Secondary animations / new pieces for official styles

Started by namida, August 17, 2019, 09:31:32 PM

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namida

NL 12.6.0 shipped with secondary animations for all objects in the L1 and ONML styles (and my own styles, but that's outside the scope of this topic).

However, there are two matters here:
- Firstly, some of these secondary animations aren't the best.
- And secondly, the L2 and L3 styles still lack secondary animations.

So - this topic is for proposals / discussions around these. If you'd like to submit a candidate for an improved secondary animation, or one for an object that currently lacks secondary animations, post it here. If you've got ideas but aren't quite sure how to make them happen, discuss that here too.

Likewise, if you've got additional pieces you'd like to submit to the official styles, you can propose them here. Please note - there is an expectation that they'll fit with the general nature of the style, and won't be the kind of thing that's specific to one or two levels (use "[your username]_special" for that). Do not treat them as part of the official styles just because you posted them here - wait for one of NL's devs to confirm they've been accepted.

Please note: No one on the NeoLemmix development team is saying "we'll take your ideas and make them happen". We'll give advice / support, and integrate good ones into NeoLemmix, but actual changes will need to be created and submitted by community members.
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)

mobius

here's an update for the brick squasher trap. It bobs up and down like the icicle trap.
You need the update to the regular trap png as it hides the first frame. The other two are two versions of the constant animation; Idk which looks better.
everything by me: https://www.lemmingsforums.net/index.php?topic=5982.msg96035#msg96035

"Not knowing how near the truth is, we seek it far away."
-Hakuin Ekaku

"I have seen a heap of trouble in my life, and most of it has never come to pass" - Mark Twain


mobius

Alternate animations for all the spike traps. The needles pop out a little bit.
This one doesn't require changing the main animation.
everything by me: https://www.lemmingsforums.net/index.php?topic=5982.msg96035#msg96035

"Not knowing how near the truth is, we seek it far away."
-Hakuin Ekaku

"I have seen a heap of trouble in my life, and most of it has never come to pass" - Mark Twain


mobius

here is one for the crystal slicer trap.
everything by me: https://www.lemmingsforums.net/index.php?topic=5982.msg96035#msg96035

"Not knowing how near the truth is, we seek it far away."
-Hakuin Ekaku

"I have seen a heap of trouble in my life, and most of it has never come to pass" - Mark Twain


namida

All submissions up to this point have been accepted and will be included with the next NL styles update.

I chose the second graphic for the Brick squasher trap, and also made a very slight change to the NXMO file (for the "DISABLED" condition, changed the state from "STOP" to "PAUSE"). The others are used as presented here.
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)

WillLem

UPDATE: Added new version of ohno_brick Water to the folder, and an improved version of the new Vine trap animation

I've made some alternative animations for some of the official objects, namely:

Rock trap (orig_dirt) has a smaller, quicker and less frequent blood drip.

Electricity disc (orig_crystal) has an electric blue shimmer.

Lizard (ohno_rock) has eyes that move like chameleon eyes, and blink less frequently.
Vine trap (ohno_rock) has an improved, more intermittent movement and looks more like the original.

Water (ohno_brick) is less vertically extreme, and raised slightly so that the swimmers appear in the water rather than the air above it.

Let me know what you think! :lemcat:

IchoTolot

A locked exit for namida_lab. I think it was done by WillLem.

The Tomato Watcher

Here are secondary animations for all the traps in the L2 and L3 tilesets! :D

Some of these definitely aren't the best, and I will happily take suggestions on how to make them better, but we've at least got a starting point now. Any traps that needed to change for the secondaries to work have been included in this folder. The clam trap has two secondaries: one for when it's active, and one for the moment it's disarmed, since trying to make a single animation work for both states looked quite bad in many situations, and the two-animation approach worked a bit better.

Strato Incendus

These are great, thanks! :thumbsup: Just tried them on an L2 Highland level. For some reason, I had to install them twice until they worked, but then I saw the flower trap wiggling with its leaves.
My packs so far:
Lemmings World Tour (New & Old Formats), my music-themed flagship pack, 320 levels - Let's Played by Colorful Arty
Lemmings Open Air, my newest release and follow-up to World Tour, 120 levels
Paralems (Old Formats), a more flavour-driven one, 150 levels
Pit Lems (Old Formats), a more puzzly one, 100 levels - Let's Played by nin10doadict
Lemmicks, a pack for (very old) NeoLemmix 1.43 full of gimmicks, 170 levels

namida

Quote from: Strato Incendus on December 05, 2021, 01:04:10 PM
These are great, thanks! :thumbsup: Just tried them on an L2 Highland level. For some reason, I had to install them twice until they worked, but then I saw the flower trap wiggling with its leaves.

