Millas - (Project Freedom Planet X Lemmings) - Indefinite Hiatus

Started by GigaLem, February 19, 2017, 02:56:35 AM

Previous topic - Next topic

0 Members and 2 Guests are viewing this topic.


GigaLem

I require assistance with a certain file named "default_scheme.nxmi" What I need is to change the color of the hair to blue for athletes and the zombies to have darker skin for those curious
I've attached the file in question below

Edit:after taking a closer look I can see the coding that changes the coloring of the Lemming but, I barely know anything about delphi 7
I want to know How do I change this

to this?

namida

Knowledge of Delphi 7 is not nessecary. The only thing you need to know is hexidecimal notation for colors (and if you at least understand RGB values, it's pretty easy to find something to convert it to / from hexidecimal notation).

Once you've got that, look near the start of the NXMI file:

$RECOLORING
 
  $ATHLETE
    FROM x00B000
    TO x4040E0
  $END
 
  $ATHLETE
    FROM x4040E0
    TO x00B000
  $END
 
  $ZOMBIE
    FROM xF0D0D0
    TO x808080
  $END
 
  $SELECTED
    FROM x4040E0
    TO xF02020
  $END
$END


You simply need to add / remove / modify the "athlete", "zombie" and "selected" entries. Follow the same format as the existing ones. When one color should be swapped for another, the FROM line specifies what color (from the original image) should be changed, and the TO line specifies what color it should be changed to.

The spaces at the start of some lines aren't important, the file will still work perfectly fine without these. However, other things (like the "x" before the colors, or the space between the "from" / "to" and the color) are important.
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

GigaLem

I figured it out
Athlete and selected lemming
Spoiler
Zombie
Spoiler
New demo coming up shortly

IchoTolot

I think I will take a look at the DEMO in the future, but I am very busy this week and I have promised to further test SEB Lems at the next weekend, but I think I can schedule a few level tests of this DEMO here after that ;)

Wafflem

Just want to point out that you've uploaded the NXSV of the demo, not the NXP.

YouTube: www.tinyurl.com/YTWafflem
Twitch: www.twitch.tv/Wafflem467

Have level designer's block right now? Have some of my incomplete levels for LOTS of ideas!

GigaLem

oh whoops gonna fix that now

Edit:Fixed, Also New demo will be going up in a while

Wafflem

Here are my replays!

I haven't beaten all the levels, but a lot of these levels are a mix of fun and challenging, and a lot of them have non-trivial solution! However, I had to rely on Clear Physics mode a lot of times, as the backgrounds can be very distracting.

Millas v1.1d Comments

Newborn
Home a-stone - this one's difficulty is a little bit higher, and it teaches you a nice stoner trick!
Tearing Up Brevon's Wires - I don't think the unlock buttons were necessary in this one.
Triple the Puppies - very nice way to introduce cloners and floaters!
Let's Walk Home For Some Rest - nice way to introduce walkers, and that you must only release the blockers when it's safe to do so.
Today's Lesson - nice introduction to locked exit/unlock buttons, and the solution isn't trivial@
Emergency Bombers - haven't beaten this one yet, but I would add even more walkers and blockers. Otherwise, the level can get frustrating.
Gravity on the down low - one of my favorite levels, very nice way to introduce updrafts!
Weird Energy - nice way to introduce slowfreeze, this object can be extremely hard to work with.
Make like a banana and split - awesome splitter tutorial! It's good that you suggested that you hit the Esc button after saving 30 lemmings in the pre-text screen, though in my solution I had to hold on the spacebar until every lemming exited.
Shady Business - I think this level's hard for Newborn. It'd probably be better in early-Hound due to the small skillset and planning how to get rid of the zombies.
You dropped these! - I don't think we need a pickup skill tutorial level since all the other levels use them a lot. Very clever level with a lot of thinking where to use each skill, though this one is too hard for Newborn in my opinion as well, and would also be much better in early-Hound.
Skills built in! - yay, nice to see the remake of my Lemmingbytes level! :thumbsup: Very good level too!
But first some training... - this one is much easier than Newborn 17 and 18, but a nice way to end the rank.

