/canyon:
http://s8.postimg.org/tkdjddhid/tileset_rockcanyon1_small.png" alt="" class="bbc_img" />

2/ ice:
http://s14.postimg.org/owlsq0lpd/tileset_ice1_small.png" alt="" class="bbc_img" />

3/ desolation:
http://s13.postimg.org/evgbhi053/tileset_bw1_small.png" alt="" class="bbc_img" />

4/ pillar/sand:
http://s30.postimg.org/yg7259b8x/tileset_pillar2_small.png" alt="" class="bbc_img" />

5/ tech/sci-fi:
http://s27.postimg.org/59h5f566r/tileset_space0_small.png" alt="" class="bbc_img" />


... bonus: here's another screenshot with the Rock/Canyon tileset, because I like how easy it is to create nice rocky landscapes with this tileset http://www.lemmingsforums.com/Smileys/lemmings/smiley.gif" alt=":)" title="Smiley" class="smiley" />
http://s18.postimg.org/6ri2rfvmh/tileset_rockcanyon2b_small.png" alt="" class="bbc_img" />

Prob Lem

I must say, I absolutely adore the sci-fi tileset - it reminds me a little bit of the (far less detailed, by virtue of its host platform) sci-fi/city style tiles from the Atari XL/XE Lemmings clone, The Brundles (you can see the tileset http://youtu.be/83YOTj6f2sg?t=1m4s" class="bbc_link" target="_blank">from 1:04 in this video).

I also really love the ice set. The sparkliness comes across really well. http://www.lemmingsforums.com/Smileys/lemmings/thumbsup.gif" alt=":thumbsup:" title="Thumbs Up" class="smiley" />

LJLPM

Thanks http://www.lemmingsforums.com/Smileys/lemmings/laugh.gif" alt=":D" title="Laugh" class="smiley" /> My favorite tileset is probably the "Ice" tileset: it's very clean on screen, and it has a nice "old videogame" look.
All the tilesets render well (even the "Desolation" tileset, although it doesn't look fun in the preview thumbnail), and they'll come with many Terrain items!

edit: "Pillar/Sand" tileset added

LJLPM

Thanks http://www.lemmingsforums.com/Smileys/lemmings/laugh.gif" alt=":D" title="Laugh" class="smiley" />! I keep on working on the tilesets, and here comes my "Brick" tileset:

http://s17.postimg.org/e87e8opvj/tileset_brick2_small.png" alt="" class="bbc_img" />

ccexplore

Looking good! http://www.lemmingsforums.com/Smileys/lemmings/thumbsup.gif" alt=":thumbsup:" title="Thumbs Up" class="smiley" />  I would actually advocate not doing the "common tiles for comparison" thing here.  At first I didn't even read that sentence and got the mistaken impression that some sets are just palette-swapped version of others. http://www.lemmingsforums.com/Smileys/lemmings/XD.gif" alt=":XD:" title="XD" class="smiley" /> And even knowing that now, it still feels like the comparison is doing no favors to the tilesets being showcased.  Better to feature the things that are unique to each tileset to highlight their potentials.

LJLPM

Yes, I agree, it's not that good to use common tiles for showing the tilesets. I'll take time to create new levels for showing the Canyon, Ice, and Desolation tilesets (different level per tileset).

Below is a preview of the new tileset I'm working on: "Colors"/"Colorful". It's the game's 7th tileset.
It's not finished yet -I want to add more tiles- but it's already looking good, and I really like the in-game display (well, it's... colorful).

Here, the level and the tileset aren't hardcoded in the game.
I simply copied/pasted the level and the tileset to their respective directories on the tablet ("PC -> tablet" copy/paste, via USB), and then, in the game, I loaded the level using the game's "Load Custom Level" feature (it's this feature you would use to load levels you have created, or levels you've downloaded from the net). No difficult stuff, it's very easy to load custom levels in the game.

- designing the level in jLevelBuilder(top), level's preview screen(middle), playing the level(bottom)
http://s30.postimg.org/6fr7dhmw1/screenshot.png" alt="" class="bbc_img" />

LJLPM

Still working on the game: no big changes, but I fixed many things I wanted more "polished", and I also re-coded/re-worked some parts of the game in order to improve the compatibility between different Android devices (while trying to maintain a stable soft!). The game seems really stable so far: this is cool!
But, I encouter some troubles with the audio part (there are some known issues with the Android Media Player): the audio part seems ok on the Nexus7 tablet (with a recent Android 4.4), but it's not the case on some other devices with lower Android versions (in tech terms, Exceptions are thrown, and I fear some stability issues then). Atm, I totally disabled music and sfx... dunno what to do with this yet... http://www.lemmingsforums.com/Smileys/lemmings/undecided.gif" alt=":-\" title="Undecided" class="smiley" />

Anyway, some visual stuff now: one can zoom-out to see the whole level fit on the main screen (unlike the map below, it's animated with Objects' animations, so it's pretty cool to watch the entire level live http://www.lemmingsforums.com/Smileys/lemmings/smiley.gif" alt=":)" title="Smiley" class="smiley" />), and I've also added a slightly bigger zoom (it may be useful when playing the game on small screens). I like this "zoom" stuff, and you can see the result in the screenshot below.

- top:max zoom-out (whole level displayed), center: game's original  size, bottom: max zoom-in (it's pretty close, isn't it?)
http://s11.postimg.org/jzv3qgdlv/Screenshot_2014_12_17_small.png" alt="" class="bbc_img" />

LJLPM

I've just made some experiments with level sizes, and the game works well with 3200x640px levels (= double height than in Lemmini's levels). Not really sure if I will actually use this feature, but here's a screenshot showing two stacked 3200x320 levels http://www.lemmingsforums.com/Smileys/lemmings/laugh.gif" alt=":D" title="Laugh" class="smiley" /> (in the screenshot, I used the maximum zoom-out in order to see the whole level: it makes plenty of room for the Lemmings to evolve in, isn'it?). You could also notice the use of multi entrances and multi exits. And the Lemmings selection works well, too, as I succeeded in making Lemmings reach an exit while I was playing exclusively with the maximum zoom-out mode (very tiny Lemmings)! I really hope the game will make Lemmings fans + Android users happy, and I can tell you that the current result is very promising! And don't forget that you'll be able to create, load, and share your own levels!
Stay tuned!

- using the maximum zoom-out mode, one can see two stacked 3200*320 levels:
http://s15.postimg.org/kjdlwxjwb/Screenshot_2014_12_20.png" alt="" class="bbc_img" />

LJLPM

 http://www.lemmingsforums.com/Smileys/lemmings/laugh.gif" alt=":D" title="Laugh" class="smiley" />
Ok, what started as a simple experiment (see my previous post) is now fully handled by the game, so you can expect "big" levels in the game (levels that are freely scrollable, both on the vertical and the horizontal axises, and levels whose max dimensions are 3200x640px).

LJLPM

#55
I've set a poll for Android-device owners that are interested in the game I'm coding: I would like to know what's the Android version of your device (phone, tablet, ...) ?

The game will likely require Android 4, and if you use Android 4.4, then the game can run 100% fullscreen (no Android stuff at all on screen, just the game running, and that's pretty neat!).

edit: the game won't use Android 4.4's full screen mode because when the player clicked on the map, at the very bottom of the GUI, it may lead to make the Android navigation bar re-appear (Android specs) and, thus, the player could exit the game while she/he just wanted to click on the map  :XD:

namida

4.4 on my phone, 4.0 (IIRC) on my tablet... I never use the latter though.

Should note that it's a semi-unofficial build I use. The highest official build for my phone is 4.3, but a different model of it does have an official 4.4 ROM, and I'm using a version of that that's been ported to the model I have.
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

LJLPM

#57
Recently, I tested the game on an Android phone (Android 4.2), and the results are... stunning!
Everything fits well on screen, visual rendering is gorgeous, and the game is 100% playable on a phone's small screen!  Initially, this project's target devices were tablets (because of the tiny Lemmings), but this statement is no longer relevant as the game works very well on phones, too :D
Nevertheless, there's a bad news: I encountered a big nasty bug that doesn't occur on the tablet (Android 4.4), and, atm, I have absolutely no idea about what's going on with this bug. Argh!  :'(
Finally, a little bit of teasing to conclude: friends who saw the game found it really, really cool! 8-) Stay tuned!

RubiX

Exciting.  Sounds like you are getting close to release.

Your tilesets sure do look fantastic.
Rubix

LJLPM

#59
Thanks :D
I've pretty much finished coding the game, but there's still a lot of work to achieve before I can say the game is ready.

Here's a rough TODO list for you, guys, to better visualize the game's current status:
- fix a mysterious (memory?) bug that occurs on phones (Android 4.2) but not on tablets (Android 4.4) (while previous bugs were pretty easy to find and fix, this one really puzzles me...)
- about the tilesets: create some more tilesets + expand existing tilesets (recently, I've added new tiles to the sci-fi tileset) + add proper Objects to the existing tilesets (atm, for my debug purpose, I simply use Lemmings' doors, traps, lava, ...)
- design levels, of course (currently, I use quick'n dirty levels I've made to test the game -as well as Lemmini levels, too-)
- add new skills to the Lemmings, maybe? (for example, recently I thought about including interesting zombies mechanics, as found in namida's Doomsday Lemmings, or new stuff like that...). But, actually, I'll probably go easy on including new game-mechanics, because, otherwise, the game will never be finished...

I can say that this project (and I include the dev of jLevelBuilder for creating the levels) is my biggest video-game project so far: so be assured that this project is very hot! And, hopefully, you shouldn't be (too) disapointed with the result :D

LJLPM

#60
Ok, here's a new progress report about the game. So what's new? Well, I've mostly re-written a loooot of things about how the game is handled in memory, and it looks like the mysterious (memory-)bug that occured on some devices has vanished. That's nice because this is precisely why I've re-written some stuff!

For my smartphone tests, I use a Wiko Cink+: I chose this phone because it uses Android 4.1 ( < my Nexus7's Android 4.4, so it's interesting for comparing the game's behaviour), and, also, it has a tiny 3.5" screen (320x480px), which is, obviously, very useful to see 1) how the game is displayed on small(er) screens (your Android4 phone has probably a bigger screen than the Cink+, so if it's good on the Cink+, then...), and 2) if the game is playable on small screens.

I can also say that on Android 4.4 tablets (bigger screen), the game is absolutely a breeze to use: this is the Lemmings experience you all know (minus my game's modifications, like the fact that my Blockers stop Builders from building, ...)

