Author Topic: Gronkling's Tilesets  (Read 14795 times)

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Offline Gronkling

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Gronkling's Tilesets
« on: February 05, 2016, 02:28:01 am »
This thread is for any tilesets I create.

Tileset 1 - MENACING



Based off the menacing special level.



Tileset 2 - Beast II



Another based on a special level, this time Beast of a Level II



Tileset 3 - Cyber



Futury style with lots of water/fire shapes and conveyor belts.



Tileset 4 - Slime Castle



A contrast between straight edges and lumpy ones here.
« Last Edit: January 28, 2017, 12:53:50 pm by Gronkling »
LEMMINGS EVOLUTION completed levels: 100!!!
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Offline Proxima

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Re: Tilesets based on special levels
« Reply #1 on: February 05, 2016, 02:29:52 am »
I did this back in the Cheapo days -- the results should be somewhere in the conversions of Cheapo content to NeoLemmix that others have done. If it doesn't turn up, I'll have a look for the files.

Offline namida

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Re: Tilesets based on special levels
« Reply #2 on: February 05, 2016, 02:33:28 am »
Looks awesome! When these are finished, I'd be glad to add them to the list of addon style packs on the NeoLemmix website. :) I especially like how you've adjusted the steel's color to suit the set!

I did this back in the Cheapo days -- the results should be somewhere in the conversions of Cheapo content to NeoLemmix that others have done. If it doesn't turn up, I'll have a look for the files.

Not sure that I remember seeing this one. At any rate, made-for-NeoLemmix is generally preferable.
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Offline Gronkling

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Re: Tilesets based on special levels
« Reply #3 on: February 05, 2016, 12:54:31 pm »
Thanks!!

Here is one made from beast II, this one's a bit less flexible than menacing so I'll most likely add some more custom terrain later.



The other two special sets don't really have enough to make full tilesets from so they will have to have a lot of custom terrain to work really. I'm going to focus on making these first two sets complete first.
LEMMINGS EVOLUTION completed levels: 100!!!
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Offline IchoTolot

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Re: Tilesets based on special levels
« Reply #4 on: February 05, 2016, 01:03:49 pm »
Oh Boy! This looks great :thumbsup::thumbsup:

I love custom tilesets and these ones are a great idea that was overlooked completely for too long! :) Will definitely try them out when you finished them all up completely + did the stuff you said like

"I'll most likely add some more custom terrain later"


Offline Gronkling

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Re: Tilesets based on special levels
« Reply #5 on: February 05, 2016, 06:47:00 pm »
Menacing tileset now done properly!
Added some blobs of terrain that can fit together dirt style, so you can create some more substantial pieces of land. Also custom objects that I'll show below.



Now you can... drown in blood



...get chomped by skull demon



...get (messily) eaten by a snake



...and go to heaven!



(Added the updated version on this post and the original)
« Last Edit: February 06, 2016, 01:03:08 pm by Gronkling »
LEMMINGS EVOLUTION completed levels: 100!!!
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Offline LJLPM

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Re: Tilesets based on special levels
« Reply #6 on: February 05, 2016, 09:46:31 pm »
Superb!!!!!!!!!!!!!!!!!!!!!!!! Great Work!!!!!!!!!!!!!!!!!

Offline Wafflem

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Re: Tilesets based on special levels
« Reply #7 on: February 06, 2016, 05:16:19 am »
This is EXCELLENT! :thumbsup:

I am really excited to see what you will do for the rest of the tilesets! How did you do these? Did you design the snake/skull demon/blood yourself, or do they also come from the game Menace? Either way, you did an awesome job with the animation!

I also like how the one-way arrows are pointing fingers. :laugh: Shouldn't there also be one-way down arrows?

There is a minor typo - the preplaced lemming object should not be two lemmings stacked up on one another as displayed in the editor.
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Offline IchoTolot

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Re: Tilesets based on special levels
« Reply #8 on: February 06, 2016, 10:46:36 am »
Looked at the tiles and this is looking very very good :)

Yes, as DynaLem said the pre-placed Lemmings are displayed wrong, but this should be an easy fix.

Btw: Maybe you could even add some updrafts to the tilesets ???

