Ideas for extending graphic sets

Started by Minim, October 08, 2009, 07:06:22 AM

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Minim

All of the graphic sets (except for Fire, Rock and Bubble) are "unfinished" on the number of graphic terrain pieces there are, and I feel that this is limiting how many levels you can edit using their set. There are up to 64 pieces altogether numbered from 0 to 63. I am currently working on ideas in the Crystal set at the moment, any ideas anyone?

Here's how many terrain pieces there are in each set:

Dirt: 50 pieces (14 needed)
Marble: 60 pieces (4 needed)
Pillar: 62 pieces (2 needed)
Crystal: 37 pieces (27 needed)
Brick: 60 pieces (4 needed)
Snow: 37 pieces (27 needed)
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chaos_defrost

snow and dirt need more "straight piece" "shelf" type pieces, either horizontal edges or straight vertical climbing walls (the latter needs it more than the former).

Bubble, while "finished", needs steel SO BADLY. Drop the useless terrain, add steel. Boom, done.

I've always been more worried about the lack of "constant" traps in my favorite sets (brick, marble), and the lack of "non-constant" traps in the Fire set. Adding those would increase the capabities of my favorite sets soooooo much.

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ccexplore

If you guys make the graphics, I can take the time one day to write a program to actually incorporate them into the VGAGRx.DAT and GROUNDxO.DAT files.  Not that I have much free time, but it is doable.

Clam

http://www.lemmingsforums.com/index.php?topic=220.msg6070#msg6070">Quote from: minimac on 2009-10-08 01:06:22
I am currently working on ideas in the Crystal set at the moment, any ideas anyone?

More webs?

Seriously though, this set could use more big pieces. Things like rectangular blocks, crystal chunks (the two existing pieces of this type aren't enough to create much variety), right-angled triangle blocks like in the marble tileset. Some platforms between 2 and 16 pixels thick would be nice too. And I think a "flamethrower" trap that spews out thousands of tiny crystal shards would work here too.

Proxima

If you are able to incorporate new traps into the styles, I'm happy for you to use the traps from my Cheapo styles. I have a vertical flameshooter single-lemming trap in the Fire style and a fire object in Brick, so Insane Steve will be happy http://www.lemmingsforums.com/Smileys/lemmings/smiley.gif" alt=":)" title="Smiley" class="smiley" /> I also added traps to the other styles so every style would have four deadly objects.

Minim

http://www.lemmingsforums.com/index.php?topic=220.msg6072#msg6072">Quote from: Insane Steve on 2009-10-08 01:23:16
I've always been more worried about the lack of "constant" traps in my favorite sets (brick, marble).

Well, marble does have a double flamethrower trap (You know, object 9). So I wouldn't worry about that.

http://www.lemmingsforums.com/index.php?topic=220.msg6074#msg6074">Quote from: Clam Spammer on 2009-10-08 01:52:54
http://www.lemmingsforums.com/index.php?topic=220.msg6070#msg6070">Quote from: minimac on 2009-10-08 01:06:22
I am currently working on ideas in the Crystal set at the moment, any ideas anyone?

More webs?

Okay, not such a bad idea, and I may add that, but I was thinking of cornered glass pieces like the one cleverly made in Taxing 28. Also I would want those thin white planks (30, 31 and 35) to be flat or standing up. The same goes with the dark blue planks as well.

http://www.lemmingsforums.com/index.php?topic=220.msg6073#msg6073">Quote from: ccexplore on 2009-10-08 01:29:06
If you make the graphics, I can take the time one day to write a program to actually incorporate them into the VGAGRx.DAT and GROUNDxO.DAT files.

Dam, I was wondering if this topic relates to GroundxO.dat files and it does. I wonder what the difference is between the GroundxO.dat file and the VGAGRx.dat file.
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ccexplore

http://www.lemmingsforums.com/index.php?topic=220.msg6083#msg6083">Quote from: minimac on 2009-10-08 08:49:16
I wonder what the difference is between the GroundxO.dat file and the VGAGRx.dat file.

