Author Topic: L2+L3 NeoLemmix Tileset collection + Lemmini Conversions  (Read 22047 times)

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Offline IchoTolot

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L2+L3 NeoLemmix Tileset collection + Lemmini Conversions
« on: August 10, 2015, 04:06:20 PM »
I've finally got all L2 (except Classic because Pillar already exists) and the L3 "biolab" tileset completely converted to NeoLemmix. A big part of the animations had to be redrawn and things like getting together all the tiles and the custom biolab background was a big pile of work, but it's finally done!
A notice that the Egyptian, Shadow and Sports tilesets are originally converted from PacGuy765's Lemmini version.

L2+L3 Tileset Pack (V 2.1): L2 + L3 Pack V 2.1

Lemmini Conversions (V 1.4): Lemmini Conversions V 1.4

To access the tilesets with the NeoLemmix editor simply copy all the .dat files into the styles/NeoLemmix folder of the editor and to get them with the name of your choice and in the right order add the sets manually in the styles.ini in the same folder like:
.
.
.
[polar]
Name=Polar
Order=45

[circus]
Name=Circus
Order=46

[l3_biolab]
Name=Biolab
Order=47
.
.
.

For EXAMPLE

And now time for some pictures (polar and circus missing) :laugh:

L3 biolab (all grey things are steel here):


L2 medival:


L2 cavelem:


L2 highland:


L2 outdoor:


L2 space:


And with lots of Clams: L2 Beach:


Please report bugs or problems so I can try to patch them out!

Enjoy making levels with them, you might see them in one of my futute projects.......;)
« Last Edit: April 06, 2017, 09:39:52 PM by IchoTolot »

Offline namida

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Re: L2+L3 NeoLemmix Tileset collection
« Reply #1 on: August 10, 2015, 04:12:10 PM »
Quote
To access the tilesets with the NeoLemmix editor simply copy all the .dat files into the styles/NeoLemmix folder of the editor and add the sets manually in the styles.ini in the same folder like:

This is not strictly nessecary. It's just if you want to explicitly specify the names (otherwise the filenames are used) and/or ordering of the sets.
My Lemmings projects
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Offline IchoTolot

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Re: L2+L3 NeoLemmix Tileset collection
« Reply #2 on: August 10, 2015, 04:15:26 PM »
Quote
To access the tilesets with the NeoLemmix editor simply copy all the .dat files into the styles/NeoLemmix folder of the editor and add the sets manually in the styles.ini in the same folder like:

This is not strictly nessecary. It's just if you want to explicitly specify the names (otherwise the filenames are used) and/or ordering of the sets.

Ok updated the description ;)  Used to to this automaticaly from Lemmix.

Offline GigaLem

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Re: L2+L3 NeoLemmix Tileset collection
« Reply #3 on: August 10, 2015, 04:37:48 PM »
These may be useful for me and everyone else
but what about l3 shadow and l3 Egypt?

Offline IchoTolot

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Re: L2+L3 NeoLemmix Tileset collection
« Reply #4 on: August 11, 2015, 12:11:12 AM »
Little update 1.1 which fixes some lighting issues in the biolab tileset. It just changes around a few pixel colors so everything will stay the same apart that the coloring is improved on the diagonal slides.

Thanks to geoo and Simon for this one :thumbsup: (and also credit to Mindless for sending the L3 styles ;))

Offline IchoTolot

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Re: L2+L3 NeoLemmix Tileset collection
« Reply #5 on: August 15, 2015, 11:36:59 AM »
It seems that nobody encountered errors or bugs in the last days, so it's (also) up on the NeoLemmix website as an addon now!

http://www.neolemmix.com/old/neolemmixeditor.html




Offline 607

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Re: L2+L3 NeoLemmix Tileset collection
« Reply #6 on: August 18, 2015, 06:21:16 AM »
Very nice!
Didn't the beach tileset already exist for NeoLemmix, though?

Offline namida

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Re: L2+L3 NeoLemmix Tileset collection
« Reply #7 on: August 18, 2015, 09:32:53 AM »
There's a Cheapo version of it, which also has a NeoLemmix conversion. However, Cheapo sets are not always the most accurate; I would recommend using this one instead.
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Offline IchoTolot

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Re: L2+L3 NeoLemmix Tileset collection
« Reply #8 on: September 05, 2015, 07:31:19 PM »
Patch 1.2:

Fixed a visual error on of the biolab steel hatch. Physics are not affected, just recolored some single pixels.