Offline Simon

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Re: Tilesets based on special levels
« Reply #9 on: February 06, 2016, 11:48:14 am »
Love the biting, muscular snake. Everything is carefully sprited and fits together. Congratulations!

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Offline Gronkling

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Re: Tilesets based on special levels
« Reply #10 on: February 06, 2016, 01:02:00 pm »
Thanks! Yeah I drew the objects myself using the colour palette of the rest of the tileset. I'm not quite used to the new neolemmix features but I fixed the bugs (new update attached to first post and this one)
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Offline Proxima

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Re: Tilesets based on special levels
« Reply #11 on: February 06, 2016, 03:26:01 pm »
Hoping that you can make use of them, here are the tiles from my Cheapo version of this idea.

Offline Gronkling

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Re: Tilesets based on special levels
« Reply #12 on: February 06, 2016, 11:41:17 pm »
Yes that's a help, I'm going to use that big tree and some of the rocks in the Beast II tileset. I've got all the terrain for that done now, you can see a lot of it here:


I made those vertical tree trunks and some of the rocks such as the tall bit on the left. Now I just have to make the objects and this one will be done too :thumbsup:
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Offline mobius

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Re: Tilesets based on special levels
« Reply #13 on: February 07, 2016, 03:50:48 am »
awesome amazing work guys :o:thumbsup::thumbsup:

next time I make a new level I'm going to try using one of these sets!
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Offline Gronkling

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Re: Tilesets based on special levels
« Reply #14 on: February 07, 2016, 06:38:26 pm »
The Beast II tileset is now complete!



The custom object experiences here are...
Drown in the still lakes and waterfalls...


Watch out for the weasel thing...


And enter the tree stump featuring the psygnosis owl


(And also a generic squasher trap)

Tileset attached to this post and the top one!
EDIT: Fixed weasel hole animation
« Last Edit: February 07, 2016, 07:30:46 pm by Gronkling »
LEMMINGS EVOLUTION completed levels: 100!!!
sorry for being gone so long D:

Offline Simon

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Re: Tilesets based on special levels
« Reply #15 on: February 07, 2016, 06:45:28 pm »
Watch out for the weasel thing...

Hnaaaah, so cute! Cutest trap in the entire game.

The weasel's cave is shaded slightly differently in the anim than it is during the still frame. Nothing else I can criticise after watching it 20 times. <3

Very interesting take on animated water. A unique style that works amazingly when constained to a coarse resolution.

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Offline Gronkling

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Re: Tilesets based on special levels
« Reply #16 on: February 07, 2016, 07:32:01 pm »
Thanks, I fixed the animation so now it should be better ;) (The new version is just attached where the old version was) The GIF of it was also updated to the new version.

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Offline Simon

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Re: Tilesets based on special levels
« Reply #17 on: February 07, 2016, 07:35:29 pm »
Bug is fixed! Again, lovely set. It's a joy to watch the anims.

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Offline LJLPM

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Re: Tilesets based on special levels
« Reply #18 on: February 07, 2016, 07:56:52 pm »
Professional work. It's impressive! :)

Offline RubiX

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Re: Tilesets based on special levels
« Reply #19 on: February 07, 2016, 08:06:04 pm »
Awsome work here!

Offline Gronkling

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Re: Gronkling's Tilesets
« Reply #20 on: February 12, 2016, 12:29:53 am »
First tileset from scratch! A sort of cyber chemical plant one.



This set doesn't have any distinct traps, but rather has diverse fire/water. It also has conveyor belts, which are re-purposed one way fields.
LEMMINGS EVOLUTION completed levels: 100!!!
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Offline namida

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Re: Gronkling's Tilesets
« Reply #21 on: February 12, 2016, 12:30:58 am »
WOW! That looks awesome, and very Lemmings-y!

How do the conveyor belts work? Placed over (presumably steel) terrain, with a trigger area that extends just over the surface?
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Offline RubiX

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Re: Gronkling's Tilesets
« Reply #22 on: February 12, 2016, 12:37:55 am »
wow tileset talent! keep it up

Offline Wafflem

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Re: Gronkling's Tilesets
« Reply #23 on: February 12, 2016, 02:53:11 am »
:lem-shocked: :lem-mindblown: How do you manage to do that??? It must have taken a lot of talent to draw all these terrains, let alone animating the objects! :thumbsup:

The chomping demon mask and the snake in Menace, the weasel trap and waterfall in Beast II... :lem-mindblown: I can't wait to see what other tilesets you will do, as well as the Awesome and Beast I tilesets!

