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Lemmings game

Hello everyone!
Here you have a version of the 90’s famous game, Lemmings. There are only 5 levels, but you can try all Lemming’s special skills, the game doesn’t have music because the file would be too large to send. I hope you can play properly in all kinds of Ipad.
I guess you all know how to play.

Comments

  • dave1707dave1707 Mod
    Posts: 9,808

    @domingo Looks like a nice game, but how do you make them do something. I pressed everything and everywhere but nothing responds. Never really played the original, so I’m not sure of the controls.

  • Posts: 1,629
    This is pretty impressive!
  • Posts: 1,629
    Doesn’t scale correctly on iPhone 8 though. Much of the play are is not visible.
  • Posts: 21

    @domingo nice port of a great game - thanks for sharing, works perfectly on iPad Air
    @dave1707 at bottom of screen select what you want the lemming to do, dig, parachute etc.. (skill only available if there is a number shown). Once skill selected, tap the lemming you want to empower. Some actions act immediately (stop, blow-up etc.) and others act when needed (climb, parachute etc)

  • dave1707dave1707 Mod
    Posts: 9,808

    @timber Thanks. I didn’t remember that after you select something you have to then tap a person. I don’t normally play games, so I probably played the original once or twice when it first came out and didn’t remember much about it.

  • Your mission is to take the lemmings to the door, in order to achive it you need to select the type of lemming in the lower menu, (miner, climber, bomber….) and then click on the lemming to do it.

  • Posts: 239

    @domingo you should be able to use the web repo to upload the project with the music

  • edited December 2021 Posts: 2,574

    @domingo - thanks for that, very timely I’ve been looking for a retro rom lemmings and emulator to show my grandkids the game. This is true to the original, even looks like the original graphics !!! Any plans to add more levels.

    Is the response poorer on an iPad, seems like tapping doesn’t always get the response every time. Is this at the original aspect ratio?

    Very neat, waiting for more. Thanks again.

  • Posts: 1,629
    I tried and failed to scale this to my iPhone screen.
    The level and the toolbar are in the right size and place I think but as you’ll see the lemmings and the hitboxes for touches are not.
  • The game was designed for any size iPad, but not iPhone. On my IPhoneX, Codea gives me a resolution of 320x693, which I think is too little for this game. A version only for iPhone should be made.
    Thanks

  • edited December 2021 Posts: 2,574
    @Ubergoober - I think the Amiga 500 had several resolutions depending on colour range. I think Lemmings was on 640 by 512 with 16 colours. Trying to condense that could be difficult as the aspect ratio on it was about 5:4 so distortion would occur. Probably the best way to implement it would be with a scrollable screen larger than the phone screen.

    I'll have a look at the graphics to see if there could be a way around it but I think the the images of the Lemmings themselves could be limiting as the sprites are so small (making the touch a little bit hit and miss) - I was amazed to see it on my iPad.
  • Posts: 1,629
    320x683, unless I’m mistaken, is the size in points, not pixels.

    Points are the units used by Apple to ensure consistent sizes across different screen resolution, I think.

    I believe 750 x 1334 is the actual pixel resolution on an iPhone 8, way more than needed for any Amiga game. ( https://www.gsmarena.com/apple_iphone_8-8573.php )
  • edited December 2021 Posts: 1,629
    Here’s a screenshot from my adjusted version BTW.

    You can see that the toolbar and background seem to be scaled correctly, but the entrance and exit are in the wrong place, and you can see the lemmings are walking around, but if you let them keep walking their boundaries don’t match the art.

    Since I don’t know the code well at all, I just looked for hard-coded values and replaced them with ratios to WIDTH, with clumsy results—for example I had no idea what the variable “mou” was supposed to represent, so I just made it zero—but for someone who actually understands the code well, I’d think getting the ratios right would be pretty simple.
  • edited December 2021 Posts: 2,574
    @UberGoober - I get the point, what is a point if it's not a pixel? Are points grouped to make pixels?

    The main difference is between electrons hitting phosphor screens versus current passing down an organic chain to light a point/pixel on a OLED screen.

    Due to advances in technology points/pixels have been reduced in size but digits(fingers) haven't so the touch function on a phone with compressed graphics won't respond as well as on larger screens. I still think a scrolling screen beyond the phone screen dimensions is the best option here.

    Nice screen update by the way, still trying with mine.

    Edit: Bit of digging explains the difference -

    https://blog.fluidui.com/designing-for-mobile-101-pixels-points-and-resolutions/amp/
  • Posts: 2,574

    @domingo - error thrown up if you tap on the two paw prints button.