Puppy
Make Sure They're Okay - the exit is not set to No Overwrite, which obstructs my builder as you can see in the replay. Otherwise a good level, though I didn't use the walker.
Police To Meet You - even if this level is in Puppy, my solution feels backroute-y.
Aw Jail No! - nice non-trivial level. I could see this in early-Hound due to the limited skillset and some planning required.
Hit All The Targets! - wow, this one was a little on the tough side due to the limited skillset and the huge size of the level! This might be better in Hound.
Skype Battalion - nice pun! Loved this one as well, especially how you need to plan how to get rid of the zombies! I'm not sure if this one would be good in very-late Puppy to early-Hound.

Hound
So That's Where I left them... - great level, though there was a lot of long walking which made me hit the spacebar a couple of times. It was great how you made the last part with the platforming to the exit lenient, in that you can allow the crowd of lemmings to fall without splatting and giving one lemming time to platform to the exit. :thumbsup:
Oncoming Contact - hmmm, is this level possible? I don't see any way I can contain the lemmings, especially since I have to save them all and the release rate is 50. Were the entering lemmings meant to be walking right or left?
Turn around they said... - this one is a major backroute.
FREEZE! - only an attempt replay. This one might be better off in Alpha or Super Dog.
Trapped in no hideout - a very good level and clever usage of stoners! It'd be better off in early-Hound, the solution is not that hard to figure out.

Alpha
No miss hero pants in sight - I remembered playing this level. This one is much harder than it looks, especially with the limited skillset.
+5 Level - haven't beaten this one yet. I'm not sure if this level is possible at all, seeing as the lemmings cannot swim past the waterfall and they get stuck at the top of the pipe, and I see no other way around.
Deploy our Sky Battalion - only an attempt replay. I remember beating this one though, but I need to find my old replay of the level.

Super Dog

Pick Up the Pace Miss Hero Pants - another very good level! I remember watching part of this in a RTW stream. I didn't like the part with the boulders at the beginning, you have to time it so only nine of the lemmings are killed and one must be a blocker, and it may be trial and error to some people. Everything becomes straightforward afterwards, though.

This looks like a very fun pack, and it really shows how much of a Freedom Planet fan you are. Looking forward to the full pack when it comes out! Thanks also again for using my unfinished levels!
YouTube: www.tinyurl.com/YTWafflem
Twitch: www.twitch.tv/Wafflem467

Have level designer's block right now? Have some of my incomplete levels for LOTS of ideas!

GigaLem

Decided to take some notes, I'll get these things ready for v1.2 (or higher)
I might need more in put

My notes
Spoiler
Tearing up Brevon's wires - Remove Switches
Emergency Bombers - more walkers and Blockers, lower save percentage
Shady Buiness- Move to a higher Rank (Hound)
Aw Jail no - Move to hound
Oncoming Contact and +5 Level - Fix solutions

As for your back route, Looks like one but its not a major one think it could make a good :tal-bronze: or :tal-silver: Talisman?

Plus I've been looking through you're levels and seeing what works and finishing what ever needs to be finished, So in a later demo (Like an event demo) you might see one or two or em

GigaLem

Checklist for 1.2

Change Level arrangement Done!
Fix a couple of levels Done!
Make replacement Newborn levels Done!

Almost finished with this, If I can't find enough replacement levels for 1.2 I'll have to make the ranks have 7 per demo resulting in demo v2.0 (Isn't it nice to have backup plans? :thumbsup: )
Thanks for the feedback Wafflem

Edit:I shall get around to making the new demo soon, once that's done depending on how it goes the next demo is either 1.2 or 2.0

GigaLem

Gonna try to get a new demo up by tomorrow, as for why that is


I'm gonna confirm this now, the next demo is 2.0


GigaLem

Notes for 2.1 or beyond
Spoiler

-Fix "Deploy our Skybattalion"
-Rarrange Difficulty on Alpha
-New Talisman for "FREEZE!"
-Debackroute "Cold Sonic Rush"
-Shorten "Neera li Death Experience" and "Sauna"