The conveyor belt as one-way fields is a very clever idea! :thumbsup:

I will be very happy to use these tilesets in a future project once I finish DynaLems, as I am already working with so many tilesets.

An object suggestion that will go very well with the cyber chemical tileset: locked exit/unlock buttons.
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Offline namida

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Re: Gronkling's Tilesets
« Reply #24 on: February 12, 2016, 02:54:37 am »
Quote
An object suggestion that will go very well with the cyber chemical tileset: locked exit/unlock buttons.

It's the perfect kind of graphic set to have a radiation object, too. :P
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Offline Simon

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Re: Gronkling's Tilesets
« Reply #25 on: February 12, 2016, 03:47:16 am »
Good luck pushing this neat set!

Even though I'm no match as an artist, I have a secret hint for spriting: Don't be afraid to use light and dark colors within the same tile, or several different hues within the same tile. Things will look more engaging. Compare my boring 2006 bricks (left) with geoo's nice construction bricks (right).



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Offline Gronkling

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Re: Gronkling's Tilesets
« Reply #26 on: February 12, 2016, 09:29:18 am »
Thanks! I cleaned up the first post, and re-named the sets for the new guideline.

Quote
How do the conveyor belts work? Placed over (presumably steel) terrain, with a trigger area that extends just over the surface?
Conveyor belts work just as you said, trigger area over surface on steel.

Quote
Don't be afraid to use light and dark colors within the same tile
I'm limiting my colours to a classic sized palette on purpose, to me it looks better. (I secretly prefer the bricks on the left)

I'm actually designing these partly for my own use for a level set I'm planning ;) So I'll add more objects if I ever use them.
LEMMINGS EVOLUTION completed levels: 100!!!
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Offline LJLPM

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Re: Gronkling's Tilesets
« Reply #27 on: February 13, 2016, 09:14:56 am »
You really succeeded in capturing the Lemmings spirit with this one! Superb (as usual :))

Offline Flopsy

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Re: Gronkling's Tilesets
« Reply #28 on: February 15, 2016, 09:24:49 pm »
Wow, those graphic sets look amazing. I particularly like the additional traps you've added to Menacing and Beast II :thumbsup:

Only just started thinking about making my own levels and these graphic sets are just inspiring me more.

Just one question if you're making your own levels, do you lot know what you want to make (on paper) when you start designing or does it fall into place as you're making/messing around in the Neo Lemmix editor?
Don't tell me solutions to levels which I have not solved.

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Offline namida

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Re: Gronkling's Tilesets
« Reply #29 on: February 15, 2016, 09:29:34 pm »
Flopsy: While you're welcome to (indeed, I encourage it) discuss that, I would recommend creating a new topic (probably best place is the Level Designing board) for it. :)
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Offline Pieuw

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Re: Gronkling's Tilesets
« Reply #30 on: February 16, 2016, 10:36:14 am »
These look awesome Gronkling! You never cease to impress :thumbsup:

Offline NaOH

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Re: Gronkling's Tilesets
« Reply #31 on: February 17, 2016, 06:19:40 pm »
Woah, wow, this is some really fantastic work. The new traps are really fabulous; your fluid animation of the weasel snatching the lemming away actually made me gasp.

Your constrained palette choice is a good choice. The aqua highlights complement the earthy tiles nicely.

I want that chemical plant set in Lix, so I can play around with it! The resolution wouldn't fit quite right though. :/

Offline 607

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Re: Gronkling's Tilesets
« Reply #32 on: February 19, 2016, 08:29:21 pm »
Wow! While I'm not a fan of the horror tilesets and probably won't use the first two, I got to say all three look amazing! It looks great, pretty much flawless from what I've seen.
The animations are really smooth too, great job!
Oh, and one more thing: I'm really impressed with how much the third one feels like Lemmings. I've seen many great tilesets, but most have something that makes it feel like it doesn't go with the original tilesets very well. That's why I like to use the Lemmings Plus tilesets: to me, they fit in better than most others. This one, though: incredible! It really looks like something you'd see in the original Lemmings games, it fits the atmosphere and style so well!