Offline mobius

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Re: L2+L3 NeoLemmix Tileset collection
« Reply #9 on: September 13, 2015, 01:34:53 AM »
:thumbsup: big thanks for this.
everything by me: https://www.lemmingsforums.net/index.php?topic=5982.msg96035#msg96035

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Offline Nepster

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Re: L2+L3 NeoLemmix Tileset collection
« Reply #10 on: November 01, 2015, 12:23:38 PM »
Excellent work, IchoTolot :thumbsup::thumbsup:! Nevertheless two questions concerning objects:

1) What are the following invisible objects for?
- egypt - object 12:  This has a huge trigger area, where lemmings simply vanish.
- mediaval - object 13&14: Extremely huge objects of a constant very dark purple colour.
- shadow - object 29: Same as before.
If the sole reason of the medieval and shadow objects is to change the background colour, then could we perhaps replace them by slightly smaller ones (e.g. 320x160px = one screen)? Slightly smaller objects are much more convenient to work with in the editor.

2) This concerns mainly the outdoor objects 5 and 7. They have corresponding terrain pieces and their use is to add moving eyes to them. However these objects display some more sourrounding area as well. This has the following disadvantage: If a player removes some of the terrain, it remains visible due to the object. This is (at least to me) somewhat confusing.
Perhaps we can replace these objects by ones, where the sourrounding area is removed and only the moving parts are displayed?

Offline IchoTolot

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Re: L2+L3 NeoLemmix Tileset collection
« Reply #11 on: November 01, 2015, 01:52:23 PM »
Excellent work, IchoTolot :thumbsup::thumbsup:! Nevertheless two questions concerning objects:

1) What are the following invisible objects for?
- egypt - object 12:  This has a huge trigger area, where lemmings simply vanish.
- mediaval - object 13&14: Extremely huge objects of a constant very dark purple colour.
- shadow - object 29: Same as before.
If the sole reason of the medieval and shadow objects is to change the background colour, then could we perhaps replace them by slightly smaller ones (e.g. 320x160px = one screen)? Slightly smaller objects are much more convenient to work with in the editor.

2) This concerns mainly the outdoor objects 5 and 7. They have corresponding terrain pieces and their use is to add moving eyes to them. However these objects display some more sourrounding area as well. This has the following disadvantage: If a player removes some of the terrain, it remains visible due to the object. This is (at least to me) somewhat confusing.
Perhaps we can replace these objects by ones, where the sourrounding area is removed and only the moving parts are displayed?

Ty for the feedback :)  Explanations:

1.) Egyptian+ Shadow are somewhat special: They are conversions of the Lemmini versions from PacGuy, with just a few things added (like PickUps). He also added a few things like this huge thing where Lemmings vanish. I must admit I did not remember this object and it could prob be replaced with another one in the 2.00 update.

The huge things are indeeed a simulator for the single-colored custom backgrounds. I had to add custom backgrounds, because of key objects and lots of terrain pieces containing the black color.
I personally thought after finish building the level simply putting one huge object in the background is much more easier to handle than X little ones. For fixing you just have to deal with one object then.
Again with the 2.00 patch these objects will be removed! As single colored backgrounds should be naturrally supported then. (I also will add some extra terriain and backgrounds like the sports bowling ball with the light blue background or some Egytian tiles PacGuy forgot)

2.) The sizes are what they are for the following reason: All pices are originally (X*8)x(Y*8) and I simply converted them. So some objects are a little big bigger than they must be due to the 8x8 grid.

So all together the following changes are planned for 2.00 patch:

-Remove the "Lemming vanquisher"
-Remove the custom background objects and replace them with naturally supported ones.
-Adding additional custom backgrounds
-Adding some additional tiles most of them due to the new backgrounds allowing them
-Reconsidering the objects sizes of the "eyes"

All these changes will be made so that already made levels will need as minimal (or no one at all) fixing after release as possible! (I try to replace the objects with other stuff rather than simply taking them out so the the index list won't get messed up)
Most likely just the following stuff needs to be checked again:
-Levels with the "Lemming vanquisher" (fix: remove it)
-Levels with custom backgrounds (fix: also need to be removed)
-Levels with "eyes" (fix: re-adjust them)

Offline Nepster

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Re: L2+L3 NeoLemmix Tileset collection
« Reply #12 on: November 01, 2015, 02:30:13 PM »
Sorry for being unclear at point 2). I don't think the sizes of the outdoor objects need adjustments, but the "eye" objects should only display the eyes, instead of the sourrounding area. Consider e.g. the attached jpg.: Instead of the current one (bottom part), I would prefer the upper one, where only the required parts of the terrain are overwritten by the object.