Moreover, I didn't tell you yet about some in-game features, so, yes, there are other things to be revealed at a later time  8-)

The game will probably require Android 4.0/4.1 to work.

below: screenshots of the game running on a Wiko Cink+ (Android 4.1) and on a Nexus7 (Android 4.4)
screenshots taken at the game's same time:
- 1st photo: the game with the default zoom in use when the level starts (-> full-screen level on its height)
- 2nd photo: the maximum zoom is shown. Even on small screens, you won't miss your Lemmings selections!
One can note that, on small screens, skill-icons and texts are not fully displayed (see Time, Goal, Alive infos). I will take care of this later...




ps:
I read the "Ideas for Skills" topic(http://www.lemmingsforums.net/index.php?topic=2012.0), and there are very interesting ideas. Some of them found their way to my TODO list (which doesn't mean these ideas will be in the game, but... maybe?)
Don't forget that including these features in the game also means extra work to do in jLevelBuilder.
Besides that, for the gameplay, I hesitate between :
- always using the same 8 skills, à la Lemmings 1 (this way, you always know what skills you have, and where they are in the GUI)
- or having different available skills, depending on the levels (problem is: skills move around on the GUI (less handy) + when you start a level, you have to take some time to look at the actions you can perform this time)
For the simplicity of the game, I may choose the 1st option (Lemmings 1)

RubiX


Prob Lem

That super-zoom is a pretty nice way of working around the inherent inaccuracy of capacitive touch-screens! :thumbsup:

I'm just curious, though: What happens if or when a large group of lemmings end up bunched together? Or is this just not allowed to happen to begin with?

LJLPM

Quote from: Prob Lem on January 31, 2015, 10:38:05 PM
I'm just curious, though: What happens if or when a large group of lemmings end up bunched together? Or is this just not allowed to happen to begin with?

Well, it's handled in such a manner that you should(will!) succeed in doing what you want :D but I won't tell much more on that for the moment: sorry ;P Actually, I did not look at what other portable/mobile Lemmings games did for handling such situations (I'm mostly thinking about Lemmings on PSP or Vita), but I can tell you that friends who tried the game didn't have problems with Lemmings selection and skill assignments 8-)

Prob Lem

Good to know. :thumbsup:

The reason I asked is because it's actually handled pretty badly in Lemmings Touch for the PS Vita, and the included way of circumventing it (pressing left/right on the physical d-pad to cycle through lemmings) is so slow and unresponsive that it's completely broken. All portable versions prior to that use traditional d-pad and button controls (with the best version for this being the Game Gear one, in my view, as it just feels right), so probably aren't very relevant here. ;)

LJLPM

#65
Quick thoughts about "Lemmings selection + skill assignments + is the game playable on a small screen?": I was able to complete "This Should Be A Doddle" on the phone's 3.5" screen, on my 1st attempt, using exclusively the tiny zoom factor you're actually seeing on the -dark- picture below (-> zoom was scaled to make the whole level fit on screen! -> very tiny Lemmings!). An easy level, yes, but considering the extreme zoomed-out view used on such a small screen, this is a convincing demonstration of the good management of the player's inputs!

LJLPM

little update/confirmation here: in its current version, the game is playing well on tablets and smartphones, and I'm now mostly interested in designing the game's graphics and levels (time to move on from coding), therefore it's unlikely I'll add extra/new skills (I'll stick to Lemmings1's classic skills).

LJLPM

#67
by the way, I forgot to tell, but the game only needs the permissions to read/write external data (for loading/saving replays + loading external custom levels) => only permissions required for the game to work are requested. It is an important info, indeed.

LJLPM

I wasn't satisfied enough with my "Pillar" tileset (it looked dull compared to the original "Pillar" tileset from Lemmings), so I decided to re-work it, and it's much better now!

- a glimpse to the new "Pillar" tileset:

RubiX


LJLPM

Thanks :D I'm happy with the tileset now: it looks gorgeous on smartphone/tablet's screen, and I'll keep on adding more tiles to it. Moreover, as the game creation slowly but surely progresses, here are more early screenshots showing two tilesets integrated to the actual game: "(new)Pillar", and "Ice".
(middle and bottom images are actual screen captures from the smartphone and the tablet, respectively)

RubiX


BradLee

Signed up here just to tell you that your "Lemmings-like" android game looks AMAZING.
Also your jLevelBuilder looks equally impressive.

Maybe when I finally have time to stop and sit down, I might give it a go.

Regards.

LJLPM

#73
@RubiX: sorry :D Perhaps, you'll agree for just a little more, for welcoming the week-end? :D
(currently, this tileset is made of 110+ pieces. It's a nice tileset, and it won't be an easy task to make the next tilesets match the quality of this one)

- the level designed in jLevelBuilder, then imported into the game (actual screen-capture from smartphone):



@BradLee: thank you very much for your support! As a matter of fact, I do my best to deliver the very best Lemmings game released on Android devices! I still have a lot of work to achieve, but the current results are very promising, and it's a very exciting project!
About jLevelBuilder, yes, feel free to try it: I use it for designing the Android game's levels, but you can also use it to create Lemmings1 levels that are compatible with (Super)Lemmini & (Neo)Lemmix.
You'll find the download link (and the feature list) on my website.
And if you have any question about jLB, here's the jLevelBuilder topic.

RubiX

You are really going all out with this.
Congrats

LJLPM

The "Sci-Fi" tileset isn't as good-looking as the "(new)Pillar" one above, but, with its numerous small pieces (100+), it allows the design of complex structures/labyrinths for Lemmings. (please note that entry and exit doors are still Lemmini's hi-res versions, so they are twice as big as they should actually be)

- jLevelBuilder + tablet + smartphone screen-captures:

BradLee

Wow. It really looks phenomenal. I can't wait to try it out.

A couple of questions I have on the game mechanics, since I can't try it yet...

1. Will it have pinch to zoom/un-zoom? (Since it is designed for touch devices)
2. Will you be able to swipe the landscape left or right, rather than scroll?

Cheers.

LJLPM

1. Yes, zoom-in/zoom-out via pinch is supported
2. not sure about what you meant here (auto-scroll?), but for moving in the level, you just touch the screen and drag the view until you see what you want to see (or you can also click on the map to directly go to a specific location)

By the way, this morning, I made some tests with jLevelBuilder's "Mirror" options (horizontal+vertical mirrorring) to create a 3200*640px level (double-height level) based on my previous post's sci-fi level (6 entries, 2 exits now): results are shown on the screenshots below, and as you can see, level-designers will be able to think really BIG! (note that there is still empty room on the left & right sides of the level  :))

- jLevelBuilder + smartphone + tablet (x2) screen-captures (last image shows the whole level displayed on the tablet):

BradLee

Quote from: LJLPM on February 15, 2015, 02:55:47 PM
1. Yes, zoom-in/zoom-out via pinch is supported

Great. :)

Quote2. not sure about what you meant here (auto-scroll?), but for moving in the level, you just touch the screen and drag the view until you see what you want to see (or you can also click on the map to directly go to a specific location)

Sorry I meant to say does it support swiping rather then having to select L&R triangles or having to hold your finger to the edge like you do with the mouse cursor to make the screen move.


LJLPM

Quote from: BradLee on February 15, 2015, 03:00:07 PM
Sorry I meant to say does it support swiping rather then having to select L&R triangles or having to hold your finger to the edge like you do with the mouse cursor to make the screen move.
Yes, you simply drag the screen (no need to hold your finger near the screen's edge ; and there's no "left & right scrolling" buttons)

BradLee

Quote from: LJLPM on February 15, 2015, 03:13:33 PM
Quote from: BradLee on February 15, 2015, 03:00:07 PM
Sorry I meant to say does it support swiping rather then having to select L&R triangles or having to hold your finger to the edge like you do with the mouse cursor to make the screen move.
Yes, you simply drag the screen (no need to hold your finger near the screen's edge ; and there's no "left & right scrolling" buttons)

Nice.  :thumbsup:

LJLPM

Still working on the game's graphics (tilesets), and here's the newest one (see screenshots below): it's good-looking on screen, and it's very good at creating some kind of "lunar" landscapes. I'm really happy with it :)
None of the existing tilesets is finished yet (no trap atm!) :'( , but they are promising...
... slow progress + so much work still awaiting, it looks like this project will never end!!!!!!!!!!!!!!!!!!!! (but, yes, it will!)

- top:level in jLevelBuilder, middle:tablet(2x screenshots), bottom:smartphone

LJLPM

I've updated the "Colors/Colorful" tileset: now, there are 100+ tiles to use for designing levels. Here are some screenshots showing what can be achieved with this tileset.

- as usual, jLevelBuilder + tablet + smartphone screenshots:

LJLPM

#83
there is a recent topic about adding achievements to NeoLemmix, and since "unlocking achievements" is a popular feature, I've added achievements to the Android game, too :)

LJLPM

#84
some news about the WIP: I'm still looking for getting the right tilesets for the game, and this is quite a task, actually!
My goal is to create tilesets that have the "Lemmings" feel => having cool tilesets is mandatory for making the game enjoyable! (if I go wrong with the tilesets, I'll have the feeling of spoiling the whole project, and believe me, we're not too far from having a nice Lemmings1 clone for Android!  8-)). In short, I must NOT fail on the tilesets, or it will ruin everything.

Below, is my latest tileset (no name yet): it's not finished yet, but I like it since it works well in the game, with all the Lemmings moving around.

Please remember, that when the game is released, you'll be able to create, load, and share your own levels, using in-game tilesets or external tilesets (and the game's tilesets will also be freely available, if you want to use them in Lix, (Neo)Lemmix, or (Super)Lemmini).

- screenshots from jLevelBuilder, smartphone, and tablet:



About my work on the tilesets, I also wanted to resize (@50%) previously-created tiles to better match the Lemmings' size during the game (Lemmings are tiny: sizes are comparable to the Amiga/AtariST/DOS versions). Here's the result for the "Colors" tileset, and it looks good during the game (as a matter of fact, I'll probably use large & small versions of the tilesets for the levels  ;)).


To be continued...


edit:
Quote from: LJLPM on February 15, 2015, 03:13:33 PM
... there's no "left & right scrolling" buttons...
in case players would like to have "left, right, up, down" scrolling buttons, I have added them to the game.

RubiX

So good :)

Im sure this is going to be a huge success when people all over the world see it.   Lemmings for android?  nowai !!!

LJLPM

#86
Thanks :) It's a very exciting project, and I can't wait to see the game released!

I'm still working on the tilesets, and here are more screenshots of the latest titeset (kind of "blue metal" tileset).
This tileset is good for making tech/sci-fi structures (actually, results are better, cleaner, crisper with this tileset than with my previous scif-fi tileset, but I'll also keep the 1st sci-fi tileset since it works well, too). I plan to expand this tileset with more tiles (already 100+ tiles exist).

As usual, you'll find screenshots from 1) the level-editor (jLevelBuilder), 2) from the tablet, and 3) from the smartphone versions of the game.

Plus, for in-game screenshots, you'll find one screenshot using the large/hi-res version of the tileset + one screenshot using the small/low-res version of the tileset (simply refer to the map below the actual level, to see what version of the tileset is used: large/hi-res or small/low-res). The hi-res version is pretty cool, I think.

Please do not consider these levels as final: they are just prototypes to see if the tiles work/glue well together (as a matter of fact, using these test-levels, I could discard many tiles that didn't work!).


- prototype #1 (jLB + tablet + smartphone):



- prototype #2 (jLB + tablet + smartphone):



edit:
updated 1st post, with currently-available tilesets.

LJLPM

#87
I've added a new feature to the game: "wide-screen/expert" mode.
In "wide-screen/expert" mode, map and counters (time, saved Lemmings, alive Lemmings) are no longer displayed at the bottom of screen, making more room to display the actual level :) I don't know why I didn't think about this feature earlier! :P
In this mode, time info + "saved Lemmings" (if any) info are displayed above the exit door (and the "alive Lemmings" info is no longer available).