Offline IchoTolot

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Re: Gronkling's Tilesets
« Reply #33 on: March 05, 2016, 02:00:36 pm »
Ok, as these tilesets seem finished now without major updates that shake up existing stuff -----> time to create some serious stuff with them 8-)

Offline Gronkling

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Re: Gronkling's Tilesets
« Reply #34 on: March 10, 2016, 12:40:06 am »
New original tileset! This one's a castle with SLIME :8:()[: :8:()[:



Tileset attached to this post and the original as usual.
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Offline Gronkling

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Re: Gronkling's Tilesets
« Reply #35 on: March 13, 2016, 01:21:25 am »
Small update to Cyber tileset, added a distinct trap (because I needed one in a level I was making). Also removed the secret level trigger. Tile order hasn't been changed at all so will be completely backwards compatible!

LEMMINGS EVOLUTION completed levels: 100!!!
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Offline 607

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Re: Gronkling's Tilesets
« Reply #36 on: April 02, 2016, 06:02:13 pm »
New original tileset! This one's a castle with SLIME :8:()[: :8:()[:



Tileset attached to this post and the original as usual.
:o That looks so great!!

Offline grams88

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Re: Gronkling's Tilesets
« Reply #37 on: April 05, 2016, 10:32:31 pm »
Those do look very nice indeed. :thumbsup:

Offline Nepster

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Re: Gronkling's Tilesets
« Reply #38 on: June 17, 2016, 05:51:05 pm »
May I request a slight change to the one-way arrows of the Slime Castle tileset: Move the middle row of arrows two pixels to the right.
Reason: Currently the middle row is 4 pixels right of the upper row and 8 pixels left of the lower row. This still allows for horizontally overlapping one-way pieces. However only a very small vertical overlap is possible! But changing this to a constant shift of 6 pixels per row would give much more flexibility in this regard.

Offline Wafflem

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Re: Gronkling's Tilesets
« Reply #39 on: January 26, 2017, 06:27:50 pm »
Just want to let you know that you may want to post an updated version of your Cyber tileset in the NeoLemmix auto-downloadable submissions topic. When I downloaded the Cyber tileset from the NeoLemmix auto-downloadbles, it gave me a version that still has the secret level trigger instead of the triggered trap.
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Offline Gronkling

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Re: Gronkling's Tilesets
« Reply #40 on: January 28, 2017, 12:55:42 pm »
I updated all my styles on this page, so they should be fully compatible with new neolemmix versions. The trap in Cyber should work now. Also I made the trap and steel in Slime more visible.
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Offline GigaLem

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Re: Gronkling's Tilesets
« Reply #41 on: January 31, 2017, 06:49:16 am »
Is it alright if i can critique Minimal here?

anyway

+
Very polished for being a simple set.
The part pieces make it very fun to use. Its like building a tileset within the editor

-
Needs a few objects, Mainly Pickup skills, OWA Down, and at least one trap, and yes i know, mixing tilesets is a thing but I don't want to do it if im making a level pack where i have tileset i only use as a means for a missing object.

Otherwise, Fantastic set

Offline namida

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Re: Gronkling's Tilesets
« Reply #42 on: January 31, 2017, 06:57:03 am »
Quote
Needs a few objects, Mainly Pickup skills, OWA Down, and at least one trap, and yes i know, mixing tilesets is a thing but I don't want to do it if im making a level pack where i have tileset i only use as a means for a missing object.