Offline IchoTolot

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Re: L2+L3 NeoLemmix Tileset collection
« Reply #13 on: November 01, 2015, 03:04:30 PM »
Sorry for being unclear at point 2). I don't think the sizes of the outdoor objects need adjustments, but the "eye" objects should only display the eyes, instead of the sourrounding area. Consider e.g. the attached jpg.: Instead of the current one (bottom part), I would prefer the upper one, where only the required parts of the terrain are overwritten by the object.

That should also be possible.

Offline IchoTolot

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Re: L2+L3 NeoLemmix Tileset collection
« Reply #14 on: March 05, 2016, 01:46:24 PM »
Update 1.3:

Added some missing pieces to Egyptian.

Typo in medieval removed.
For already existing levels: Change the tileset in the editor from "medival" to "medieval" after you copied the new version! After all your levels have been updated you can delete medival.dat!

Offline namida

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Re: L2+L3 NeoLemmix Tileset collection
« Reply #15 on: March 06, 2016, 12:42:33 AM »
The copy of these on the NeoLemmix website and the style auto-download feature have been updated.
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Offline IchoTolot

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Re: L2+L3 NeoLemmix Tileset collection
« Reply #16 on: April 13, 2016, 05:18:39 PM »
V 1.4 is out which fixes a lot of trigger area errors for the Lemmini conversions (Shadow/Egyptian/Sports)! (traps + water + exits only trigger on ground area now and not further below + water triggers a bit higher)

Also pickup-skill trigger areas for all moved one pixel to the left!

+ added Gronklings animations for Shadow + Outdoor :)

Lemmini conversions download: https://www.dropbox.com/s/zymfeei9yuowxyz/Lemmini%20Conversions.zip?dl=1


Be sure to safety- check your levels!

NL-Website-link will soon be updated.


Offline namida

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Re: L2+L3 NeoLemmix Tileset collection
« Reply #17 on: April 13, 2016, 05:31:56 PM »
Copies on the NeoLemmix website have been updated, as have the auto-downloadable copies.

If you use auto-download and want to make sure you have the latest versions, delete these graphic sets from your "styles" folder (the next time you try to play a level that uses them, unless it's in an NXP that also includes copies of the styles, it will redownload them again), as NeoLemmix currently does not check if a newer version is available of a style (it only downloads if you don't have the style at all):

beach.dat
castle.dat
cavelem.dat
circus.dat
city.dat
egyptian.dat
highland.dat
l3_biolab.dat
medieval.dat
outdoor.dat
polar.dat
shadow.dat
space.dat
sports.dat


(note that "epic.dat" is NOT among the auto-downloadable ones, so do not delete it, you'll need to replace this one manually (the reason is that I want to discourage use of "multi-styles-in-one" graphic sets like that one, given that mixing graphic sets will be possible in the future and these kind of graphic sets will make switching over to such a system messier))
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Offline IchoTolot

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Re: L2+L3 NeoLemmix Tileset collection
« Reply #18 on: May 12, 2016, 11:27:15 AM »
1.5 update is out!

This fixes the little gaps between updrafts + adds a new medieval tower tile without a window, so you have a better selection to choose from.

The updrafts are also fixed for my Lemmini conversions in this new version:       https://www.dropbox.com/s/aiclh9kv6q0dbfa/Lemmini%20Conversion%20V%201.1.zip?dl=1


Sending this directly to namida as well, so that the auto update shoould also work  as soon as he uploads it on the NL homepage.

Offline Simon

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Re: L2+L3 NeoLemmix Tileset collection
« Reply #19 on: May 12, 2016, 04:28:15 PM »
I applaud such a quick reaction, and the more different tiles, the merrier.

But haven't understood the issue. At least 4 people have not expected the window as solid. Even with set v1.5, Level designers can still use the windowed tile, and get unexpected holes. Adding more tiles is not a fix.

"Would affect replays" seems to be a weak counter-argument here: You have fixed updraft trigger areas, even though they affect physics.  Nothing relies on the unexpected hole in the medieval window, therefore I estimate a similarly miniscule chance of replay breakage.

Why not fix the tile? E.g., by my making the window dark-brown or dark-grey?

-- Simon

Offline IchoTolot

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Re: L2+L3 NeoLemmix Tileset collection
« Reply #20 on: May 12, 2016, 04:42:53 PM »
I applaud such a quick reaction, and the more different tiles, the merrier.

But haven't understood the issue. At least 4 people have not expected the window as solid. Even with set v1.5, Level designers can still use the windowed tile, and get unexpected holes. Adding more tiles is not a fix.

