Author Topic: Resident GigaLems - Project thread  (Read 24449 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.
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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
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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.
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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)).
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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.

Offline namida

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Re: Resident GigaLems - Project thread
« Reply #15 on: July 27, 2015, 10:06:00 AM »
Ah, forgot about that. xD But if you resize the image to twice its original size (of the pickup skill), it should work perfectly. :)
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Offline IchoTolot

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Re: Resident GigaLems - Project thread
« Reply #16 on: July 27, 2015, 10:34:34 AM »
Castle tileset demo works now!
Due to the resize the background was not black anymore and changed to white now.
Solution: Paint it manually black! When I'm at it, I will also try to make a level sized background for Shadow.

Offline GigaLem

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Re: Resident GigaLems - Project thread
« Reply #17 on: July 27, 2015, 02:47:30 PM »
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.
i don't know how to add them myself ether
Edit:Ichotol0t, Thank you very much

Offline GigaLem

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Re: Resident GigaLems - Project thread
« Reply #18 on: August 01, 2015, 04:45:18 PM »
Bonus Rank 1 is done
"A Horrible night to have a Curse"
Check it out

Offline GigaLem

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Re: Resident GigaLems - Project thread
« Reply #19 on: August 03, 2015, 07:04:44 PM »
Im just posting some preview pictures

Offline 607

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Re: Resident GigaLems - Project thread
« Reply #20 on: August 03, 2015, 07:36:48 PM »
I spot a You need bashers this time reference ;)

Offline GigaLem

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Re: Resident GigaLems - Project thread
« Reply #21 on: August 03, 2015, 08:23:21 PM »
Correct its called "do we need bashers?"

Offline namida

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Re: Resident GigaLems - Project thread
« Reply #22 on: August 04, 2015, 05:46:58 AM »
Looks interesting! I'm looking forward to this pack. :)
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Offline GigaLem

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Re: Resident GigaLems - Project thread
« Reply #23 on: August 09, 2015, 07:19:46 PM »
"The Shores of Hell" is finished
Check it out
Edit: You need the Epic tileset for a few levels, grab it and more on the neolemmix website
http://www.neolemmix.com/old/neolemmixeditor.html

Offline namida

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Re: Resident GigaLems - Project thread
« Reply #24 on: August 12, 2015, 06:31:45 AM »
As with GigaLems, I'll check this out when the full game is released. I'll probably do a video playthrough of this, too. :)
My Lemmings projects
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Offline GigaLem

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Re: Resident GigaLems - Project thread
« Reply #25 on: August 19, 2015, 10:02:26 PM »
Progress as of 8-19-2015
Knee deep in the dead - 100%
The shores of hell - 100%
Hell on earth - 35%
Thy Flesh Consumed - 5%
No rest for the living - 10%
A horrible night to have a curse - 100%
Shattered Memories - 35%

Offline GigaLem

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Re: Resident GigaLems - Project thread
« Reply #26 on: August 30, 2015, 10:21:21 PM »
Here is a preview of a level from Hell on earth

Offline GigaLem

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Re: Resident GigaLems - Project thread
« Reply #27 on: September 01, 2015, 09:50:19 PM »
Here it is "Hell on Earth" is done
Check it out

Offline GigaLem

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Re: Resident GigaLems - Project thread
« Reply #28 on: September 05, 2015, 05:53:59 AM »
A now a preview level from Thy Flesh Consumed

Offline GigaLem

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Re: Resident GigaLems - Project thread
« Reply #29 on: September 19, 2015, 12:26:37 AM »
Progress as of 9-18-2015
Knee deep in the dead - 100%
The shores of hell - 100%
Hell on earth - 100%
Thy flesh consumed - 100%
No rest for the living - 10%
A horrible night to have a curse - 100%
and now to test the level previews





Offline RubiX

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Re: Resident GigaLems - Project thread
« Reply #30 on: September 19, 2015, 04:40:46 PM »
This is looking good so far.