  • Posts: 2,574
    @doming - coincidence or not ? Just found latest generation of Lemmings on the Apple store.
  • Posts: 1,629
    @Bri_G wouldn’t you want to at least try a simply scaled version before adding a whole other feature set?

    It’s a simple matter of replacing every hard-codes value with a ratio, it doesn’t even take any real coding.

    You do have to understand, however, what the variables stand for, which I don’t.

    Someone who understands the variables should be able to do it in under half an hour.
  • edited December 2021 Posts: 2,574
    @domingo - sounds like it's back to you, can you use @UberGoober 's modified graphics?

    @UberGoober - simple scaling would be the quickest way forward, but like you I haven't fully digested the code yet.
  • Hello @UberGoober I also started making a scaled version, let me send you one of the tests I did. However there is a problem because the game checks the quantity of screen pixels to move the lemmings and it is very difficult to know if it will work with any size of iPad or iPhone. That’s why I have finally made one unique version that works with any iPad model, but I’m pretty sure there are better ways to do so.
    If someone is interested, I can send a better version to WebRepo, of the version only for ipad.

  • dave1707dave1707 Mod
    Posts: 9,808

    @domingo That version seemed to scale OK on my iPhone 8, but it wouldn’t go to the next level after all the lemmings went through the opening.

  • It’s only a trial version, I’m sure that in several models it will not work well, as in my iPhone X.

  • dave1707dave1707 Mod
    Posts: 9,808

    @domingo I’m sure @UberGoober will work on it. I’m not into games, I just wanted to see if it was scaled OK and played.

  • Posts: 903

    @domingo cool - I had a go at creating it from scratch a few years back - https://codea.io/talk/discussion/6875/simple-lemmings-type-game

    For your port there are a few differences from the original (that you’re probably aware of)

    1. You can assign a skill multiple times to a lemming
    2. The lemmings default to walking right when they land rather than retaining their direction of travel
    3. Explosions don’t remove the ground.
    4. Floaters should fall at half the speed of free falling
    5. The positioning of the diagonal dig earth removal is slightly off
    6. No explosion countdown
    7. The maximum release rate is too slow
    8. The animation speed is too fast

    Having said all this - I’m super impressed!

  • Posts: 903

    @domingo @UberGoober here is a stripped down version with scaling and offsetting of the main window. Only walkers and fallers implemented. Touch screen to add/remove background- tap in top right to toggle add/subtract modes

  • edited December 2021 Posts: 2,574

    @West - very neat, even alllowed me to change scale from 1 max to 2 max. Only oddity in it is when I touch and drag it paints the touch areas red whatever scale your in. Great demo, like the scalinfpg effect.

    Edit: Sheesh, I need to read the instructions on screen re the top right symbol. What exactly are the modes for this, and does tapping the Lemmings just change their behaviour or add coloured spots?

  • Posts: 903
    @Bri_G sorry - should have been clearer. This is only a demo of scaling and offset. Touching the screen either adds a red circle of terrain (+), removes a circle of terrain like an exploding lemming does in the original game (-) or adds a sprite (s) - in this case a green grass sprite. The latter was to test if the ellipse function or set function introduced the slight lag - it’s the latter. Might potter on this and add in some additional functions as per @domingo original code
  • Posts: 327

    @domingo Full version 2.0.0 should be available on WebRepo now

  • I uploaded on the WebRepo a new version of the game, with more levels, music... And here you can find a fully scalable version. It should work on any iPad and iPhone, in landscape as well as in portrait mode. But I do prefer the iPad only version.

  • Posts: 2,574

    @domingo - neat, big improvement. Just a couple of observations
    - in the last level after using a couple of builders to build the ramp, the first one was short and dropped down to the floor below. Then froze and wouldn’t explode.
    - In the second level I added parachutes whilst the Lemmings were walking. As they dropped down the steps the umbrellas flashed on then off. Also as they dropped the last step they seemed to rotate rather than rock side to side.

    Trivial things but couldn’t complete the last level. Good work. Thanks.

  • Posts: 903

    @domingo - good stuff. I noticed that your sprite sheet is missing a few animations - there is no shrug when the builder finishes to make a follow on build. Also, there is normally a 5 second countdown before exploding. Been enjoying messing about with the code. Thanks for sharing

  • Posts: 1,629

    @domingo this is just great. How did you do this? It can’t just be reverse-engineering, can it?

    Using WebRepo, if you wanted, you could upload the entire project including the music, I think.

    Would it be okay if I uploaded the scalable version as a separate project? It’s great for iPhone users to be able to enjoy it too.

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