RubiX said:Thanks for the hard work!
Where is the new link please? I try the (Windows) link from
http://lessermatters.homeunix.com/LemmingsSDL/
but notice it is the old version, as my builders would stop when they hit blockers hehe.
RubiX said:Oops my mistake, I downloaded the new one, but must have re-extracted the old zip , hah.. i'm just that smart.
Nice scrolling text lol.
First of all, Nice update. I've just been messing around for half an hour trying to bug test some things, as we all want you to succeed in a near perfect amiga clone
I've come across some small bugs which I have screenshots explaining, and also 1 very big (yet strange) bug.
http://www.mypicx.com/uploadimg/954964843_01302010_1.jpg
Image 1:
Location ATargetting issue) With a lemming trapped between 2 close blockers (or if it was 1 blocker and a wall on the other side) it appears impossible to select him to do any ability) You can cursor over that lemming, but not click him to do anything. I do find targeting a lot trickier than the Amiga version overall, I do not know how Psygnosis/DMA Design were able to make it so easy to select just the right lemming when needed, that's got to be a tricky thing to code perfectly
Location B: (head clearance) Very nice to see builders turn around when they hit a blocker now, though small bug is the distance above a lemmings 'head clearance' is causing a builder to turn around building while he is way above the blocker on the ground , almost like its an invisible wall. All lemmings will walk up that bridge and turn at this invisible wall. A lemmings normal head clearance is basically pixel perfect the moment no green hair from a lemming is touching the bridge. (probably very difficult to replicate that exactly, but as of right now, it is a big noticeable difference as seen in the screenshot)
http://www.mypicx.com/uploadimg/1827647856_01302010_2.jpg
Image 2:
Location CBig bug - Lemming drop) This is interesting. I found that you can make lemmings survive any height by placing a blocker at the landing spot of where others are falling.
Here I dug down, and floated one down, others were dying of course at this point, but the floater I turned into a blocker to replicate what I found, and just like another level, the same thing happens, lemmings start living by landing on a blocker.
[Now, the game recognizes this as some kind of exploit, as you cannot click any of these lemmings that survived in this way, they all become basically 'zomblins?' lol. Float another one down, and you will be able to click this guy, as he legitimately survived the fall hehe]
Location D: (Lemmings with gills) No explanation needed
I'll post more as I find things.
Thanks!
RubiX said:Thanks, just trying to do my part to help you
I spent countless hours as a kid playing all the lemmings games that released, and actually feel like crediting this game towards how its help me in life honestly. It made me into quite the puzzler solver I believe.
After completely beating the original game at about 14 years old and only in a few weeks, I started working on all sorts of puzzles, and then really got into the rubik's cube (hence my nickname) and I have been speedsolving different size cubes for years now.
I'll definitely be up for 2player games or 2player bug testing if you need someone to help with that.
So , when ready for it, install Hamachi2 ( the virtual network software ) and we can do some fun 2 player lemmings, or do it for 2player bug testing. I'll be happy to help out in anyway.
http://download.cnet.com/LogMeIn-Hamachi2/3000-2651_4-10605260.html
send me a private message whenever you are ready, and i'll give you my msn / email address.
thx.
RubiX said:I'll definitely be up for 2player games or 2player bug testing if you need someone to help with that.
Mindless said:RubiX said:I'll definitely be up for 2player games or 2player bug testing if you need someone to help with that.
I don't mean to steal LemmingsSDL's thunder, but if you're interested, there's another Lemmings clone with multiplayer (2-8 players) -- Lemmings++. A few people on the Lemmings forums have multiplayer matches.
Miner49er said:Mindless said:RubiX said:I'll definitely be up for 2player games or 2player bug testing if you need someone to help with that.
I don't mean to steal LemmingsSDL's thunder, but if you're interested, there's another Lemmings clone with multiplayer (2-8 players) -- Lemmings++. A few people on the Lemmings forums have multiplayer matches.
That looks pretty damn good (might have to see how he animates the exits!) but apart from really wanting to play 2 player lemmings - I wanted to code it as well It looks like that guy was trying to make something unique from the offset whereas I'm trying to initially re-create the Amiga version.
RubiX said:Oops my mistake, I downloaded the new one, but must have re-extracted the old zip , hah.. i'm just that smart.