"Would affect replays" seems to be a weak counter-argument here: You have fixed updraft trigger areas, even though they affect physics.  Nothing relies on the unexpected hole in the medieval window, therefore I estimate a similarly miniscule chance of replay breakage.

Why not fix the tile? E.g., by my making the window dark-brown or dark-grey?

-- Simon

I understand the issue, but I simply like the tile as it is now.

A window should not be solid I think.
There is also another tile with an rectangle shaped window and there the dark-grey would fill too many pixels side by side to look good.
I just added the other tile, because I noticed that there is currently not a towerpiece without a window. This was not intended to be a fix just an addition.

Also the updraft fix is very unlikely to affect anything existing negativly. Even a cross change would most likely notr break anything. I just think it looks better this way and when you want it to be pure solid, now you have a tile. ---> both sides have their tile now :)





Offline Simon

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Re: L2+L3 NeoLemmix Tileset collection
« Reply #21 on: May 12, 2016, 04:57:11 PM »
Thanks.

Pure liking doesn't convince me, but I respect it. You've maintained these sets for long now, and have developed a feel for them.

-- Simon

Offline IchoTolot

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Re: L2+L3 NeoLemmix Tileset collection
« Reply #22 on: May 12, 2016, 05:02:15 PM »
Thanks.

Pure liking doesn't convince me, but I respect it. You've maintained these sets for long now, and have developed a feel for them.

-- Simon

From IRC:

Give me custom backgrounds and I will make them solid as then everyone is forced to have a purple background and then purple = space and not black.

There is a reason for the background, but people keep ignoring it. After I get the custom backgrounds I can declare black as solid without hassitation.

Offline IchoTolot

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Re: L2+L3 NeoLemmix Tileset collection
« Reply #23 on: May 18, 2016, 10:14:27 AM »
Version 1.6 is out.

Ok to avoid more messages about the medieval windows I made them solid now, but I have to encourage you now more than ever to simply use the purple background delivered with this tileset or you will have solid black pixels in your levels! (and nobody wants those :devil:)
Hopefully the background can be set as the default for this tileset in the future.

I'll message namida about this update as well as always.

Offline Flopsy

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Re: L2+L3 NeoLemmix Tileset collection
« Reply #24 on: May 24, 2016, 07:03:13 AM »
Hey IchoTolot

Got a few questions about the shadow graphic set, I'm not sure if my version is up to date at the moment or whether this has already been addressed.

What is object #24? (It looks like a lemming sprite with purple clothing and red hair)
There doesn't seem to be one way down arrows in the object list of the shadow set I have, not sure if they've been added in recent versions, just need to update the set if that's the case.

That's all really, keep up the good work :thumbsup:

Offline IchoTolot

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Re: L2+L3 NeoLemmix Tileset collection
« Reply #25 on: May 24, 2016, 09:51:52 AM »
Hey IchoTolot

Got a few questions about the shadow graphic set, I'm not sure if my version is up to date at the moment or whether this has already been addressed.

What is object #24? (It looks like a lemming sprite with purple clothing and red hair)
There doesn't seem to be one way down arrows in the object list of the shadow set I have, not sure if they've been added in recent versions, just need to update the set if that's the case.

That's all really, keep up the good work :thumbsup:

That should be a Lemming deco object from the Lemmini version of the tilesets as 3 tilesets are mostly conversions. You have to wait for Shadow OWD's as they will mostly likely added with the OWW change in the next patch or so.

Offline namida

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Re: L2+L3 NeoLemmix Tileset collection
« Reply #26 on: May 24, 2016, 09:59:08 AM »
Quote
You have to wait for Shadow OWD's as they will mostly likely added with the OWW change in the next patch or so.

The next update is probably quite far away. I wouldn't hold off on releasing / updating anything on the grounds of waiting for it.
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Offline IchoTolot

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Re: L2+L3 NeoLemmix Tileset collection
« Reply #27 on: September 08, 2016, 11:29:22 AM »
1.7 update is out with the following changes:

- medieval:   background object removed and used as natural bg color
- outdoor:     water animation fixed
- shadow:     background object removed and used as natural bg color
- sports:        background color added + black bowling ball tile
- L3 biolab:   1 background imaged removed (the horizontal one) and the other marked as natural bg image

Also my Lemmini tilesets are updated as well: https://www.dropbox.com/s/95xv3obvtpbbhs3/Lemmini%20Conversions%20V%201.2.zip?dl=1

- castle:         steel blocks added
- city:             background image marked as natural bg image now

Before you update make sure to remove the custom bg objects from your levels to avoid error messages!