Then use these objects from one of the many sets that is included with NeoLemmix. Then you don't have to include it.
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Offline Gronkling

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Re: Gronkling's Tilesets
« Reply #43 on: January 31, 2017, 12:25:20 pm »
Here you go Giga Lemming :laugh:
« Last Edit: January 31, 2017, 03:17:48 pm by Gronkling »
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Offline GigaLem

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Re: Gronkling's Tilesets
« Reply #44 on: February 01, 2017, 03:59:20 am »
Here you go Giga Lemming :laugh:

Ah thank you

Edit:That's weird I got the update but nothing was changed Unless this was on then again, I dunno
« Last Edit: February 01, 2017, 04:46:29 am by GigaLem »

Offline Wafflem

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Re: Gronkling's Tilesets
« Reply #45 on: May 08, 2017, 06:34:01 pm »
Found some major typos in the Minimal graphic set:

The pickup skills and one-way down arrows are all terrain objects. Also, why is there a picture of a mouse trap?
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Offline Gronkling

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Re: Gronkling's Tilesets
« Reply #46 on: May 08, 2017, 06:39:31 pm »
Needs a few objects, Mainly Pickup skills, OWA Down, and at least one trap

gigalem asked me

(it was supposed to be a joke but i dont think anyone found them before it became irrelevant lol ill probably remove them if i ever update the tileset again)
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Offline GigaLem

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Re: Gronkling's Tilesets
« Reply #47 on: May 08, 2017, 11:14:40 pm »
Might as well do that soon, also if you need a an idea for a Minimal trap, come to me ;)

Offline GigaLem

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Re: Gronkling's Tilesets
« Reply #48 on: November 06, 2017, 04:41:55 am »
Decided to add some stuff to finish this set
-Removed the joke pieces
-Added a trap
-Backgrounds (simple ones ;) )
-Pickup skill
-One way down arrows
-Fixed the trigger area for entrance and exit

You're welcome Gronkling

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Re: Gronkling's Tilesets
« Reply #49 on: November 23, 2017, 08:23:08 pm »
For those who want to use the Minimal tileset for the New NeoLemmix format, I have converted it accordingly. The only change I made is that I fused the exit and the exit top together. I have also included a translation table.

Also, due to the trap using a custom sound, and that the Graphic Set Converter does not extract sounds (only the terrain/objects), the sound file is not included in the ZIP. To GigaLem: please post the trap's sound file in this topic as well.
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Offline GigaLem

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Re: Gronkling's Tilesets
« Reply #50 on: January 16, 2018, 08:20:29 am »
If you still use the old format, I fixed something that was missing in the set
-Trigger area for one way arrows

Offline Gronkling

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Re: Gronkling's Tilesets
« Reply #51 on: July 17, 2018, 11:01:29 pm »
alrite i have the new neolemmix version and theres some problems with my tilesets

minimal should have a plain black background by default, definitely not the grey it has right now

theres a set called "tancastle" credited to mobius, but its just a direct recolour of one of my sets so should have me as a credit too, or remove it entirely if no one has ever used it cos mobius said it was unfinished anyway

theres a bunch of sonic rip tilesets that i have no memory of making credited to me, and i dont want my name tied to those anyway so just make the credit say "no author" or "sonic team" or something
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Re: Gronkling's Tilesets
« Reply #52 on: July 18, 2018, 07:34:45 am »
I have used tanCastle in several of my levels. I always thought that was the original, and Slime the recoloured one :/ . But it makes sense that they're all part of your series.

Anyways, this is just me obviously advising against the removal of tanCastle.

Also, I was wondering whether all graphic sets from Old Formats had already been transferred to the New Format. So now I know that's definitely not the case for all of your tilesets, thanks for the info! ;)

Makes me feel even more justified in having created Lemmings World Tour for Old Formats, despite the occasional crashes resulting from excessive graphic set mixing :evil: !
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Offline grams88

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Re: Gronkling's Tilesets
« Reply #53 on: July 19, 2018, 09:54:26 pm »
I wonder if the neolemmix one picks a random background, I remember using the editor and I remember somehow getting random background colours.

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Re: Gronkling's Tilesets
« Reply #54 on: September 29, 2018, 09:31:47 pm »
Okay, so I redownloaded the styles for New Formats, and found that Gronkling's Ancient tileset has actually already been converted - however, it has been split up into two graphic sets: "Angel Island" and "Chaos Angel".

This makes conversion of Old Formats levels using the Ancient tileset impossible, because there is no such thing as an Ancient graphic set anymore, even though the same pieces of terrain are used.

I did start making a conversion of Ancient myself, and with that the New Formats editor is able to read Ancient levels perfectly fine. But of course, it would be a bunch of duplicated pieces if I were to upload that.