You can see the result on the screenshots below.
- top screen is the level built in jLevelBuilder
- middle screens show the game on tablet (display in classic mode first, then display in "wide-screen/expert" mode => no more map! => more room for the level!)
- bottom screens show the game on smartphone (display in classic mode, then in "wide-screen/expert" mode + a 3rd screenshot that shows a zoomed view of the tiles)
Being able to play with an almost-full-screen level is a nice addition to the game!

And as you can also notice on the screenshots, the level uses a new tileset: it's my most recent tileset ; it has 100+ tiles, and I think it has the "Lemmings" feel (which is a result I try to reach).

Finally, I started working on the animated Objects (traps, and doors), and I'm confident in having nice animated items for the levels :)

Stay tuned!


RubiX


Very nice with the expanded view idea.   Keep it up  :thumbsup:


LJLPM

#90
well, sometime in 2015, I suppose :laugh: (sorry for the lack of precision but I really have no estimated date yet :()
For instance, it takes me more time than expected to create the tilesets because I want nice "Lemmings-like" tilesets for the game, and I don't want them to be bad and spoil the game experience.
I will also have to re-design all the Lemmings (there are a lot of animations, but it shouldn't be too long to do).
And lastly, I'll have to create some levels of course (at last 50 --- people will be able to create unlimited new levels*).
There are also more minor things to do (like creating a proper title-screen, creating nice in-game icons/buttons, etc, etc...).
So, it looks like I will be busy working on this project for some more months :) but my goal is to release the best Lemmings-like game on Android (and please note there are some in-game features I didn't talk about yet 8-)).

*: level-designers will be able to create level packs: in the game, a pack simply consists of a group of levels located in the same directory (easy!). When the player completes a custom level, then the game will load the next level found in the current custom-level directory (according to the alpha-num order of the levels' filenames => ex: 01filename.ini, 02filename.ini, 03filename.ini, etc...).

Ben H

Yeah, I understand. I was just being a bit facetious. 

607

Wait... I think my sister has an Android phone! Maybe, if I ask nicely... I might be allowed to get this on her phone... that would make me even more excited!

LJLPM

I've updated the game's "Rock/Jungle" tileset (actually it's more like Lemmings' "Dirt" than Lemmings' "Rock").
It's not finished yet (100- tiles are currently available), but it already looks pretty good (results attached below).
On the screenshots, I used different zoom factors to better show you what this tileset looks like:
- tablet version: first, zoom-out to see the whole level on screen + standard view after.
- smartphone: "wide view" enabled (no map makes more room for the actual game) + 3 different zoom factors (=> to see the maximum zoom factor, please refer to previous posts)
FYI, I made a lot of trials with this tileset before getting tiles I was pleased with.

ps: on smartphone's screens, yellow numbers are just tiles' creation ID (debug purpose)

Ben H

^^ This is probably one of your best tile sets yet. :)

LJLPM

#95
Quote from: Ben H on March 29, 2015, 02:29:34 AM
^^ This is probably one of your best tile sets yet. :)
Yeah, I think, too  :)
It's a convenient tileset for making rocky landscapes (or jungles/gardens, if you add some green touches with the foliage).

By the way, I expanded it with more tiles (100+ tiles, including color variations of tiles), and I've just made a new test with it. Here's the result:

LJLPM

I think the tileset I'm currently working on (see my 2 previous posts above: it's the same tileset) succeeded in "capturing" the "Lemmings" spirit  :lemming: (and I'm really struggling with this, as DMA made such a good work on the tilesets!!!)

I hope you like this tileset ; I'm very happy with it. I think it will allow the making of good-looking, well-designed, and fun puzzles (and that's what Lemmings is all about, isn't it?).

Once again, please remember that, when the game is released, you'll be able to freely use any tileset of it, and create and share your own levels :) (I think this tileset will probably have some success)

- "RollerCoaster" level (jLevelBuilder + tablet + smartphone screenshots):

607

Looks nice! I think some of the green is too bright, though. May just be me.

LJLPM

Quote from: 607 on March 31, 2015, 05:47:34 AM
Looks nice! I think some of the green is too bright, though. May just be me.
yeah, I'll probably lower the brightness a little bit to find a better global color balance.
(but, as it is now, it works quite well during the game, though)

LJLPM

#99
Since I couldn't use Lemmings' "Marble" tileset in my game (copyrights), then I created my own "Marble" tileset :) (100+ tiles)
(please refer to this topic's 1st post to have a global view of all the tilesets which currently exist for the game)



... and a teaser of the next tileset  8-)

namida

Just wondering, how different (in terms of capabilities, not format) are your graphic sets from Lemmings ones? If they're not too diferent, and there's enough interest, would you like me to add support for them to the NeoLemmix Graphic Set Tool?
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

LJLPM

#101
I don't see graphics your tool couldn't convert from my game.
So, yes, of course, you will be able to use/convert/do whatever you want with my game's tilesets once everything is ready :)
I will be more than happy to see these tilesets live :)


Nevertheless, when I release the game and the tilesets, I will have a simple request for the people who want to use my tilesets:

- I put a lot of work, efforts, and time in making this clone of Lemmings for Android (and I include jLevelBuilder in the project, as it is where everything started, back in 2013!). And I hope to deliver the best Lemmings game people could expect.

Because of that, and while the tilesets are new, I would really appreciate if people who want to use these tilesets focus on creating Lemmings1-compliant levels. That's all. Nothing more, nothing less.
(since my game is based on Lemmings1, those levels would be fully compatible with my game)

Of course, once they're a bit older, I will be fine with using my game's tilesets for creating NeoLemmix-specific levels, using features that are only available in Neo-Lemmix. But, in a first time, I would really appreciate to use the game's tilesets for creating levels that are, at-least, compatible with my game :P (-> good old Lemmings1).

---
quick notes: I re-work my "Brick" tileset because I wasn't happy enough with it. It's better now, and I'll post updated screenshots soon.

namida

I was thinking both ways - ie: enabling the tool to make graphic sets for your game too, not just import them. :) Even if you use a format like text files + raw image files, the advantage is having a menu to select properties, view trigger area on the object, etc, rather than having to work all that out manually. And if you'd prefer, I'm happy to put in some kind of protection to make it not load your "official" graphic sets (until you're fine with them being used), although do be warned that I plan to make the tool open source so people can probably get around that fairly easily (and that's assuming they're not already in a format that can already be imported with a bit of extra work).
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

LJLPM

Thank you for your help! :)
Actually, your topic about your graphic editor made me realize it would be convenient to have such a tool in jLevelBuilder for generating my game's tileset config-files.
Hence, in jLB, I added a very basic tool to do it (latest version of jLB not released yet). The tool in jLB is very basic and not comparable to your editor, but it allows the user to set the type of Objects (exit door, entry door, ...), the type of animations (always animate, triggered animations, ...), ... User can also visually sets Objects' trigger areas. And of course, one can generate the tileset's config file. Even if it's quite a basic tool, this will be a time-saver, indeed.

And about the "protection", thank you for the idea, but it's not something I would find cool as a user :) Actually, I will release all my tilesets along with the game, and people will be able to freely use them and do whatever they want with them. No protection. No ban on doing this or that. People will do what they want.

I would simply appreciate if people who find my tilesets useful could realize it takes a lot of time to create these graphics, and then show some support by creating levels that are fully compatible with Lemmings1's skills before starting to make levels that are not compatible with my game... :(

Moreover, I wanted to ask if some people would be interested in making levels for the final game (when the tilesets are finished, of course! -> early access to the game), but I have a bug when playing some replays, so it's annoying for validating the levels people would submit... :(

namida

I'm working on a new project of my own at the moment, but you're welcome to use any levels from any of my older packs (or variations of them, or levels inspired by them) if you feel they'd suit. :)
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

LJLPM

Thanks :) (before handling level submissions, I have to fix a nasty bug with the replays, first :()

namida

No worries. By the way, if (when this project is closer to completion) you'd like a dedicated board for it like Lix / NeoLemmix / SuperLemmini has, just let one of the admins know and we'll set it up for you. :)
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

LJLPM

Ok, thanks! It may be useful indeed, if more topics about the game are created in the future (bug fixes, help, etc...)

By the way, here's a screenshot of the game's new "Brick" tileset.
I have re-worked my previous "Brick" tileset as I wasn't fully satisfied with the 1st attempt. It's definitively better now, and it's also more "Lemmings" :)
(note: as I didn't spend too much time on the Objects yet, entry/exit doors still come from the original Lemmings. Everything else is new and, thus, not copyrighted)
Still lot of work ahead, but things are going well.


namida

Looks neat! :D Pretty amazing how quickly you're pumping out these tilesets - it usually takes me quite a while to create each one!
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

LJLPM

#109
Actually, making all these tilesets is a very long job!!! I only show screens when I get enough tiles available.

For instance, for some tilesets (and I mainly think about the Pillar, Sci-Fi and Rock/Dirt tilesets, here), I'm on it for more than a year (of course, I don't work on them on a regular basis, but the fact is that I started working on these tilesets more than a year ago... and I'm still not fully satisfied with them).

Generally, I'm not pleased with my 1st drafts, and I discard many (all?) tiles from new tilesets. I work and re-work the tilesets a lot! (and speaking about that, I think the tileset on which I failed the most is "Rock/Dirt". What a nightmare to get this nice Lemmings' Dirt touch!!!... and, as today, I'm still searching for the "magic" :( I'll keep on working on it.)

I can say the Brick, Marble, and Colors tilesets are finished (except, atm, I still miss the Steel blocks and Objects for all tilesets). Other tilesets are subject to changes. And I can add that I would like to have a "Fire"-like tileset for the game. (still not sure I will add it, though)

So, to conclude:
Quote from: namida on April 11, 2015, 11:09:23 PM
it usually takes me quite a while to create each one!
... for me, too!

LJLPM

To avoid any copyright issues because of my red "Brick" tileset (which is probably too similar to the original Lemmings' Brick tileset), I'll use another color for the game (green, maybe. Of course, it's not as good as the original red, but making my tilesets not too similar to the original Lemmings game is the right thing to do in order to stay away from copyright issues)



And as a little update, here's a new screenshot showing the game's Steel pieces (Pillar tileset).

namida

I doubt you'll run into any issues with having bricks that are red, considering that most bricks are red (and I'm fairly sure bricks themself are public domain by now). :P If you designed it from scratch, you haven't violated any copyright.
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

ccexplore

Besides, I'm pretty sure that a mere recoloring would not have saved you from any actual copyright issues anyway.  It'd be kinda like distributing a hacked version of a program where the only thing you changed is the copyright text embedded in the binary.

So with that in mind, please for the love of god do not use that garish green I'm seeing here. :XD:

LJLPM

#113
Quote from: namida on April 13, 2015, 08:45:30 PM
If you designed it from scratch, you haven't violated any copyright.
Yes, I've created every tile/graphics of the game! (except Objects like doors, which are yet to come in this WIP/prototype).
Of course, the final game will only use 100% new and original graphics that I'll design.