Offline IchoTolot

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Re: L2+L3 NeoLemmix Tileset collection + Lemmini Conversions
« Reply #28 on: October 09, 2016, 11:29:33 AM »
1.8 Update is out, as well as 1.3 update for the Lemmini Conversions! All Download Links in the first post!

Critical visual update to l3_biolab + City, because of multiple background images!

Changes:

- l3-biolab: Has now a vertical + horizontal background image
- City: Has now 2 background images. The second one is the previous one now!
- castle: Added a brown background to increase detectablility of pices with black lines.

Offline IchoTolot

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Re: L2+L3 NeoLemmix Tileset collection + Lemmini Conversions
« Reply #29 on: October 15, 2016, 01:28:57 PM »
Update 1.9 is out! :)

This is another non-critical update which fixes the outdoor-water animation (again). This was still not really fluent, but adding a few pixels and culling an entire out of place frame seems to resultin an big improvement.

Offline IchoTolot

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Re: L2+L3 NeoLemmix Tileset collection + Lemmini Conversions
« Reply #30 on: March 22, 2017, 11:54:50 AM »
V 2.0 for the L2/L3 tilesets and V 1.4 for the Lemmini conversions is out!

New versions attached to the first post.

Now the Lemmini conversions only include castle and City, as Epic is not needed anymore and the other ones are basically in the L2/L3 pack.

Changes (except the Egyptian object is still there; will be removed with the format change): http://www.lemmingsforums.net/index.php?topic=3209.0

- Receiver trigger area for L2 Space has been aletered to the new 1x1 pixel standard. Caution! It seems like the current stable and old exp version spawns the lem 1 pixel into the ground!

Offline IchoTolot

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Re: L2+L3 NeoLemmix Tileset collection + Lemmini Conversions
« Reply #31 on: April 06, 2017, 09:41:37 PM »
V 2.1 release with a little hotfix to the L2 space tileset!

The 1x1 px trigger on the space receiver wasn't 1 pixel below the object as I messed up and swapped in the wrong file :-[   It was instead set on the lowest row of the object.

Sry about that, but now it's right. I also checked the dune teleporter again just to be sure and luckily there it was set correctly 1 pixel below the object.

EDIT: It even seems like it changed nothing physics wise even as my replays still work :lem-mindblown:

Offline Strato Incendus

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Re: L2+L3 NeoLemmix Tileset collection + Lemmini Conversions
« Reply #32 on: January 28, 2018, 03:33:23 PM »
I'm going to revive this old thread due to my work on Lemmicks vor NeoLemmix 1.43.

I had written off the L2 graphic sets completely already, figuring they'd simply not work in 1.43. However, as I have found out in the meantime, some of the L2 graphic sets in this thread can be read by the 1.43 NeoLemmix player - namely Beach, Cavelem, Circus, Medieval, Egyptian, Highland, and Shadow - whereas others cannot: Space, Outdoor, Sports, Polar, and the L3 Biolab tileset.

A look at the date of creation of these files then revealed that precisely those graphic sets which do not work are simply newer: The graphic sets which work are from September 2016, those which do not are from March / April 2017.

So does anyone here still happen to have backup files of the Space, Outdoor, Sports, Polar, and L3 Biolab graphic set from around September 2016?

If so, please be so kind to post them here. :) I know this 1.43 throwback pack won't be everyone's cup of tea, but the levels will certainly look more diverse if the entire suite of L2 graphic sets plus the Biolab set can be featured, rather than simply the main Lemmings- und ONML graphic sets and a couple of namida's creations :) .

Thanks in advance!
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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

Offline Nepster

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Re: L2+L3 NeoLemmix Tileset collection + Lemmini Conversions
« Reply #33 on: January 28, 2018, 03:39:35 PM »
Here is a zip file with the L2+L3 styles from March 2016. I haven't tested them with V1.43, but chances are good that they will work.

Offline IchoTolot

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Re: L2+L3 NeoLemmix Tileset collection + Lemmini Conversions
« Reply #34 on: January 28, 2018, 03:41:55 PM »
The last 3 2016 versions + 1 out of 2017 attached. See for yourself which one is the latest that works for you.

Offline Strato Incendus

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Re: L2+L3 NeoLemmix Tileset collection + Lemmini Conversions
« Reply #35 on: January 28, 2018, 04:35:55 PM »
Thanks a lot to both of you! I went with V 1.9, since judging from the posts on the preceding page, that was the version released around the time which marks the creation date of my working graphic set files.

And voilĂ  - now everything works fine! :party:

Great that you guys keep all this old stuff as backup! :thumbsup:
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