Level Idea

Started by Timballisto, June 27, 2005, 09:30:02 PM

Previous topic - Next topic

0 Members and 2 Guests are viewing this topic.

tumble_weed

that would be cool if you split the special levels up into pieces ...so we could make levels that are like the special levels.

I'll join the next Custlemm level...although I guess I could try to help with a Cheapo

chaos_defrost

Part of my problem is that I've had work and the like. I think this isn't necessarily the best time for me to be working on the level.

So, I've got an idea for a minor solution addition (it really doesn't change the existing solution much -- just adds something to it) and will probably add aesthetic terrain pieces. If I had a bit more time, I'd make a more solution-oriented addition. Should be done by tomorrow.

If we do another, I should be up for it, if I have the time.
"こんなげーむにまじになっちゃってどうするの"

~"Beat" Takeshi Kitano

Mindless

Quote from: Mindless  link=1119907802/105#119 date=1121345169i have all the terrain peices in bmp and png format if anyone wants them
http://it.travisbsd.org/lemmings/_misc/lem_terrain_gfx.zip

Edit: note that the bmp's have a 1px border (pink) on every side, but the png's have no border

Proxima

Quote from: tumble_weed  link=1119907802/120#120 date=1121347401that would be cool if you split the special levels up into pieces ...so we could make levels that are like the special levels.
I'm working on it. I've done the Mayhem special level already.... most of the work was not so much splitting it up, as "filling out" the pieces that go behind the others or off-screen so you can't see what the rest of the piece looks like.

Proxima

OK, I've done the Tricky and Taxing specials now. I'm highly tempted to give up on the Fun one, though; the trees are much too tightly clumped together to separate, and there aren't really any individual "pieces" of graphics. Votes, anyone?

tumble_weed

yeah I see your point...

and I suggest that you don't under any circumstances do the sunsoft level

guest

Quote from: Ahribar  link=1119907802/105#118 date=1121343345Many of the interactive objects I took by snapshotting individual frames from the game itself on the Genesis emulator. (I know.... it was a heck of a lot of work. But I wanted to do it.)
So what about the ONML graphics sets?  I assume that since you're asking me for the ONML MIDIs, you must have some ONML stuff in there.  But "Genesis emulator" isn't an option when it comes to interactive objects in the ONML graphics sets.

Proxima

Peter's Cheapo styles for the ONML sets already have the original graphics -- or at least, I can't tell any difference.

tumble_weed

uh...is this level progressing?

Mindless

Quote from: Mindless  link=1119907802/120#122 date=1121446343
http://it.travisbsd.org/lemmings/_misc/lem_terrain_gfx.zip

Edit: note that the bmp's have a 1px border (pink) on every side, but the png's have no border
now, the objects also:
http://it.travisbsd.org/lemmings/_misc/lem_object_gfx.zip

JM

Thanks for the objects.

chaos_defrost

Should be progressing, soon. I had a party yesterday, and... ya. Should be moving along today.

EDIT: Ok, so I've made my addition, and I think I managed to add something cool to the solution, but I can't get a necessary trap to work. Any ideas?
"こんなげーむにまじになっちゃってどうするの"

~"Beat" Takeshi Kitano

tumble_weed

try changing around the Z value...

Proxima

Quote from: Mindless  link=1119907802/120#129 date=1121691324
now, the objects also:
*cries*

Thank you so much! Now my new styles will truly have all the original graphics...... though hey, personally I think I did a pretty good job sequencing the ones I did all by myself.........

guest

Quote from: Insane Steve  link=1119907802/120#131 date=1121698535EDIT: Ok, so I've made my addition, and I think I managed to add something cool to the solution, but I can't get a necessary trap to work. Any ideas?
Regretably I haven't got a chance to look at it yet, but 2 general things to look out for:

1) except for entrances, interactive objects only take effect if their z-order is 0 thru 15 (ie. the first 16 slots), else they are basically fake

2) An object's activation area will always be aligned to a multiple of 4 in the y (vertical) axis, so it's best to have the y coordinate of the object itself be a multiple of 4.