Nice scrolling text lol.
First of all, Nice update. I've just been messing around for half an hour trying to bug test some things, as we all want you to succeed in a near perfect amiga clone
I've come across some small bugs which I have screenshots explaining, and also 1 very big (yet strange) bug.
http://www.mypicx.com/uploadimg/954964843_01302010_1.jpg
Image 1:
Location ATargetting issue) With a lemming trapped between 2 close blockers (or if it was 1 blocker and a wall on the other side) it appears impossible to select him to do any ability) You can cursor over that lemming, but not click him to do anything. I do find targeting a lot trickier than the Amiga version overall, I do not know how Psygnosis/DMA Design were able to make it so easy to select just the right lemming when needed, that's got to be a tricky thing to code perfectly
Location B: (head clearance) Very nice to see builders turn around when they hit a blocker now, though small bug is the distance above a lemmings 'head clearance' is causing a builder to turn around building while he is way above the blocker on the ground , almost like its an invisible wall. All lemmings will walk up that bridge and turn at this invisible wall. A lemmings normal head clearance is basically pixel perfect the moment no green hair from a lemming is touching the bridge. (probably very difficult to replicate that exactly, but as of right now, it is a big noticeable difference as seen in the screenshot)
http://www.mypicx.com/uploadimg/1827647856_01302010_2.jpg
Image 2:
Location CBig bug - Lemming drop) This is interesting. I found that you can make lemmings survive any height by placing a blocker at the landing spot of where others are falling.
Here I dug down, and floated one down, others were dying of course at this point, but the floater I turned into a blocker to replicate what I found, and just like another level, the same thing happens, lemmings start living by landing on a blocker.
[Now, the game recognizes this as some kind of exploit, as you cannot click any of these lemmings that survived in this way, they all become basically 'zomblins?' lol. Float another one down, and you will be able to click this guy, as he legitimately survived the fall hehe]
Location D: (Lemmings with gills) No explanation needed
I'll post more as I find things.
Thanks!
Rotsiser Mho said:Wow, this is really the greatest thing ever. At some point in time, I too was contemplating creating a version of this game. To that end I'm wondering if you wouldn't mind posting the source code for the first release? I'd love to do a diff and see how you fixed some of these bugs. Keep up the good work! Thanks for bringing us all this wonderful game!
Thanks so much! I too have always struggled with maintaining good version control.Miner49er said:Rotsiser Mho said:Wow, this is really the greatest thing ever. At some point in time, I too was contemplating creating a version of this game. To that end I'm wondering if you wouldn't mind posting the source code for the first release? I'd love to do a diff and see how you fixed some of these bugs. Keep up the good work! Thanks for bringing us all this wonderful game!
I've put the earlier source there now. Though, there were some quite dramatic changes so it may not be obvious what code-changes affect what...hmmm, I must implement a source control system!
Rotsiser Mho said:Hi all,
I managed to compile the source in Windows, but for some reason using the latest version of SDL_mixer (1.2.11) there's no music when playing a level, although the title screen music plays fine. Replacing that DLL with the one included in the compiled version fixes the problem. Any ideas as to why this would be?
Miner49er said:I've put another version up there again, so you every so helpful folks can test it (or just play with it!)
Here's what I fixed:
Changed sprite selection mechanism based on distance to pointer and type of action proposed. Not perfect but 100 times better (what I need is for someone to define what, if anything, is incorrect)
Also, hit test area around blocker _should_ be better
DONE! oh no when pop (gp32rich)
DONE! pause at start
DONE! double click for nuke!
...so, we're getting there aren't we?
Edit: Fail. I've just checked it and there is still quite an annoying selecting issue... :-(
Edit2: fixed. new version there now...
Rotsiser Mho said:So I figured out the issue with the latest SDL version. First, newer versions of sdl_mixer require a call to Mix_Init(flags). Second, the most recent sdl_mixer apparently uses a new DLL, mikmod.dll to play tracker files. When trying to load the .xm files, it returns the error: "Failure loading sampleinfo". So there's the slim chance that these are odd .xm files or the more likely scenario is that mikmod.dll is buggy.
Any thoughts? Or is this irrelevant with the coming Zombie onslaught?