Are there any specific reasons for the split of Ancient into two graphic sets? And if so, would you mind a "complete" Ancient tileset?

Otherwise, no Old Formats level using Ancient will ever be able to be converted. :/ And as I've stated repeatedly, for Lemmings World Tour, Ancient may just be the most important graphic set of all...
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Offline GigaLem

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Re: Gronkling's Tilesets
« Reply #55 on: September 29, 2018, 10:24:07 pm »
The sonic sets the groinkling made will be going under the "Sonic_tileset" name now, and some sets have been split into two

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Re: Gronkling's Tilesets
« Reply #56 on: September 30, 2018, 08:59:21 am »
Yeah, but why? As far as Ancient is concerned - and the conversion of Old Formats levels using it - I only have two options:

1) Add in a separate conversion of the entire tileset, so that there are duplicate versions of identical terrain pieces (Ancient, Angel Island, and Chaos Angel).
2) Leave things as it is, meaning Lemmings World Tour won't be possible to convert at all.

The latter would of course mean less work for me :D . If that is our consensus, though, I don't want to hear any complaints about LWT being Old Formats anymore... :P

The main reason a conversion would be useful is to reduce the number of crashes of NeoLemmix due to heavy tileset mixing. But the Ancient tileset is involved in almost all of these mixed-tileset city levels, so without it, that endeavour would be pointless.
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Re: Gronkling's Tilesets
« Reply #57 on: October 05, 2018, 03:56:50 pm »
I'd participate in the discussion, but I frankly haven't been following the NeoLemmix developments, so I'm unclear on what's going on. :P

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Re: Gronkling's Tilesets
« Reply #58 on: October 17, 2018, 02:05:54 pm »
So, I've manually edited my translation table for grnk7_ancient so that each piece gets replaced with its proper counterpart from angelisland and chaosangel. It is attached, for anyone who still has remaining levels including the Ancient tileset that you wish to convert to New Formats.

@Gronkling: How did you convert your own levels featuring this tileset to New Formats, anyway? If you already have functioning translation tables for grnk6_electric and grnk8_digital, I'd urge you to upload them.
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Lemmings World Tour, my music-themed flagship pack, 320 levels - Let's Played by Colorful Arty
Paralems, a more flavour-driven one, 150 levels
Pit Lems, a more puzzly one, 100 levels - Let's Played by nin10doadict
Lemmicks, a pack for NeoLemmix 1.43 full of gimmicks, 170 levels

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Re: Gronkling's Tilesets
« Reply #59 on: May 26, 2019, 04:20:01 pm »
Okay, I guess whoever did the conversion isn't active on the forums anymore, so I did the translation tables for grnk6_electric and grnk8_digital.

grnk6_electric now goes under "unknownauthor_electric" in New Formats.

grnk8_digital is split up into "gronkling_cybertrack" and "gronkling_technobase".

Both tilesets can be found in the current version of the complete download of the styles - but those don't include translation tables, hence I did them myself.

grnk6_electric has some very tiny pieces though of which I didn't find the equivalents in New Formats. Also, all rotated pieces were removed in the New Formats version. So if anyone can tell me how to add rotation information into the translation table, I'll happily update it. Currently, all rotated pieces get replaced with the same matching piece, so you'll just have to manually rotate such pieces in the New Formats editor again, but still the correct piece it's going to end up in the correct position in a level.
Ghost Lemmings - help us test a possible new NeoLemmix skill!
My packs so far:
Lemmings World Tour, my music-themed flagship pack, 320 levels - Let's Played by Colorful Arty
Paralems, a more flavour-driven one, 150 levels
Pit Lems, a more puzzly one, 100 levels - Let's Played by nin10doadict
Lemmicks, a pack for NeoLemmix 1.43 full of gimmicks, 170 levels

Offline namida

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Re: Gronkling's Tilesets
« Reply #60 on: May 27, 2019, 10:22:18 am »
Just add "rotate", "flip_horizontal" and "flip_vertical" (on their own line; not case-sensitive) inside the respective terrain section. You can also use offset_left, offset_right etc to account for any adjustments to the piece's size - but I don't remember off-hand whether this should be positive or negative, you'll have to experiment a bit.
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