I'm not a law-specialist but since my Brick tileset looks like the original Lemmings' Brick tileset (similar shapes or ideas for some tiles --- ex: brick in diagonal), I'm wondering if it breaks copyrights because of the similarities ?
(so I thought maybe the combo "I made my own tilesets + changing the tiles' global color tone" prevents from the confusion between Lemmings' Brick tileset and my Brick tileset)

Obviously, I couldn't fight against copyright issues, so I want the game's graphics to be valid before releasing the game.

... and ok, I'll stay away from the garish green 8-)

607

I understand where you're coming from, but I honestly don't think changing the colour helps. I highly doubt you'd get any problems with it, as you created it from scratch. There is a Lemmings clone in the app store with exactly the same level design and inspired tilesets, and it hasn't got any problems.
I don't think they'd fight over such a thing.

LJLPM

#115
Thank you for your input! I hope my tilesets will be fine as it would be too bad to throw away all the work because of copyright issues. :(

Could you tell me the name of the Lemmings clone you're talking about on the App Store, please? I'm curious to see it :) Thanks!

607

Quote from: LJLPM on April 14, 2015, 06:05:59 PM
Thank you for your input! I hope my tilesets will be fine as it would be too bad to throw away all the work because of copyright issues. :(

Could you tell me the name of the Lemmings clone you're talking about on the App Store, please? I'm curious to see it :) Thanks!
It's titled Caveman. There's a Lite version which lets you play the first 10 levels of the original Fun. It's not exactly a clone, but very clearly inspired.

LJLPM

#117
Thanks for Caveman! I know (and played) this game: this is a re-skinned Lemmings port due to copyright issues.
They used copyrighted assets indeed.

For the Android game, I will deliver original contents only: I wrote original/not-copyrighted code and I created my own graphics, so I hope my game does not break any copyrights, even if my Brick tileset looks similar to Lemmings' Brick tileset.

quick note: FYI, the game is running well (zero problem encountered) on Android 5.0 & Android 5.1 (as you know, it was already compatible with Android 4.x). This is good news as I'm now focused on making the graphics rather than on coding/fixing things.

LJLPM

#118
I didn't work much on the game recently, but I took some time to re-work the game's Pillar tileset (I wasn't satisfied with some tiles of it). It's better now, and as the following screens show, one can use this tileset to create some nice levels which have the "Lemmings" spirit! (and, yes, you may be familiar with the shown level 8-))
Now, I would like to improve the "Rock" tileset, since it's not as good as I would like it to be.
ps: for my tests, Objects still from the original game.




edit: here come the traps!
good news here: using jLevelBuilder's integrated tool to visually set Objects' properties and generate tileset's config-file (similar tool to namida's new graphic tool, but dedicated to the Android game only), I was able to successfully perform tests with levels using the game's first traps (crushing pillars) :)



edit: something I didn't test until lately: using Eraser tiles over Steel. (fortunately, it works :))

namida

One more-obscure thing that might be worth testing with the eraser-steel combo: If you were to then use a builder in the "erased" area, does the bridge become steel, or does it function normally? (Under DOS Lemmings the bridge would also act as steel; while under NeoLemmix (and as far as I'm aware, SuperLemmini) it won't.)

Either way may be valid depending on what your intentions for such a situation are; but make sure you test it to ensure that what happens is what you want to happen.
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

LJLPM

Quote from: namida on April 20, 2015, 12:16:49 PM
One more-obscure thing that might be worth testing with the eraser-steel combo: If you were to then use a builder in the "erased" area, does the bridge become steel, or does it function normally?
Yes, this is a good point! Thanks!
I've just checked, and inside "Steel+Eraser" areas, bridges act as normal bridges, and not as steel.

Moreover... Gliders are now added :)

(this is the very-first in-game animated preview in the topic :))

namida

Oooh, nice!

Be sure to test them very thoroughly. My experience with NeoLemmix is that Gliders have given rise to more glitches than every other skill combined.

This may be a slight exaggeration, but only a slight one.
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

LJLPM

#122
Ok! The 1st tests show good results with no glitch using the gliders. I will perform more tests with different levels though.

Besides, I really struggle with making a nice Dirt-like tileset!!!!!
I tried to remake "Just Dig!" with my custom tiles, but the result wasn't good, so I threw away all my recent tiles. :(

And, in order to test my "Pillar" tileset, I also re-created "Only Floaters Can Survive This", and I liked the result. Here it is:
(note: "Terrain" tiles are finished for the following 4 tilesets: Pillar, Brick, Marble, and Colors)


LJLPM

As I always look for improving the quality of the game, I fine-tuned the source-code recently, and in case you were wondering "since there's no mouse, how will one do to perform precise moves???", then here's a screenshot showing 5 perfectly-stacked bridges 8-) So, yes, you'll be able to be precise :)


namida

Out of interest, how is this done?

Given the kind of setup it's being played on, I'm wondering if you've considered (or maybe are already using) a "highlight lemming" feature, similar to what Lemmings 3D has (and it also exists in NeoLemmix, and another Android game that was posted here, "Dopey Clones").
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

LJLPM

Sorry, but there are some in-game features I would like to not reveal until the game is released :) For now, I can only tell that I tried my best to ensure players could easily perform precise moves and Lemmings selections.

LJLPM

#126
I re-worked my "Marble" tileset to get better tiles:

namida

Nice.

Re: Gliders; some things I'd suggest checking:
- Can they land properly on slopes of varying angles?
- What happens if they run into a corner exactly?
- What happens if they encounter a downwards slope (above them), does it act as a wall, do they descend at a faster rate to match the slope (either of which may be the intended behaviour), does it glitch?
- Do they interact with blockers properly?
- What happens if they're falling down a gap that's only one pixel wide?

These are just off the top of my head. I'll go through the NeoLemmix changelogs later and see if I can identify anything else that was problematic. (Many, but not all, were related to the glider-updraft interaction, which I presume won't matter for your game due to not having updrafts; but there were a lot that weren't, too.)
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

LJLPM

#128
Thanks for the feedback. Here are the first results:
- 1) ok
- 2) ok
- 3) ok (currently, there's no "updraft" in the game, so this issue should be limited for now)
- 4) ko (slight adjustments to be done) / ok.
- 5) to be tested. / ok.
Everything should be ok soon is ok.

edit: a quick adaptation of ONML's "Thunder Lemmings are Go!" with the game's "Brick" tileset.
- smartphone screenshot + level zoomed-out to show the whole level
(note: level completed on my 1st try, on phone's tiny 3.5" screen (320x480px), with no missed skill-assignment, using this zoomed-out view only)

namida

Nice! That actually looks really good.

One thing that does quickly come to mind - those skill quantities look more like 70 than 20.
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

LJLPM

Quote from: namida on May 06, 2015, 01:41:44 AM
One thing that does quickly come to mind - those skill quantities look more like 70 than 20.

Yes, it's because the bitmap is cropped on the tiny screen (I deliberately chose a smartphone with a small screen, to test the game under non-optimal conditions).
Actually, it is fully readable on most Android4+ smartphones (and, of course, it's ok on tablets :)).
I haven't spent a lot of time on this, as the display is fine on most target devices.

LJLPM

#131
Quote from: LJLPM on April 10, 2015, 07:21:47 PM
...I have to fix a nasty bug with the replays...
It looks like I've defeated the sync problem which sometimes occured with replays (at last!) :)
(I'm happy because this bug bothered me for quite a while!)

Of course, I will perform more tests, but last tests were all ok!

edit: new tests confirm correct Replay behaviour :)

607


LJLPM

well, unfortunately, I had no time for working on the game recently, so there's no interesting news :(

WIP status :
- I still have issues handling the audio part (without the audio enabled, the game is stable ; but with the audio activated, it sometimes triggers errors during the game (Java's Exceptions): it's annoying). Except this audio thing, everything else works well.
- about the gfx: I still have to create my own Lemmings sprites of course, but also nice "Dirty" and "Fire" tilesets as well. These are the most time-consuming remaining gfx tasks. Then, I will create Objects (doors, traps), and game's action icons (but this shouldn't take too long).
- I've already written some level designs on paper.

LJLPM

#134
Today, I took time to create the online database players will use to freely share levels for the Android game (uploads & downloads).

It's something I had in mind for quite a loooooooooooooooong time, and I always postponed this project: now, it's done :)
Atm, one can only upload single levels (level packs, including multi-screenshots for packs' levels, will follow soon), and I still have to handle the rating features (fun + difficulty rates), but most of the job is done now (actually, it's very similar to http://lemmings-db.camanis.net/levelpack/list).

On the screenshot below, you can see:
- top: a list of 2 levels I've uploaded in the database
- bottom: a page that shows the details of a level stored in the database (level #2)

Uploads and downloads work as expected.

Now I need to find time to keep on working on the game's graphics... (it's a long process!)


607

Awesome! I think this will be even more user-friendly than I had expected.

LJLPM

#136
I worked on the online features today: :)
- the "Replay Database" has been created, and it works (players will be able to upload/download replays of their games)
- and the "Level Database" now handles level packs => see screenshot below: there are 3 levels in this pack (a pack is simply a .zip file containing several levels)

*** TODO for the online service: handle the ratings (fun & difficulty) ***


LJLPM

#137
no big news (...and let's face it: during this summer 8-), the work on the gfx won't progress much...), but I recently bought an Archos' Gamepad 2, and I installed the game on it -in order to see if everything works fine-. Good news: everything works as expected :).


LJLPM

#138
Today, I fixed some minor bugs, and I added the correct behaviour for stacked bridges: they now act as walls.
I still have to perform more tests with this, but it seems ok (single bridges act as usual, and stacked bridges act as destructible walls)

- screenshot from smartphone's tiny 3.5" screen (320x480px), hence the cropped text (on tablets and bigger smartphones, text is fully readable):



LJLPM

#139
Added in-game 9th skill: "Walker".

Triggering a Walker:
- reverts the walk direction of a Walker
- makes a Blocker walks again (+ reverts the original walk direction)
- stops a Builder, Basher, Miner, Digger, and makes him walk again (+ reverts the original walk direction)


RubiX

Excellent ^
Nice to see some L2 Skills being implemented.

namida

So, a walker always turns the lemming around (in addition to cancelling any action it's performing)?
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

LJLPM

Yes, in the current WIP version, applying the Walker skill always turns the Lemming around.
As the game is in development-phase, nothing is static, and pros and cons are welcome, if you, guys, prefer to not have the Lemmings turn around.

RubiX

Its just another skill, not something you can do at any time as much as you want, and it has been an excellent skill for many of my puzzles i've created in Lix.
I definitely would like it to be a skill in your android game.

ccexplore

Quote from: RubiX on August 30, 2015, 12:52:47 PMNice to see some L2 Skills being implemented.

I'm fairly sure the walker is actually not one of the everything-plus-the-kitchen-sink 51 skills of Lemmings 2, as hard as it may be to believe. ;P It is however available in Lemmings 3 (Chronicles), and of course in Lix which is where you probably remembered it from.

