Lix > Lix Levels
Some fixes to old levels
Forestidia86:
I've fixed, mainly via text edit, some old levels to current tile namings.
Jumpers from Lix tutorial levels by geoo
16 x 16 by Akseli from the Lix Double-Level Contest 2014
Planet Dulux by Akseli from the Lix Double-Level Contest 2014
Palmtree Pile-up (V1.2) by Simon from the Level Design Contest 5
These levels should show no missing terrain anymore but I can't guarantee their solvability or that they haven't gotten pointless.
All levels should be solvable (Lix 0.9.13).
Edit: There are fixes that remove the gaps to Planet Dulux and 16x16 (both by Akseli) in this post.
Forestidia86:
Added a comparison picture for Akseli's "16x16" in C++ as well as in D-Lix.
In D-Lix there are some gaps introduced.
Simon:
1-pixel gaps in Akseli's level 16x16 likely comes from inconsistent terrain rotation workaround of C++ Lix, I chose not to port this workaround to D Lix, thus simplifying the formats.
This difference between the terrain loadings in C++ Lix and D Lix can create 1-pixel gaps like in Forestidia's image whenever both of these are satisfied:
* the tile's width or height or both are odd (not divisible by 2),
* the tile occurs rotated (I don't think mirroring will cause it on its own).Anyway, Forestidia, good housekeeping with these ports!
-- Simon
Forestidia86:
Attached replays to the four levels in the first post.
Jumpers from Lix tutorial levels by geoo
16 x 16 by Akseli from the Lix Double-Level Contest 2014
Planet Dulux by Akseli from the Lix Double-Level Contest 2014
Palmtree Pile-up (V1.2) by Simon from the Level Design Contest 5
Simon told me that the solution to his level is a backroute.
Forestidia86:
Just a comparison picture of Jumpers (by geoo) in new (left) and old (right) oriental tileset.
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