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Messages - LJLPM

#1
Hi,
Thank you for your detailed reply and for adding my request to the wish list :)
#2
Hi,

Recently, I thought about a feature that I would find "useful" : I would be interested in having a "Screensaver Mode".

- when selecting the "Screensaver mode" , SuperLemmix would just play random replays indefinitely, until one quits this mode.
(with the possibility to have 100% no sound while the "Screensaver mode" is active, of course.)

Sounds interesting or not ?

Thanks! :)

PS: for the Screensaver/Replay mode, I would like to load random replays for SuperLemmix among ALL the available replays found on the computer (in any level pack thus, mixing Classic Lemmings levels and fan-made levels)
#3
First Lemming has just dropped :) (falling + walking + reversing walk direction when hitting a wall)


(note: on this screenshot, there's a pink layer applied on actual Steel items)
#4
I'm porting my Android game's engine to PC/Mac/Linux in order to help me debugging the game engine
Thanks to this PC/Mac/Linux port, jLevelBuilder is now able to directly load and run the Android game's levels (".ini" files, like Lemmini) :)

Levels are loaded/running in a separate window (now I have to drop Lemmings in levels and I have to add player actions/controls, of course)

Running Lemmini level files will work too but since Lemmini uses different physics than my Android game, Lemmings won't behave/collide as in Lemmini (instead they'll behave/collide using my Android game engine).



... and it's also working with custom tilesets :) (in Lemmini's format)

#5
Level masks are now fully working :) Everything is ready for dropping some Lemmings in levels.
The next step is to import/handle the Android game engine and make some Lemmings fall, walk and bounce against walls :)


(on the screenshot above, I applied some color layers (in-game) to better show the level mask in use)
#6
Good news here! :)

I'm still slowly working on the Android game, and in order to ease the level creation process (+ to help me debugging the code), I'm working on a new feature :
- make the game run on computers (PC/Mac/Linux, coded using Java like jLevelBuilder), with the possibility to launch levels directly from jLevelBuilder (being able to seamlessly create, load and run newly-created ".ini" levels will be convenient !)

As you may already know jLevelBuilder and my Android game use Lemmini-compliant ".ini" level files.
Below are 2 screenshots of a level from Turrican's Superlemmini project: version 1.02 of "All that a Basher can Do"

- level loaded in jLevelBuilder for edition (I've just directly loaded the ".ini" level file without any modification):


- and then the level running (it's animated) in the game engine (PC computer)


Now, I have to drop some Lemmings in the level :) but it shouldn't be too hard since I already have the Android game engine pretty much ready (coded in Java, too).
Controls are also lacking now, but I'll see that later as I would like to be able to read Lemmini-compliant replays first.
Moreover, from a Java point of view, I've learnt a lot since this project has started and I'm also improving/reworking the code to make it better.

To make it short, project is not dead :) and it will be freely available on computers before the Android version is released (it will help to test the engine in a more efficient way).
And if my game engine is clean enough, I would like to port the game to Unity too (cf. my previous post)
#7
Quote from: WillLem on April 25, 2022, 12:37:06 AM
I'm not sure how useful this is though, in all honesty.
...actually, I've never used this feature, too :)

And I fully agree about handling more intuitive zoom controls. I'll see what I can do about that.
And, no, your feedback doesn't come across to harsh: on the contrary, it helps keep the motivation up! Feel free to give any piece of advice you may think of :) Thanks!
#8
Thank you for your kind words ; I'll try to fix the issues you've noticed.

About
Quote from: WillLem on April 23, 2022, 02:52:12 AM
* Meanwhile, the Zoom>Open 'Zoom' Window doesn't work as expected, i.e. clicking within it doesn't relocate the zoomed area
I'm not sure to understand the issue.
Actually, this option simply opens a new "zoom-in" window that you could use side-by-side to the main UI, in order to fine-tune your work (while keeping the main screen at standard 1:1 scale factor)
The "zoom-in" window does not monitor the main screen's position: therefore if we scroll the level/the display in the main screen, then the "zoom-in" window won't follow (because it can't).