LJLPM

Quote from: RubiX on August 31, 2015, 07:05:11 PM
Its just another skill, not something you can do at any time as much as you want, and it has been an excellent skill for many of my puzzles i've created in Lix.
I definitely would like it to be a skill in your android game.
Yes, it's indeed a limited skill, and I like it very much, too (for the game's puzzles, it was a pity that one couldn't assign a skill to undo blockers, nor assign a skill to make Lemmings turn around: now it's feasible :)).

namida

Quote from: LJLPM on August 31, 2015, 06:57:03 PM
Yes, in the current WIP version, applying the Walker skill always turns the Lemming around.
As the game is in development-phase, nothing is static, and pros and cons are welcome, if you, guys, prefer to not have the Lemmings turn around.

I don't know how L2 or L3 implement it, but in Lix and NeoLemmix, the lemming only turns around if it's already walking at the time. If it's doing something else, it merely stops that action but continues in its current direction.
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

LJLPM

I'm ok to add the behaviour players prefer.

So what's your preference when triggering a Walker ?
- 1) always turn around (as it is in the current WIP version)?
- or 2) act as in Lix and NeoLemmix: only turn around if already walking? (otherwise just stop the action being performed)

Your call! :)

LJLPM

a small update on the editor today: I added the "Walker" skill in jLevelBuilder (nothing fancy, but it had to be done, as the whole project consists in the game + its level-editor).


607

Quote from: LJLPM on September 01, 2015, 06:24:04 PM
I'm ok to add the behaviour players prefer.

So what's your preference when triggering a Walker ?
- 1) always turn around (as it is in the current WIP version)?
- or 2) act as in Lix and NeoLemmix: only turn around if already walking? (otherwise just stop the action being performed)

Your call! :)
I'd think 2 would be better. I'm no expert, though.

Proxima

Either version would be interesting. The nice thing about the Walker skill is that it allows (1) normal walkers to turn round; (2) lemmings performing a continuous skill to stop (or builders to stop early); (3) blockers to stop blocking without exploding themselves -- and in any given level, you generally don't know in advance which function it will serve (though the absence of blockers removes one possibility!) so there are a variety of approaches you can try out. This can lead to backroutes, but if the designer has been careful, it can make the solution process more interesting.

The choice between the two varieties of Walker doesn't affect this much. Indeed, for bashers, miners and diggers, the two will often be equivalent, as the terrain would turn them around anyway. For builders, Lix/NL behaviour means the builder-walker will immediately step off his bridge -- depending on the situation, this might be exactly what the player wants or exactly what they don't want.

Personally, I'd prefer you to go with Lix/NL behaviour just on account of consistency: that would make it easy to design levels for your game that could easily be ported to Lix and NL (which I would love to do). But no big deal if you prefer to do it the other way. Most levels will still be easy to port, or could be made to work with minimal changes.


LJLPM

Today, I worked on the "Sci-Fi" tileset.
It's a tileset I started working on a long time ago: currently, it's ok, but I'm not fully satisfied with it, so I want to improve it.




607


RubiX

Awsome! This is one im super interested in :)

LJLPM

#155
Thanks :)
I keep on working on this tileset (some new screenshots below).

And, by the way, I added 2 new features:

  • 1-way passthru walls/areas
  • anti-splat pads
I also updated the "Walker" behavior: Walkers now act as in NeoLemmix/Lix (see posts above).


RubiX


LJLPM

#157
some more screenshots of the "sci-fi' tileset.
It's possible to create some complex levels with this tileset.

RubiX

Brilliant.
Any chance on releasing a beta version soon for us to test and give feedback ?

LJLPM

#159
Thanks :)
The game was initially scheduled for this year, but, since this is a free-time project + I miss time to work on it, then I progress slowly, and I'll miss the release in 2015 :(

The project is going well, but to be honest, a lot of work is still needed, and the game is far from being released: it lacks new Lemmings-like sprites + interactive Objects (doors, traps) + some things need to be polished (title-screen, menus, ...)

Sorry for the delay, but be assured that I work hard on this game, and I hope it will please the Lemmings fans who play on Android!

LJLPM

#160
Here's a glimpse of the tileset I work on: many pieces and platforms allow the design of complex structures. And, even if it's not clear on the pictures, the tiles have a nice old-school 2D pixel-art look, because I keep on working on that! (the gfx have an important role in the game/in Lemmings, and I don't want the gfx to be a weak point for the game).



edit:
in order to break the "too-much-red" atmosphere of the tileset, I'll probably include the new tiles to the Pillar tileset.
I made a quick test, and it seems to work well.

namida

One thing I notice is that the builder steps look very... I don't know how to describe it, but they just don't look right...

Aside from that, this looks very impressive! :)
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

LJLPM

Thank you for your input because every detail count! There's probably not much to worry about the steps, but here's a better view of a bridge: it's actually thicker than Lemmings' bridges (here, 1 step = 2 rows of 6 pixels), but it looks ok during the game ; and most important, Lemmings collide well with the steps.

LJLPM

#163
Hi, a quick message about the work in progress:
- still working on the gfx/tilesets : currently, for me, the gfx are the game's weak point (I'm happy with the Marble, Brick, and Pillar tilesets, but I know I can do better for the other tilesets!). I'm happy with how the game plays/runs, so I definitively don't want the gfx to lower the quality of the final game. Sorry to delay the release of the game, but I want to deliver the best Lemmings-game possible!
- I also fixed a new "sync" bug that I recently found with the Replays
- and I also updated the level-editor (jLevelBuilder) with new features I found useful for making levels

conclusion: even if topic updates are not frequent, I can assure you that I'm working on the game :)

GigaLem

Im gonna be honest, personally because i dont own an android, at least not yet, i wish i can port these tilesets to neolemmix, because they look interesting

LJLPM

Since I use .gif images and a .ini file for my tilesets (just as Lemmini does actually), yes, all the tilesets could work with/could be converted to NeoLemmix.

But please remember :
I'm working on this hobbyist project for 2,5 years, and I will probably need 8 to 12 more months to finish it (the whole project includes the game's level-editor -jLevelBuilder- which I started working on around april/may 2013).
Because of the huge amount of work I put in this project, I would appreciate my tilesets to be used exclusively for designing Android game's levels, during a temporary period of time, after the release of the game (maybe something around 6 months after the release of the game???). Thank you for your understanding.

- dev WIP status:
This week, I fixed another subtle sync problem with the replays.
And I also added some new small (but nice, anyway) features to the game (nothing too fancy, but the game is better now :))
I'll try to work on the gfx/tilesets this week-end.

LJLPM

#166
At last!!! It seems that I finally succeeded in creating a "Dirt" tileset that has the Lemmings feel.
I was definitively looking for that visual style, but I struggled with achieving this result. Now I'm on the right track :)

edit:screenshot updated.

RubiX


LJLPM

#168
Thanks :)
I'm not a graphic artist, and I find making gfx/tiles to be a very difficult task!

LJLPM

For the new year, here's the 1st ingame-screenshot taken on a smartphone with a 5' screen (Android 4.4).
- top screenshot is the default view, when game starts.
- bottom screenshot: zoomed-in view of the game

It's the 1st time I tested the game on a 5' screen, and the result is very good!
I have to slightly resize down the skills' counters, but everything else is perfect and readable (the game experience is really, really, really nice on such a device).

I slowly progress on the making of the tilesets (no more work on the source-code now), but be assured that my goal is to deliver the best tiles I can create, and make the game good-looking on screen :)

ps: sci-fi tileset used, and please remember that the skill icons are not final (prototype purpose only)


Ben H

#170
Dirt tileset looks awesome. You've really managed to capture the feel. :thumbsup:

The sci-fi set also looks great. :)

LJLPM

#171
Thanks :)
In order to capture the "Lemmings" feel, the "Dirt" tileset really gave (gives) me headaches. It starts to look good, but I still want/try to improve it! (in a general manner, existing tilesets start to look good enough for creating decent levels)

Today, I spent some time to fix the cropped text for skill counters on a 5'' screen with a 540x960 res: text is now fully visible (see screenshot).
(by the way, I will probably leave text sizes as they are now: hence text will be cropped on smartphones whose screen-res is < 540x960. On tablets, no cropped text, of course.)

- smartphone: game's original view when level starts, on a 5'' screen (540 x 960 resolution).


- smartphone: slightly zoomed-in view.


*** floaters are gliders on the screenshots ***

LJLPM

I've just coded a new feature, I thought about 2 days ago:
"Push Level to Online Database", directly from the level-editor.

In order to upload your level, you no longer need a web-browser, and you no longer need to go to the database's dedicated online webpage. Now, once your level is finished, simply click a single button directly from jLevelBuilder, and that's it! Your level is instantly online, and freely available to all players! :)

This feature is fully working.


RubiX

wow, excellent addition ^
So are you going to have a way that all incoming levels that people create can be automatically placed in some kind of structured database for easy sorting?
Just a thought, but this is how I see a very useful way to have them sorted into 2 databases.   (original skillset / new skillset)

Example:    If you create a level, there are field(s) to select before it will be accepted for upload.


1) Estimate your level difficulty:   

Frozen            ▀
Cold               ▀
Warm             ▀
Hot                 ▀
Scorching        ▀   


2) Map uses the standard lemmings skillset or includes the use of new abilities?      
   
My map only uses abilities from the original Lemmings game       ▀       
My map includes or only uses the new abilities                           ▀     

--------------
Then if there would be a possible way for people to give a 1 - 10 rating for uploaded maps, this could be very helpful for people wanting to download and play the best rated maps.


607

Do you need to have solved the level before uploading it? I'm not sure if that's easily possible, but it would be a helpful addition, I think. After all, we won't want some people uploading unbeatable levels.

RubiX

That is a very good thing to bring up ^ 

LJLPM

#176
Thank you for your inputs :)

Quote from: RubiX on January 23, 2016, 07:41:35 PM
Example:    If you create a level, there are field(s) to select before it will be accepted for upload.

1) Estimate your level difficulty:   
Frozen            ▀
Cold               ▀
Warm             ▀
Hot                 ▀
Scorching        ▀   

in the editor, level-designers can already set an estimated level-difficulty (from 1 to 5) for their levels. This "difficulty rank" is then an available info within the database. But since I'm not sure it would be a reliable info as it is (casual gamers may not have the same "difficulty" scale as here, in this forum), I designed the database to allow players to rate the levels' difficulty: this way, I think we may get more reliable difficulty ratings (average ratings)... => but the associated code isn't done yet.


Quote from: RubiX on January 23, 2016, 07:41:35 PM
2) Map uses the standard lemmings skillset or includes the use of new abilities?      
   
My map only uses abilities from the original Lemmings game       ▀       
My map includes or only uses the new abilities                           ▀     

Currently, the game officially supports 3 new abilities:
- swimmers
- gliders
- walkers
But I still should tweak the code a little bit between jLevelBuilder and the game, in order to easily create levels using Swimmers and Gliders (I already done the job for Walkers). What I mean is most of the levels will pretty much look like to the original Lemmings' levels, regarding to the abilities...


Quote from: RubiX on January 23, 2016, 07:41:35 PM
Then if there would be a possible way for people to give a 1 - 10 rating for uploaded maps, this could be very helpful for people wanting to download and play the best rated maps.