Its nice to build something so big that you can feel proud of.
Keep it up!

Rub

Offline GigaLem

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Re: Resident GigaLems - Project thread
« Reply #31 on: September 28, 2015, 08:17:51 AM »
And now a Preview for "No rest for the living" which is 40% done BTW

Offline namida

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Re: Resident GigaLems - Project thread
« Reply #32 on: September 28, 2015, 09:32:28 AM »
If your contest level is any indication, this is going to be a really good pack. :D Looking forward to it for sure!
My Lemmings projects
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Offline GigaLem

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Re: Resident GigaLems - Project thread
« Reply #33 on: September 29, 2015, 07:08:42 AM »
Okay so i decided to use the GStool tool edit a Cheapo set make it halloween themed (ehh, sorta)
This is "Green Hill"
It adds
-Another entrance and exit
-Pre-placed lemming, pickup skill, & secret level trigger
-Red water as reference to Sonic.exe
And a preview level from Resident GigaLems

Offline namida

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Re: Resident GigaLems - Project thread
« Reply #34 on: September 29, 2015, 07:52:57 AM »
Oooh, that's pretty neat! :) Nice!
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Offline GigaLem

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Re: Resident GigaLems - Project thread
« Reply #35 on: October 07, 2015, 06:07:50 AM »
BTW, Prerelease testing should be starting soon, why?
as of this post I AM MAKING THE FINAL LEVEL! :thumbsup:

Offline GigaLem

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Re: Resident GigaLems - Project thread
« Reply #36 on: October 08, 2015, 03:20:51 AM »
All levels are made, I just need to apply the music, also i could use a background file, im looking for something different from a vanilla background colored red
Can any of you help me find a good background file?

Offline IchoTolot

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Re: Resident GigaLems - Project thread
« Reply #37 on: October 08, 2015, 09:58:35 AM »
You can make your own single colored background in a couple of minutes.
BUT you need to add an object to the tileset!  Just make a (for example) a 1600x200 picture in Paint, paint it in the color you like and add it to the tileset as an object.
This way I made the single colored backgroungs for the L2 stuff.
Or you can wait until 2.00 where these simple backgrounds should be supported.

Offline GigaLem

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Re: Resident GigaLems - Project thread
« Reply #38 on: October 09, 2015, 04:36:34 AM »
Its been so long since i've used audacity, but i've completely forgotten how to make songs loop
Edit:Okay now i Remember LOOPSTART LOOPLENGTH

Offline GigaLem

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Re: Resident GigaLems - Project thread
« Reply #39 on: October 11, 2015, 07:10:49 AM »
I need a place to put Resident GigaLems (the Prerelease build) Because the file size is big

Offline GigaLem

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Re: Resident GigaLems - Project thread (Update)
« Reply #40 on: January 11, 2016, 07:20:56 PM »
Because RoundthewheelRTW has given me a motivation (By that i mean a Lemmings live stream announcement)
I'll be needing help with the 6 Backroutes i need to fix
Since Ichotolot is mainly the one who tested the Game all the way, He's mainly gonna be my biggest source of help since he's that Backrouted the levels
That and help with Backroute of NoRestfortheliving 2 "A waste of a good level"
But first im making two new levels
since 3-19 was to multitask heavy
and 5-13 is shamefully easy
They're getting replaced
After that Serious backroute fixing time

Offline GigaLem

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Re: Resident GigaLems - Project thread
« Reply #41 on: May 12, 2016, 10:26:37 PM »
Finally getting the feeling to fixing this up (fixing this is gonna be a bit slow though)
gonna make a few new level and replace some old i feel aren't able to make the cut so
lets start with a little logo update


Offline GigaLem

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Re: Resident GigaLems - Project thread
« Reply #42 on: June 18, 2016, 05:19:29 AM »
With the release of Resident GigaLems, finally under my belt you can continue any discussions here
 http://www.lemmingsforums.net/index.php?topic=2179.30
for I shall be locking the thread, and finally put this project to bed, at least the release of it