If NL was open, and had already loaded the styles in question, it may not pick up the changes until either (a) you restart NL, or (b) you play a lot of levels that aren't in that style before going back to it (at some point it will un-load the style to free up memory). Or to be more precise - since the move to new-formats, instead of doing this for entire styles, it does it for individual pieces.
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)

namida

Quote from: The Tomato Watcher on December 05, 2021, 01:39:16 AM
Here are secondary animations for all the traps in the L2 and L3 tilesets! :D

Some of these definitely aren't the best, and I will happily take suggestions on how to make them better, but we've at least got a starting point now. Any traps that needed to change for the secondaries to work have been included in this folder. The clam trap has two secondaries: one for when it's active, and one for the moment it's disarmed, since trying to make a single animation work for both states looked quite bad in many situations, and the two-animation approach worked a bit better.

Looking over them, I'm pretty happy with most of these. The ones I think need improvement (but added these ones for now):
- l2_egyptian:trap_masher - I'd personally think something similar to the squasher traps in the Marble and Brick style would work better here?
- l2_highland:trap_flower - I like the idea but perhaps the rest of the flower, particularly the head, should move a bit too?
- l2_polar:trap - Not noticable enough IMO.
- l2_space:trap_robot - I'd keep that as well since it helps reinforce that the whole thing is the trap, but it definitely needs something closer to the front as well. Maybe a glow in the eye?
- l3_biolab:trap_smasher: Should the bottom half have this glow too?
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)

The Tomato Watcher

#11
Quote from: namida on December 22, 2021, 05:45:40 PM
Looking over them, I'm pretty happy with most of these. The ones I think need improvement (but added these ones for now):
- l2_egyptian:trap_masher - I'd personally think something similar to the squasher traps in the Marble and Brick style would work better here?
- l2_highland:trap_flower - I like the idea but perhaps the rest of the flower, particularly the head, should move a bit too?
- l2_polar:trap - Not noticable enough IMO.
- l2_space:trap_robot - I'd keep that as well since it helps reinforce that the whole thing is the trap, but it definitely needs something closer to the front as well. Maybe a glow in the eye?
- l3_biolab:trap_smasher: Should the bottom half have this glow too?

All valid criticisms! Making the mashers move in and out would probably be better for the Egypt trap considering how small the button is. For the flower, I didn't think I was competent enough to do anything else to it, but I'll try. I absolutely agree with you on the Polar trap, two flashing pixels is not enough. I just didn't have many great ideas for that one, but I have a few now. Same for the robot trap, a glow in the eye would be much better, but I'll keep the little metal thing on the back moving as well. I thought about that for the smasher trap, but I honestly just preferred having the glow on top only. But yeah, I'll redo at least some of these.

The Tomato Watcher

Alright, here are the improved animations! I took all your suggestions except for the L3 biolab smasher trap, since I like the look of the top flashing only. The Egypt trap now has its mashers moving in and out, the Highland trap now moves more fully and noticeably, even if it's perhaps a bit stilted, the Polar trap now has the funnel on top animating instead of a two-pixel flashing light, and the robot has a second secondary for its eyes in addition to the little thing in the back. I also included an updated version of the L2 Medieval dragon trap secondary, because I made a small but annoying animation error that I couldn't live with. :forehead: Any needed updates to the .NXMOs or the base animations are included in the .ZIP.

The Tomato Watcher

Sorry for the flood of posts, but I have a new piece to propose for the L3 Shadow style. In the original game, there's an incinerator trap that I noticed was absent from the current style, so I decided I'd try to remake it (with secondary animation of course ;) ). Now, I'm not aware of a great way to get the original animation to modify, so I had to redraw it from scratch, using a gameplay video as reference. I did, however, manage to get a clean image of its idle state. My redrawing of the animation isn't super great, especially because most of the colors used in the original animation aren't found anywhere else in the style, and I was hesitant to use colors outside of the official styles, so the flame looks a bit dull, and some dithering was used. Hopefully it's passable, but if not, I'll try my best to make it better.