Yes, I designed the database to take in account such a vote. Players will be allowed to give a 1 - 10 rating for levels (but I still have to code this function).


Quote from: 607 on January 23, 2016, 08:53:23 PM
Do you need to have solved the level before uploading it? I'm not sure if that's easily possible, but it would be a helpful addition, I think. After all, we won't want some people uploading unbeatable levels.
I see no reliable way to verify the level is OK before uploading it.
Maybe one solution is: before proceeding with the upload, ask the level-designer if she/he has tested her/his level, and if she/he certifies the level is feasible.
Moreover, players and level-designers can upload level-replays. Maybe I can work something out for level-designers to attach replays to their levels... I don't know...

RubiX

Ok, you have clearly thought things out, looking forward to testing it one day!

namida

Quote from: LJLPM on January 23, 2016, 11:51:20 PM
Quote from: 607 on January 23, 2016, 08:53:23 PM
Do you need to have solved the level before uploading it? I'm not sure if that's easily possible, but it would be a helpful addition, I think. After all, we won't want some people uploading unbeatable levels.
I see no reliable way to verify the level is OK before uploading it.
Maybe one solution is: before proceeding with the upload, ask the level-designer if she/he has tested her/his level, and if she/he certifies the level is feasible.
Moreover, players and level-designers can upload level-replays. Maybe I can work something out for level-designers to attach replays to their levels... I don't know...

I've thought about this, for a possible future online database for NeoLemmix levels. While I don't know that I'd go as far as outright preventing potentially-impossible levels from being uploaded, most likely what I'd do is ask for replays to be submitted alongside the level. Checking this would be local; so for someone sufficiently determined, they could fake it (by editing the replay file to set the "level passed" flag, for example), but chances are most people who are likely to be slack enough to not test their levels properly, aren't going to bother doing this.
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

Proxima

Suppose some designers are working on a level together: you want it to be possible for one to upload a partly finished level that the other will download and continue. This partly finished level may not itself be solvable.

namida

Quote from: Proxima on January 24, 2016, 12:37:00 PM
Suppose some designers are working on a level together: you want it to be possible for one to upload a partly finished level that the other will download and continue. This partly finished level may not itself be solvable.

Yes, for sure. That's why you shouldn't outright restrict it, but perhaps just flag the level as unsolved, or at most, disallow public release until proven solvable (but even this, I don't know if that's a good idea; I think the flagging is better).
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

LJLPM

Yes, it seems that I have to add a flag in order to ease the management of the uploaded levels (solved/not solved/wip).

By the way, as a nice little exercise, today, I've coded the "Retrieve Level from Online Database" feature in the level-editor.
Enter the database's level_ID of the level you want to load/edit, then click the "Get!" button, and voilà : your level instantly appears in jLevelBuilder, and is ready for editing! It's cool :)

LJLPM

Since I'm hot about this online-database/level-management stuff, I've just finished a rough draft of a new idea I got few hours ago:
integrating -a revised version of- jLevelBrowser into jLevelBuilder, in order to quickly browse & edit levels. :)

I still have to work a little bit to polish this thing, but, hey, now you can browse your level directories (displaying levels' data + actual images of the levels), and click on a jLevelBrowser's thumbnail to instantly load your level into jLevelBuiler, and work on it.

It seems that the whole project turned into something quite big now: Android game + online database(levels + replays) + level-editing tools. I can't wait to see the game released!!!


--- for more details about jLevelBrowser, see here: ---
http://www.lemmingsforums.net/index.php?topic=1852.0



- below: jLevelBrowser integrated into jLevelBuilder.



- TODO: create a database for the tilesets...

LJLPM

today I worked on jLevelBuilder and the database, to improve things here and there. For example, here's a new screenshot of the database: it shows a random level displayed on top (you click on this preview image to reach the level's "Details" webpage). Plus, now, there are level thumbnails for an easy preview of the hosted levels (click on a thumbnail to go to the level's "Details" page, or directly click on the level's name to download the level file).


LJLPM

#184
Time for a little update here :) I keep on working on the "online database + jLevelBuilder" combo.

It works nicely: one was already able to upload single levels from jLevelBuilder (see previous posts) ; now it works with ".zip" packs, too :)
For example, I used the new "Upload Pack" feature to easily perform a batch-upload of 140+ levels from Pieuw's PimoLems into the online database.

I also remind you that you can directly download single levels right into jLevelBuilder for immediate level-editing: it's a nice feature.

Last words about the database:
- level replays are also stored, now.
- TODO: add the "Tileset" upload/download features.
- TODO: add criteria to filter the levels displayed (author, date, fun, difficulty, packs, etc ...)
- TODO: enable level ratings (fun rating + difficulty rating)


About the game:
Today, I fixed a new bug in the Android game (bugs are quite rare now!) + I turned left+right+top edges into non lethal edges (it is a hot NeoLemmix topic, these days :), and I prefer these edges to be non-lethal).
- TODO: keep on working on the graphics. (and that's a lot of work!)


Lastly, be assured that non-frequent updates doesn't mean the project is cold... it's the contrary!


Now, some recent screenshots from the database:
- screenshot #1: online database's homepage. All available levels are displayed and downloadable from here. (random level shown at page's top)
- screenshot #2: click on a pack's name to get detailed infos about this pack + image previews of the contained levels (you can download the whole pack from this page).
- screenshot #3: click on a level (from the homepage or from the pack's page) to get detailed infos about the selected level (you can download any single level).

LJLPM

#185
Here's the 1st glimpse of the running game.

  • device: smartphone, res:540x960 pixels, 5-inch screen
  • OS: Android 5.1.1

607


LJLPM

#187
Quote from: 607 on March 04, 2016, 11:50:02 AM
Why didn't you use any skills?
because it was the 1st teaser ;)

If you want more :), you can check this new full-res 2-minute video !

  • level: "One way digging to freedom"
  • device: smartphone, res:540x960 pixels, 5-inch screen
  • OS: Android 5.1.1  (I also test the game on Android 4.1, and it works)
The new video showcases Lemmings in action, zoom-in (not at full scale! You can zoom-in more!!!), replay running, and instant teleport from one level's location to another location using the map.
With this video, I hope you'll be able to have a better idea of the game's current state, and, when released, I hope the game will meet your expectations!

I find the game to be very enjoyable on a smartphone with a 540x960 pixel resolution, and a 5-inch screen.
Since the video is in full-res, owners of an Android device may play the gameplay video fullsize on their Android device, and see what the game will look like on their Android device (this way, you'll be able to see what to expect from the game in terms of ergonomics and readability).

ps: currently, and for debug purposes, in the game, Floaters are Gliders. And I use small sprites combined with HD graphics for the tiles, hence the size differences between Lemmings and tiles.
ps2: ... of course, there are a lot more things I could show you in the game, but I just can't reveal everything yet ;)

607

They sure move quite fast!
How does it display what skills you have selected?

RubiX

Its looking great.

Yea things are surely moving fast, but looking at the clock, it seems the replay is going about 1.25x


LJLPM

#190
Thanks :) Yeah, game's speed is quite fast, but one gets used to it (...and we may see at a later time if it needs to be tweaked a little bit).

Anyway, today, I have more great news: as you know, I'm working on the online database, and it could already handle levels, levelpacks, and replays (downloads and uploads).
Today, the game gained a new feature: ... ... the online connection!!!!!
Yes! Now, when you manage to complete levels, your scores and stats go online, straight into the online leaderboard! :)
(players who want to use this feature, simply register their player name once -it's a free process of course- and that's it: then, the game will automatically send successful scores and stats to the online database, on a per-level basis)

This development definitively went far beyond my initial goal, and that's cool :)

RubiX

ooo competitive stuff came, that is exciting.


LJLPM

#193
a short news to tell you that I'm still working on the Android project: these days, I'm mostly working on improving the level-editor -jLevelBuilder- to suit level-designers' needs for building levels.

Last uploaded version is v1.76, and now I'm almost reaching v1.79 (new features, workflow improvement, and... bug-fixes ;)).
Of course, there are new features which are only compliant with the Android game + online database, but some new tools/features are compatible with making traditional .lvl files and Lemmini's .ini levels (and, no, jLevelBuilder still does not provide support for SuperLemmini's features).
I could release a newer version of the editor if some interest shows up (which I doubt...).


LJLPM

The topic about the text-based files for NeoLemmix's levels made me wonder if it would be interesting to use colored backgrounds for the levels.
I've just made some rough tests, and here are the results with some levels you know well...
(conclusion: I still need to polish this thing, but I think I'll add the colored backgrounds to the game :))


LJLPM

I've just finished adding the "Set Level's Background Color" compatibility between jLevelBuilder and the Android game :)
By default, full black is used as BG color (editor & game), but any other color can be freely set using the level-editor (BG color set on a per-level basis).



LJLPM

#197
Unfortunately, I don't have time to work on the game on a regular basis. :(

Here's the main TODO list:

  • - game: make new graphics for the Lemmings (animations) + for skill icons
  • - game: create new tilesets + improve already existing tilesets (all tilesets: I haven't tackled the Objects yet)
  • - game: design levels
  • - game: add some cool/entertaining audio tunes (royalty-free music)
  • - online service/database: handle the ratings (fun rating & level-difficulty rating)
  • - online service/database: add criteria to filter the levels displayed (author, date, fun, difficulty, level-packs, etc ...)
  • - online service/database: create a database for the tilesets (upload/download tilesets)

about the tilesets:
(current state: Terrain pieces=+/-50% of the work is done. Objects=0% done)

  • the following tilesets are usable and good-looking (pretty much no more work required): 1)sci-fi, 2)colors, 3)brick, and 4)marble.

  • quite good-looking tileset, but it can be better! I'll work on it to improve it: 5)pillar

  • re-work needed. These tilesets are not as good-looking as the game's best tilesets: 6)dirt, 7)rock, 8)tech

  • cool but far from being finished...: 9)ice

conclusion: the game won't be ready in 2016. Instead, expect the game during summer(autumn?) 2017.

Ben H

Oh, ok. So still quite a bit then.

LJLPM

#199
Yes. The roadmap for 2016 is mainly a matter of making the game's graphics (it's the biggest task still to be achieved). When these will be done, the path to the final game will be clearer :)

Ben H

Ok, thanks. Looking forward to it. ;)

RubiX

Keep it up man, i'll always be looking forward to its release.

LJLPM

#202
Thanks! :)

I've just added a new -handy- feature: a browser for listing the levels one designed or retrieved from the net.
(until now, only the game's internal levels could be visually browsed. The custom levels were only available through a text list: now it's fixed 8-))

Currently, the browser displays a level-index within the current folder (green text), the level's filename, and the level's image.
I'll quickly see to add the player's stats for each level, too...


LJLPM

#203
Ok, now, the player's best stats (% saved, used skills, time, score) are displayed next to the relevant level thumbnail 8-) (level completed or not completed)

This is the very 1st result!, so, as you can see, the display obviously needs to be tweaked a little bit, in order to show a bigger level thumbnail when displaying the player's stats: I'll shortly address this issue!
And for texts, there will be some color-code (green/red?) to immediately distinguish completed levels and not-completed levels.