#9
Quote from: WillLem on April 08, 2022, 11:54:07 PM
Tile grouping would be good :thumbsup:
You can already perform 'tile grouping'.
In jLB, grouped tiles are called 'Favorites' : select some tiles you want to link, and then click on the "Make Favorite" button.
In the "Entity Type" list, you'll be able to find all your Favorites, and, since Favorites are saved in your tileset directory, you'll also be able to re-use them accross different levels.

And about
Quote from: WillLem on April 05, 2022, 09:50:00 PM
It is mentioned here. We need a purpose-built editor really. I think that would turn a lot of people back on to SuperLemmini in general.
I'm working on such a built-in editor which will allow to set - and dynamically view as a red rectangle - Objects' trigger area (see red arrows on the screenshot below / note: some Objects' properties are only relevant to my Android game that I'm slowwwwly working on from time to time...)
This feature will be available in the next release (v1.89)
#10
Awesome work! :D
#11
Hi,
Is it possible to launch SuperLemmini using a command line which would include a (custom-)level file's full path as an input arg, please ?
Thanks! :)
#12
Quote from: WillLem on April 07, 2022, 12:28:05 PM
:lemming: Support for switching between editing and playing (maybe you can hook jLB up to SL so that when you hit "play", it opens the level in SL for testing)
I'll see if I can do something with SL, but I really don't know what's possible about that atm... That's a good idea btw.

Quote from: WillLem on April 07, 2022, 12:28:05 PM
:lemming: Customisable hotkeys
It's already here :) Go to "Options > Key Configuration"

Quote from: WillLem on April 07, 2022, 12:28:05 PM
:lemming: Simplified interface (it's best to just have the most-used features as buttons, and hide the less-used stuff in menus.
:lemming: Resizable window (absolutely essential for jLB due to the size of the interface)
Unfortunately, I don't have much free time for coding Lemmings-related stuff, so spending time on re-working the interface isn't a priority. But it's a good idea that I keep in mind, for sure.

Quote from: WillLem on April 07, 2022, 12:28:05 PM
:lemming: Support for tileset mixing (this probably also needs to be implemented in SL itself)
This feature is unlikely to happen because of how tilesets are handled. Sorry :(

:lemming: and about custom-tile editing/handling, what features would you like to see in jLB ? (classic Lemmings 1's tile support, only)
#13
Quote from: WillLem on April 05, 2022, 09:50:00 PM
We need a purpose-built editor really.

Actually, I've already worked on it, and it can generate ".ini" config files for custom tilesets (once again, it only handles Lemmings1-compliant tile properties).
It will be included in the next version of jLevelBuilder.

...just to know, what features would you expect for editing Lemmings1/Lemmini's custom tiles ?
#14
Hi,

Sorry for the bug when handling ".ini" files : I've fixed it.
Could you re-download the latest version of jLevelBuilder, please ? (http://www.lesjeuxlesplusmieux.com/jlevelbuilder.html)
Saving ".ini" levels should work again now :)

About handling custom tilesets, you can already use/import any custom tileset you want : just create a specific folder for each new tileset + create a valid configuration file (".ini" file) within the custom tileset's folder (for examples, you could take a look at your ".ini" config files which are located in "jLevelBuilder_beta_1.88b\resources\tilesets\Lemmings\brick, dirt, marble, etc..." folders).

With jLevelBuilder, you'll be able to create ".ini" levels for (Super)Lemmini that only rely on classic Lemmings' features (because SuperLemmini's and NeoLemmix's exclusive features don't exist in jLB).

About jLB's (new) features, just move your mouse over the buttons for few seconds to make a "help" text appear above the buttons.
#15
Now that the development of jLevelBuilder is pretty much finished, here are some news about the Android game : I've decided to "port" the Android game (Java) to Unity (C#) in order to help me design a better UI for the game.
My limited knowledge in Android dev didn't allow me to design the clean UI I wished for this project. Thanks to Unity, I hope to achieve this goal (Unity has a lot of cool plugins which could help me to create a better game).
I don't really know where I'm going to with this decision, but I couldn't help thinking "what would the result be if I tried to create the game using Unity ?"... Well, we'll see...
I hope to be able to re-use a lot of stuff from the original Java/Android project, but porting the game to Unity is not an easy task...
Below is the 1st result of my new work (don't expect too much right now: it's just the beginning (load levels), and there are no Lemmings and no Objects yet, Eraser tiles don't work, Up/Down and Left/Right modifiers don't work yet, etc...)