Author Topic: Resident GigaLems - Project thread  (Read 24444 times)

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Offline GigaLem

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Resident GigaLems - Project thread
« on: July 04, 2015, 07:41:10 PM »
Im going to start this project early so i can release it on time
Resident GigaLems is a zombie themed level pack by me.
100 levels in 5 ratings
Dark, Unnerving, Serious, Blood Lust, & Devestating
I've already made a few levels for Dark, and working on a Serious level at the time of this post
Here is what the logo looks like

Offline GigaLem

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Re: Resident GigaLems - Project thread
« Reply #1 on: July 05, 2015, 09:56:55 PM »
Update: I added a poll go vote
Edit:If i do change the names here is what i have for ideas
Spoiler (click to show/hide)

Offline namida

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Re: Resident GigaLems - Project thread
« Reply #2 on: July 06, 2015, 11:16:45 AM »
Personally, I'm not a fan of overly-long rank names, although it is a very minor detail anyway. If I were in your position, I'd most likely keep the current names, but I would change the order slightly - I'd put "Unnerving" before "Dark", and swap the last two around. Perhaps "Serious" should be renamed; it doesn't have a dark tone to it in the same way the others do.
My Lemmings 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)

Offline Proxima

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Re: Resident GigaLems - Project thread
« Reply #3 on: July 06, 2015, 01:03:16 PM »
Bloodlust is one word, and Devastating has two As.

Offline GigaLem

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Re: Resident GigaLems - Project thread
« Reply #4 on: July 06, 2015, 08:03:38 PM »
Update:Voting will close if i can get at least 10 votes
Edit:Since it was tied i went with changing the names

Offline GigaLem

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Re: Resident GigaLems - Project thread
« Reply #5 on: July 07, 2015, 04:13:47 PM »
Im just showing you what you may see in resident GigaLems

Offline GigaLem

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Re: Resident GigaLems - Project thread
« Reply #6 on: July 23, 2015, 06:45:19 PM »
The first rating
"Knee deep in the Dead"
Is complete
check it out

Offline namida

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Re: Resident GigaLems - Project thread
« Reply #7 on: July 24, 2015, 02:12:08 AM »
I'll wait until the full game is out to play it, but looking forward to it! :) Should give me enough time to finish Lemmings Reunion and Revenge of the Lemmings before then... :P
My Lemmings 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)

Offline GigaLem

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Re: Resident GigaLems - Project thread
« Reply #8 on: July 25, 2015, 10:00:47 PM »
Already got a good start on "The shores of Hell"

Offline GigaLem

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Re: Resident GigaLems - Project thread
« Reply #9 on: July 27, 2015, 05:39:17 AM »
Okay if the "epic" tileset gets release for neolemmix and has Pre placed lemmings & pick up skills (please put them in Icho or Dynalem)
i have two bonus rating to put in
The first Being
A horrible night to have a curse*
Using the Epic tileset, (that gives me Castlevania vibes BTW) will have 5 extra tunes and and 10 levels
The Second being
"Shattered Memories"
10 snow levels with the zombie gimmick

*Name is shortened ingame ;)

Offline IchoTolot

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Re: Resident GigaLems - Project thread
« Reply #10 on: July 27, 2015, 08:54:01 AM »
Okay if the "epic" tileset gets release for neolemmix and has Pre placed lemmings & pick up skills (please put them in Icho or Dynalem)
i have two bonus rating to put in
The first Being
A horrible night to have a curse*
Using the Epic tileset, (that gives me Castlevania vibes BTW) will have 5 extra tunes and and 10 levels
The Second being
"Shattered Memories"
10 snow levels with the zombie gimmick

*Name is shortened ingame ;)

I cite myself from IRC:
Quote
Logs for #lix on QuakeNet
Sunday the 26th of July 2015
[21:01:45]    <IchoTolot> I have no idea how to add pickup skills and preplaced lemmings

And I just gave DynaLem the tilesets, becausae he asked me a week ago or so (he has nothing to do with the conversion).

So I just know how to convert tilesets, not how to add extra stuff.
The basic tilesets are available though on the NeoLemmix homepage as an addon for the editor.

Offline namida

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Re: Resident GigaLems - Project thread
« Reply #11 on: July 27, 2015, 08:56:57 AM »
Giga, it isn't hard to do this yourself. A good place to start might be opening a graphic set that already has them, and taking a look at the settings for them.
My Lemmings 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)

Offline Simon

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Re: Resident GigaLems - Project thread
« Reply #12 on: July 27, 2015, 09:29:25 AM »
This stuff ought to be tileset-independent. 8-)

Or do you allow custom-designed pickup icons for custom tilesets?

Tileset-mix-and-match :lix-blush: -- or at the very least, a default tileset for these pickups might come in handy; a tileset that's always loaded in addition to the user-selected one.

-- Simon

Offline namida

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Re: Resident GigaLems - Project thread
« Reply #13 on: July 27, 2015, 09:37:49 AM »
I've been thinking about that idea for 2.00, but haven't decided for sure if I want to go for it yet. Yes, pickup skill graphics can differ between tilesets (although current graphic sets only have them differ in terms of the border / background colors of the icon). See examples:

http://neolemmix.com/old/levelimg/lpiii/0211.png (Circuit set)
http://neolemmix.com/old/levelimg/lpiv/0311.png (Clockwork set)

I'm not entirely sure about mix-and-match; it's probably doable (though will mean overhauling the level format yet again - but if done at the same time as a move to 2.00n, and - goes without saying - the old format is at least loadable - then it might be viable). Having a "default" raises questions of how it should interact with a loaded one - eg. are the default objects always available as alternative choices? Or are they ignored if the loaded graphic set contains an object of the same type? Etc

There's actually a fair few things that, while doing a major re-code anyway, I'd like to overhaul how they're handled (another one is one-way walls being treated as objects, whereas I quite like how Cheapo does them - they're treated more similarly to steel areas; NeoLemmix currently supports this but as more of a secondary option, and with limitations (eg. one-way walls done this way will display arrows, but said arrows will not be animated)).
My Lemmings 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)

Offline IchoTolot

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Re: Resident GigaLems - Project thread
« Reply #14 on: July 27, 2015, 09:57:41 AM »
As you said it's not that hard, I tried it out.
Result: working, but....... Double resolution for Lemmini tilesets messes up the size (pickup skills are barely recognisable), so it's not that usable for now. If there was a way to change the gobal double size to normal for single objects it would be fine.