Atm, the important thing is:
there's a working visual browser to display and launch the custom levels you made or you retrieved from the net (it's no longer a text-based browser).
And your game-stats for these levels are now displayed next to the relevant filenames + thumbnails.

(...you can also notice the yellowish background color used in the "Turn Around Young Lemmings" level...)


(small 3.5 inch screen.)


edit:
layout updated (full text + bigger level thumbnails)

(small 3.5 inch screen.)

LJLPM

#204
I worked on the [game + level-editor] combo today, and I've just added a new feature to the game: "non-rectangular Steel areas" :)
Until now, this was only achievable using erasers, but now, it's also possible using solid Terrain tiles.
(and, as you can see on the screenshots below, it works well with rotated and/or shrunk Terrain tiles)


note: the level is quite a mess. It's just for test purpose, and it's based on a randomly-generated level.

Soon, I'll also add NeoLemmix's "Down-facing one-way-walls". It would be nice to have these ones, and it's an easy feature to add!
(...and I'm also thinking about adding more NeoLemmix's things like "One-Way-Fields", "(Anti-)Splat Pads", etc... I really don't promess anything, but they are cool features, so maybe...?)

ps:
- pre-located Lemmings are available in the game, but I'm not sure if this feature will be included in the final game, because I would like to keep the game's mechanics simple.
- locked "exit" doors are available in the game, but I'm pretty sure to drop this feature to keep the game's mechanics simple.
- "down->top" + "left<->right" warps on levels' edges are available in the game, but I'm pretty sure to drop this feature to keep the game's mechanics simple.

LJLPM

#205
just added:
- splat field and anti-splat field
- one-way pass-thru fields (left->right moves and right->left moves)
- radiation field
- updraft


Minim

Interesting! This sort of reminds me of a Sonic Adventure stage where the landscape and the centre of gravity changes. It would be interesting if we could put that idea into concept, although I probably wouldn't recommend using it on existing levels, apart from Pea Soup, where the stairs on the soup would create a perfect bridge. One example would be Crazy 1. It is either going to be easy (if tilted to the right) or impossible (if tilted to the left) depending on the level's tilt. You may also need to change the level's vertical size to enable the lemmings to navigate the whole landscape.
Level Solving Contest creator. Anybody bored and looking for a different challenge? Try these levels!

Neolemmix: #1 #4 #5 #6
Lix: #2  #7
Both Engines: #3

LJLPM

Unfortunately, the landscape can not be dynamically tilted during the game :(

By the way, we are not forced to rotate the whole level: we rotate only the parts we want.
For example, in the screenshot below, you see a single level (2 entrances + 2 exits): the level's left part is rotated, while the right part is kept normal.

I like this new feature :)


LJLPM

#209
- 1) just a short progress report to tell you that I work on the [game + level_editor] package whenever I can, and I've just finished adding the "Platformer" skill to the game.
[11 skills currently available: Lemmings' 8 classic skills + Walker + Glider + Platformer]


- 2) NeoLemmix's "Skill Shadows/Skill Guides" were also introduced early in the game development, so you'll find them, too. (it was an early feature I didn't reveal)
- 3) now, the next feature I want to add is NeoLemmix's "One-Way Enabled Terrain" : it's a very good feature, and I hope to add it next week-end.

LJLPM

- After "Platformers" (see previous post), here come the "1-Way Enabled" Terrains.
It's the same setup as in NeoLemmix, with default value being "enabled" for all new Terrains.



- Moreover, it seems that NeoLemmix's new "Clear Physics" option is appreciated.
For debug purpose, I needed the same option in the Android game, so I'll leave this feature in the final game, too :)


ardiri

Quote from: LJLPM on April 15, 2015, 09:24:29 PM
Thanks for Caveman! I know (and played) this game: this is a re-skinned Lemmings port due to copyright issues.
They used copyrighted assets indeed. For the Android game, I will deliver original contents only: I wrote original/not-copyrighted code and I created my own graphics, so I hope my game does not break any copyrights, even if my Brick tileset looks similar to Lemmings' Brick tileset.

i don't know why i never came to this website in the last 15 years hahah.. i just posted a new topic anyhow relating to caveman :)

we have an android version of the game now as well - it will soon be published for a closed beta.. in regards to legal issues - i've been versed up on this for years; Caveman HD never had any issues.. but, if your game looks too similar to the original game, you may run into issues. copyright law comes down to something as simple as this (this is how my lawyer explained it to me) "if someone with no knowledge of the game or computers in general saw the original and yours side by side.. but, couldn't tell the difference.. you can get sued for copyright infringement"... thats why Caveman looks the way it does. :)

PS: Caveman for Android has even been tested on Android 2.3.5 - so, 98% of android users should be able to play it!

LJLPM

Quote from: ardiri on November 06, 2016, 04:08:57 PM
Quote from: LJLPM on April 15, 2015, 09:24:29 PM
Thanks for Caveman! I know (and played) this game: this is a re-skinned Lemmings port due to copyright issues.
They used copyrighted assets indeed. For the Android game, I will deliver original contents only: I wrote original/not-copyrighted code and I created my own graphics, so I hope my game does not break any copyrights, even if my Brick tileset looks similar to Lemmings' Brick tileset.

i don't know why i never came to this website in the last 15 years hahah.. i just posted a new topic anyhow relating to caveman :)

we have an android version of the game now as well - it will soon be published for a closed beta.. in regards to legal issues - i've been versed up on this for years; Caveman HD never had any issues.. but, if your game looks too similar to the original game, you may run into issues. copyright law comes down to something as simple as this (this is how my lawyer explained it to me) "if someone with no knowledge of the game or computers in general saw the original and yours side by side.. but, couldn't tell the difference.. you can get sued for copyright infringement"... thats why Caveman looks the way it does. :)

PS: Caveman for Android has even been tested on Android 2.3.5 - so, 98% of android users should be able to play it!

Thank you VERY MUCH for the piece of info: it is very useful!!!
I'll will create original graphics which will look different from Lemmings. (but I would like to "capture" the Lemmings feeling, nevertheless)

I also played Caveman, and it's a cool game: congratulations for the upcoming Android release!!! :thumbsup:

LJLPM

Here are short news about the Android project : I keep on working the game, of course! :)
Latest updates are not about visual stuff and graphics, but about slight adjustments which make the game more enjoyable. Making this game is a slow process (I work on the project whenever I can), but the game just gets better and better, and I'm really happy with the results!

But, because I didn't make much progress on the graphics recently, I will clearly miss the release in 2017 (I still have a lot of work to do, until the game is finished!). Next year, I'll keep you updated with fresh screenshots and videos, as I make progress on tilesets.

To be continued...

LJLPM

It's been a while since the previous update, but be assured that I keep on working on the game/level-editor/online stuff.

Here's the latest update: Today, I've just added the "Fencer" skill (please see the attached screenshot).
The new skills (compared to Lemmings 1) are: Walker/U-turn + Platformer + Fencer + Glider.
(as seen on the screenshot, levels allow the use of the 12 skills).




LJLPM

#215
Since my previous post in February, I silently update the Android game and the level-editor, and a lot of interesting things have been added (Stackers, for example :)).
Game's final skillset is: Lemmings' 8 classic skills + Walker + Platformer + Fencer + Glider + Stacker (= 13 skills max per level)

Moreover, today, I've just added exit doors which allow a specific amount of Lemmings to pass. If set, counters are set on a per-door basis.

below: left door still allow 30 Lemmings to pass, while right door still allow 19 Lemmings.

LJLPM

testing 1)the Teleporter, 2)the Receiver, and 3)the Teleporter+Receiver Objects :)
Teleporters' indexes are shown in order to see what's linked to what.


LJLPM

"Splitters" are now in :) (graphics not final, just used for testing the Object's function)
Using them alongside with Teleporters quickly makes this level a total mess! :)


LJLPM

Hi,
I keep on working on the Android game, and today I added another skill: "down Builders"
15 skills are now included in the game, and all of them may be used in a single level.


mobius

is it possible to download and try this game on PC?
everything by me: https://www.lemmingsforums.net/index.php?topic=5982.msg96035#msg96035

"Not knowing how near the truth is, we seek it far away."
-Hakuin Ekaku

"I have seen a heap of trouble in my life, and most of it has never come to pass" - Mark Twain


Ryemanni

Quote from: mobius on November 11, 2017, 05:45:42 PM
is it possible to download and try this game on PC?
Android emulator?

I'd like to give this game a go too, but I don't really like touchscreens for games. :)

LJLPM

#221
Yes, to run the game on a PC, you will have to use an Android emulator, but the game will probably run at a slower speed than using an actual Android device (at least, the last time I checked Android emulation, it was slowwwwwww...)
About the release: since I do not have much free time to work on this project, don't expect the game in 2018. The game should be ready in 2019.

[work in progress...]

LJLPM

Hi, I'm still working on the Android game on a regular basis (level editor + in-game's adjustments, these days), and I would like to know what would be your favorite/most convenient skill order, in the "skill" panel?

Here are the game's 15 available skills, in alphabetical order (all skills are available during the game ; see previous post's screenshot) :
- 1) Basher
- 2) Blocker
- 3) Bomber
- 4) Builder
- 5) Climber
- 6) Digger
- 7) DownBuilder (builds stairs which go down)
- 8) Fencer
- 9) Floater
- 10) Flyer (first, goes up ; then flies horizontally for a short time)
- 11) Glider (diagonal Floater)
- 12) Miner
- 13) Platformer (horizontal Builder)
- 14) Stacker (vertical Builder)
- 15) Walker (eg: make a U-turn, or revert a Blocker to a Walker)

Thanks!

607

I think it might be useful to have the 8 original skills first (in their original order).

LJLPM

#224
Yes, I thought about it, too, but most people (especially newcomers) wouldn't understand why "Build" skills (for example) are not grouped (Builder + Downbuilder + Platformer + Stacker).
And not having "Floater" and "Glider" skills grouped doesn't seem logical, too...
Gameplay-wise, I think skills with the same "theme" should probably be together.

LJLPM

Updates are not frequent, but I'm still working on the game + the level-editor.
I've just added a new Object: "Top-to-Bottom" 1-way arrows, for Miners, Diggers and Bombers :)

[work in progress...]

RubiX

Havent looked in this thread for a long time, but nice to see what's been added.
The downslope builder seems like a cool ability.


LJLPM

#228
I'm working on the possibility to load NeoLemmix's Lemmings1-compliant levels in jLevelBuilder, and I've just succeeded in making it work with the "Pillar" tileset :)
(it will also work for the other tilesets soon, but I still have to translate some ".nxlv" files' data into Lemmini's format).

Do not expect instant 100%-accurate compatibility, though, because NeoLemmix's tilesets have been customized (reworked sizes for tiles, Exit+ExitTops are now merged, ...), therefore some tweakings may be needed before playing your NeoLemmix's L1-levels in the Android game. (but initial results should be good enough to quickly play your levels on Android!)

For example, in the level below, I just tweaked the Exit (slighly relocated on the Y axis + added the exit's top). That's all.
The level used in the example is "Lemmings_Now_Looked_Up" from "DeceitLemmings".