The VGAGRx.DAT files contain all the bitmaps (graphics) for all terrains and objects of a particular graphics set.  The GroundxO.dat contains all the non-graphical information, such as how the terrain/object ID numbers map to which bitmaps in VGAGRx.DAT, the width and height of the bitmap, how many frames of animation there are for an object, what kind of object (eg. constant traps, triggered traps, exits, etc.), and things like that.  Basically, drawing a parallel from Cheapo, the GroundxO.dat would be like the .stt files and VGAGRx.DAT would be the bitmap files.


Minim

Diagnol pillars
for the pillar set

Interesting! http://www.lemmingsforums.com/Smileys/lemmings/agree.gif" alt=":agree:" title="I Agree!" class="smiley" /> That will rap up the pillar set, although there are only 2 slots to fill in. Hmm...

BTW I found something quirky in the crystal set: Pieces 3 and 5 are exactly the same shape, colour and size. Is it possible to replace one of those with another terrain texture or not?

Edit: I have just thought of an idea. I had the PSP version of lemmings until mine wasn't working anymore, and I believed that some terrain pieces were different in the PSP in comparison to the PC. I do like help from other PSP players that's for sure.
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ccexplore

http://www.lemmingsforums.com/index.php?topic=220.msg6094#msg6094">Quote from: minimac on 2009-10-08 15:00:40
Is it possible to replace one of those with another terrain texture or not?

Definitely possible.  However, I would not recommend it if you want to keep the graphics set compatible with existing levels that uses it, because some levels might have used piece 3 while others use piece 5, or both are used.  Remember that unlike Cheapo, changing existing terrain in the graphics set will affect all levels using that terrain in that graphics set, unless you make it a new graphics set.

ccexplore

http://www.lemmingsforums.com/index.php?topic=220.msg6094#msg6094">Quote from: minimac on 2009-10-08 15:00:40
Edit: I have just thought of an idea. I had the PSP version of lemmings until mine wasn't working anymore, and I believed that some terrain pieces were different in the PSP in comparison to the PC. I do like help from other PSP players that's for sure.

That would be nice, but remember that you are a lot more restricted in color in Lemmix/DOS Lemmings, so while you can replicate the shapes of the PSP terrain pieces, you'll have to make them less colorful to work with the existing terrain pieces in a given graphics set.

Minim

Good point about that.

Anyway, I've come up with some images of planned extension pieces for the crystal set. The big white cross does look similar, but if you compare that with piece 35 (Which have a few pixels missing in some corners) I think this piece is better.
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Dullstar

Have you ever played "Poor Wee Creatures" in DOS or Amiga?  They use that trick with the corner pieces.  It really isn't very complicated.

Minim

I already have mentioned that in the middle of the page. Have you not bothered to look?

Anyway, I am putting Giga's ideas of diagonal pillars into perspective.* To fill up more space I could replace those boring grey peas (58 and 59) and possibly some planks too, but the main objective is this: Get all 64 pieces up first, then replace the useless ones. Pillar only needs two so it's such an easy target.

*OK then. Here are the diagonal pillars! http://www.lemmingsforums.com/Smileys/lemmings/smiley.gif" alt=":)" title="Smiley" class="smiley" /> They look a little small to be honest compared with the other pillars.
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Minim

Here are my ideas for marble. Do you agree with all of them?

Also, some good news about what ccexplore has said, I will put in 4 steel blocks for the bubble set to replace some joint bubbles. Maybe I could delete pieces 9, 15, 31 and 32 (I know those are random but do you agree?).

Guess what folks, I fancy my green steel blocks in the dirt set. http://www.lemmingsforums.com/Smileys/lemmings/laugh.gif" alt=":D" title="Laugh" class="smiley" /> http://www.lemmingsforums.com/Smileys/lemmings/winktounge.gif" alt=";P" title="Wink-Tongue" class="smiley" />
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