Lemmini - Lemmings for Java - public Alpha

Started by 0xdeadbeef, February 21, 2006, 06:37:50 PM

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Mindless


When 100 Lemmings are out, the time gets knocked off the screen.


After successfully completing a loaded level.  I've only tried loading Kindness That Can Kill, though.

0xdeadbeef

I fixed the crash with a "silent" update (same version number).

About the font issue: it's already on my list since quite some time. Problem is that I created the font a little too broad. There are also some levels which have too long names for the briefing screen. Will be fixed soon, but rescaling the font is a stupid work and up to now I never could decide to do it.

0xdeadbeef

Fixes/changes 0.67 -> 0.68
#  Lemmini crashed when a single level loaded with "Load Level" was won
   (indeed fixed as silent update in 0.67)
#  Reduced font width from 20 to 18 pixels. Looks more like the Amiga
   and fixes display issues when text is too long.
#  Added colon (":") to font (though it was missing on the Amiga as well)
#  Fixed wrong briefing display after changing levels (introduced in 0.67)
#  Key "S" does a full level screen shot ("level.png") in resource directory

0xdeadbeef

Not much going on here lately. Are you already tired of it  :o ?
Some feedback on replay and the algorithmic level codes would be nice...

Fixes/changes 0.68 -> 0.69
#  Replaced fixed levelcodes with codes calculated by the original algorithm
#  removed levels/levels.ini. Now subfolders of levels will be assumed to be
   levelpacks (alphabetical order)
   Note: in this context, also the level folder names have changed. So it's
   time for deleting the resource directory to clean things up.
#  Extended Extractor/Patcher to support files of same name in different
   folders (hope this doesn't destoy Linux compatibility)
#  Added fade in/out effects like on the Amiga
#  Lemmings walking down a steep slope (at least 45&#B0; or more) accumulated
   "fallen" pixels which were never reset. This led to splashing if they
   converted to fallers after the slope even if the fall distance was
   minimal -> fixed
#  Levels (*.ini) loaded via "Load level" are checked for start string "# LVL"

EricLang

I am not tired of it:)
Lemmini is already better than the WinLemmings original I think!
I am very happy with the function keys.

EricLang

Found another bug I think.
This level I created with my editor. When you build in front of the trap, the stairs are not visible.
(Between dotted lines = ini file)

--------------------------------------
# LVL ericbrick.ini
# Edited with Alpha version of Lemmings Level Editor
releaseRate = 1
numLemmings = 50
numToRecue = 48
timeLimit = 4
numClimbers = 1
numFloaters = 1
numBombers = 1
numBlockers = 0
numBuilders = 8
numBashers = 2
numMiners = 1
numDiggers = 1
xPos = 420
style = brick

# Objects
# id, xpos, ypos, paint mode (), upside down (0,1)
# paint modes: 8=VIS_ON_TERRAIN, 4=NO_OVERWRITE, 0=FULL (only one value possible)
object_0 = 9, 964, 192, 4, 0
object_1 = 0, 964, 160, 4, 0
object_2 = 7, 786, 165, 0, 0
object_3 = 1, 496, 85, 0, 0

# Terrain
# id, xpos, ypos, modifier
# modifier: 8=NO_OVERWRITE, 4=UPSIDE_DOWN, 2=REMOVE (combining allowed, 0=FULL)
terrain_0 = 5, 946, 229, 0
terrain_1 = 5, 1010, 229, 0
terrain_2 = 5, 1074, 229, 0
terrain_3 = 5, 1138, 229, 0
terrain_4 = 5, 1202, 229, 0
terrain_5 = 5, 818, 229, 0
terrain_6 = 10, 434, 225, 0
terrain_7 = 35, 750, 101, 0
terrain_8 = 35, 750, -27, 0
terrain_9 = 5, 1116, 48, 0
terrain_10 = 5, 1180, 48, 0
terrain_11 = 5, 1244, 48, 0
terrain_12 = 5, 562, 229, 0
terrain_13 = 5, 1266, 229, 0
terrain_14 = 5, 498, 229, 0
terrain_15 = 5, 626, 229, 0
terrain_16 = 5, 690, 229, 0
terrain_17 = 5, 754, 229, 0
terrain_18 = 7, 746, 48, 8
terrain_19 = 7, 810, 48, 0
terrain_20 = 7, 874, 48, 0
terrain_21 = 7, 938, 48, 0
terrain_22 = 7, 1002, 48, 0
terrain_23 = 7, 1066, 48, 0
terrain_24 = 7, 691, 48, 8

#Steel
# id, xpos, ypos, width, height

#Name
name = When
-------------------------------------

EricLang

Not sure if it's a bug. When I have the "no overwrite" flag set for the trap, then it's ok.

0xdeadbeef

Indeed. However, I can't 100% tell how WinLemm would behave here. For Lemmini, the stairs are terrain, so if the NO_OVERWRITE is not set for an object like traps, exits and so on, it will overwrite terrain (and stairs).

EricLang

Ok. As soon as I can save LVL files (sigh...) I can test it with WinLemm.

Mindless

In Lemmini's level format, shouldn't numToRecue be numToRescue?

EricLang

Very sharp :)
I just copied the "mistake" into the code of my level-editor.
Indeed in Lemmini ini files we see "numToRecue"

0xdeadbeef

Ah, damned typos  :-[

I will kick out a new release for this later today.

Then again I wonder if anybody want to comment on new features as replay :-?

0xdeadbeef

Ok, should be fixed now in 0.70. Give it a try.

EricLang

Replay looks ok on the first sight. (I never used it in WinLemmings, so I am not an expert)

I was replaying a saved replay, which was not a standard level. I got this message:

"The resource is missing.
Please restart to extract all resources."

On the next restart lemmini is indeed extracting again all the resources.

EricLang

Looks ok to me at first sight (I am surely not a replay-expert).

However: when opening a saved replay of a custom (not standard) level I get this message:

"The resource is missing.
Please restart to extract all resources"

And on restart Lemmini extracts all files again.

Maybe some extra information should be stored in the rpl-file