- I loaded the ".nxlv" level in jLevelBuilder,
- I tweaked the Exit
- I saved the level in the Android format (an extended version of a Lemmini's level file)
- I copied/pasted the exported level onto the Android device.

I'll keep you updated with news when I'll be able to load even more tilesets (should be soon ;))

- 1) top screen: "Lemmings_Now_Looked_Up" loaded in jLevelBuilder and NeoLemmix's Level Editor
- 2) middle screen: level's intro screen in the Android game
- 3) bottom screen: playing "Lemmings_Now_Looked_Up" on smartphone.




edit:
the other tilesets from Lemmings1/Oh No More Lemmings work, too. :)
- below: 2 more "Lemmings/Oh No More Lemmings"-compliant levels for NeoLemmix, playable on Android. (levels from "DeceitLemmings")


... and, of course, one can zoom in :)
(=> the zoom factor on the screenshot below is not the maximum zoom: one can zoom-in much, much more)



Please remember, the Android game doesn't read NeoLemmix's level ".nxlv" files natively.
NeoLemmix's levels are read in jLevelBuilder and, then, exported/saved in Android game's native file format (looks like Lemmini's file format).

One more thing:
if you can provide a NeoLemmix's ".nxtt" translation file for your own custom tilesets (that's easy), as well as your graphics in Lemmini's format (and that's easy, too), then you should be able to play your NeoLemmix's L1-compliant levels on your Android device ;)
=> since you can load your own tilesets (in Lemmini format) in the Android game, therefore there's no restriction about using classic tilesets only ;)

LJLPM

#229
Hi, here's a short report on the project's status:

- 1) my "TODO" list for the game's level-editor is now empty since... few minutes :D
The level-editor now suits my needs in order to create the game's levels.

- 2) about the game itself :
- no more features are added now (no more skills to be announced, for example). Features are blocked!
- I haven't found new bugs recently, but I have a short "TODO" list for stuff to be polished here and there (nothing really important, actually... and I'll probably discard some (many?) items in this TODO list).
... Well, everything looks pretty much good, except that I recently broke the "Save/Load Replay" feature :( This is the very big problem I have with the current version of the game: replays no longer work :( :( :(
Recently, I didn't have time to seriously tackle this bug, but this is now the priority, since everything else seems ok.

- 3) TODO for everything else (2D-graphics stuff, mainly) :
- create game's skill icons
- create new animated sprites for Lemmings (because of obvious copyright issues, they can't/won't look like original Lemmings)
- create/update/improve (new/existing) tilesets
- create levels for the game, using finished tilesets

Ben H

#230
Hi @LJLPM,
Is this still being worked on? It seemed really promising.

LJLPM

Quote from: Ben H on September 26, 2020, 07:00:27 AM
Hi @LJLPM,
Is this still being worked on? It seemed really promising.

Hi,
Thank you for your message :)
Sorry for the lack of updates: the project is currently paused because I don't have time to seriously get back at work on it.
I didn't work on the Android game (+ the level editor) in 2020. I can only hope to work again on this project in 2021.

Project's current status is:
- coding is pretty much finished (game + level editor + basic website to upload/share your levels), but I broke the game's replay system.
- now, the main goal is to make the game's graphics.

Believe me, I don't want to have done so much work for not releasing the game. I want to see this game finished some day!! :)

Strato Incendus

What is that? There is a downward Builder in this game? :lem-mindblown:

(Referring to the screenshot of the Pillar level here.)
My packs so far:
Lemmings World Tour (New & Old Formats), my music-themed flagship pack, 320 levels - Let's Played by Colorful Arty
Lemmings Open Air, my newest release and follow-up to World Tour, 120 levels
Paralems (Old Formats), a more flavour-driven one, 150 levels
Pit Lems (Old Formats), a more puzzly one, 100 levels - Let's Played by nin10doadict
Lemmicks, a pack for (very old) NeoLemmix 1.43 full of gimmicks, 170 levels

LJLPM

#233
Yes.
Here are the game's 15 available skills, in alphabetical order (one can create levels which use all the 15 skills) :
- 1) Basher
- 2) Blocker
- 3) Bomber
- 4) Builder
- 5) Climber
- 6) Digger
- 7) DownBuilder (builds stairs which go down)
- 8) Fencer
- 9) Floater
- 10) Flyer (first, goes up ; then flies horizontally for a short time)
- 11) Glider (diagonal Floater)
- 12) Miner
- 13) Platformer (horizontal Builder)
- 14) Stacker (vertical Builder)
- 15) Walker (eg: make a U-turn, or revert a Blocker to a Walker)

It looks like most of the screenshots have been removed from the website I uploaded them on: it's too bad because I posted many, many screenshots in order to show the evolution of this project.

Strato Incendus

Cool, thanks for the overview!

Does the Stacker work like in NeoLemmix, or like in Lemmings 2: The Tribes? ;)
My packs so far:
Lemmings World Tour (New & Old Formats), my music-themed flagship pack, 320 levels - Let's Played by Colorful Arty
Lemmings Open Air, my newest release and follow-up to World Tour, 120 levels
Paralems (Old Formats), a more flavour-driven one, 150 levels
Pit Lems (Old Formats), a more puzzly one, 100 levels - Let's Played by nin10doadict
Lemmicks, a pack for (very old) NeoLemmix 1.43 full of gimmicks, 170 levels

LJLPM

Sorry, I don't know Stackers' behaviour difference between NeoLemmix and L2 (never played L2).
Could you explain the difference, please ? ;)

Strato Incendus

The NeoLemmix Stacker just places 8 bricks (1 pixel in height each) in front of himself rapidly, then proceeds to walk against his own stack and turns around.

The L2 Stacker stands on top of the stack he is building (like Builders and Platformers move along with what they are building, respectively). While moving upwards, he flips back and forth between looking left and right, and the stack he builds has two columns. Whatever side he has last placed a brick on will be slightly higher than the other side. The stack can thus serve as a small staircase. The direction in which the Stacker looks when finishing is also important, because it determines whether he will fall back into the crowd or go on to be the pioneer. You can easily control this in Lemmings 2 by assigning a Jumper to the Stacker whenever he is looking into the direction you want him to go. Also, this is frequently used to adjust the height of the stack.

Meanwhile, in NeoLemmix, you mainly only distinguish between an 8-pixel stack (a wall) and a 6-pixel stack (or less), i.e. something Walkers can still ascend over.

In order to emulate an L2 Stacker in NeoLemmix, you'd have to make the Stacker a Climber, so that he climbs onto his own stack, where can build the next one. That still doesn't make him look left and right successively, though.
My packs so far:
Lemmings World Tour (New & Old Formats), my music-themed flagship pack, 320 levels - Let's Played by Colorful Arty
Lemmings Open Air, my newest release and follow-up to World Tour, 120 levels
Paralems (Old Formats), a more flavour-driven one, 150 levels
Pit Lems (Old Formats), a more puzzly one, 100 levels - Let's Played by nin10doadict
Lemmicks, a pack for (very old) NeoLemmix 1.43 full of gimmicks, 170 levels

Ben H

Quote from: LJLPM on October 10, 2020, 12:41:41 PM
Thank you for your message :)
Sorry for the lack of updates: the project is currently paused because I don't have time to seriously get back at work on it.
I didn't work on the Android game (+ the level editor) in 2020. I can only hope to work again on this project in 2021.

Believe me, I don't want to have done so much work for not releasing the game. I want to see this game finished some day!! :)

Hey,

Thanks for replying. I'm glad to hear that it is only paused and not abandoned. :thumbsup:

LJLPM

Hi,

Sorry for my late reply !!! :(

In the Android game, Stacker stands on top of the stack he's building (single column), and he doesn't flip back and forth between looking left and right.
But I like the idea of flipping the Stacker's side (it could lead to interesting uses) : I'll think about it :)

Currently, I really have no time available for getting back at work on the Android game, unfortunately :( It's paused but I definitively want to work on the Android game asap!!

607

Good to hear from you, LJLPM. :) I had forgotten about this project but did really enjoy reading the progress updates when you were actively working on it. I'm sorry that most of the screenshots disappeared!

LJLPM

Thank you! Yes, I enjoyed publishing updates : it was very motivating to see the game take shape :)
About the missing screenshots: yes, it's too bad they disapeared (the free online service I used to host the game's pictures removed most of the links :( )

LJLPM

#241
Now that the development of jLevelBuilder is pretty much finished, here are some news about the Android game : I've decided to "port" the Android game (Java) to Unity (C#) in order to help me design a better UI for the game.
My limited knowledge in Android dev didn't allow me to design the clean UI I wished for this project. Thanks to Unity, I hope to achieve this goal (Unity has a lot of cool plugins which could help me to create a better game).
I don't really know where I'm going to with this decision, but I couldn't help thinking "what would the result be if I tried to create the game using Unity ?"... Well, we'll see...
I hope to be able to re-use a lot of stuff from the original Java/Android project, but porting the game to Unity is not an easy task...
Below is the 1st result of my new work (don't expect too much right now: it's just the beginning (load levels), and there are no Lemmings and no Objects yet, Eraser tiles don't work, Up/Down and Left/Right modifiers don't work yet, etc...)


WillLem

This is looking great. Nice work, keep it up! :thumbsup:

LJLPM

#243
Good news here! :)

I'm still slowly working on the Android game, and in order to ease the level creation process (+ to help me debugging the code), I'm working on a new feature :
- make the game run on computers (PC/Mac/Linux, coded using Java like jLevelBuilder), with the possibility to launch levels directly from jLevelBuilder (being able to seamlessly create, load and run newly-created ".ini" levels will be convenient !)

As you may already know jLevelBuilder and my Android game use Lemmini-compliant ".ini" level files.
Below are 2 screenshots of a level from Turrican's Superlemmini project: version 1.02 of "All that a Basher can Do"

- level loaded in jLevelBuilder for edition (I've just directly loaded the ".ini" level file without any modification):


- and then the level running (it's animated) in the game engine (PC computer)


Now, I have to drop some Lemmings in the level :) but it shouldn't be too hard since I already have the Android game engine pretty much ready (coded in Java, too).
Controls are also lacking now, but I'll see that later as I would like to be able to read Lemmini-compliant replays first.
Moreover, from a Java point of view, I've learnt a lot since this project has started and I'm also improving/reworking the code to make it better.

To make it short, project is not dead :) and it will be freely available on computers before the Android version is released (it will help to test the engine in a more efficient way).
And if my game engine is clean enough, I would like to port the game to Unity too (cf. my previous post)

LJLPM

#244
Level masks are now fully working :) Everything is ready for dropping some Lemmings in levels.
The next step is to import/handle the Android game engine and make some Lemmings fall, walk and bounce against walls :)


(on the screenshot above, I applied some color layers (in-game) to better show the level mask in use)

LJLPM

#245
First Lemming has just dropped :) (falling + walking + reversing walk direction when hitting a wall)


(note: on this screenshot, there's a pink layer applied on actual Steel items)

WillLem

Exciting stuff! Will this essentially play as "touchscreen Lemmings"? If so, :thumbsup:

What are the chances of an iOS port?