Recent posts

#11
Game Bugs & Suggestions / Re: [+][SUG][PL] Allow file as...
Last post by WillLem - January 31, 2026, 04:44:08 AM
Finally managed to get a clean refactor of this feature (in commit d5bbf0e).

Rather than parsing the level and replay files to match IDs and hack-load the level that way (yuck!), the existing ID matching logic in the mass replay check (thanks, namida!) has been harnessed to grab the correct level object from the already-loaded library.

We still handle multiple matches by displaying a list and letting the user select the correct level to load. No more uninitialized level object warnings :forehead:, all good to go!
#12
Lix Main / Re: Newbie with very basic que...
Last post by ac4rd - January 31, 2026, 03:25:48 AM
Hello, all, and thanks again for the helpful information!

To answer one question, I don't have a need about the splat height, it just seemed unfair that the little guys splat on a nice soft bush as quickly as they do on sandstone or steel.  I'm not even using things like that very often these days--it's like my childhood train set: setting up track layouts was more fun than really running the trains. 

I'm glad to see that everybody understood my initial questions as being "newbie asks if things are possible with existing code" and not "you must rewrite this immediately to include" nonsense.

I do have one further question which may well be possible but I've found only one crude way to do it.   I'd like to randomize a walking string of Lixies to go either up/down or left/right (and pseudorandomized is fine).   The one way I've found to do this is let a string of Lixes into a moderately wide pit.  They begin walking back and forth, moving either east or west depending on the last wall they bumped off.

One straight-down digger in the pit digs to drop the group down onto a lower level.   My little Lixes go either east or west on the lower level, to different routes, depending on the direction they were going in the pit.  This is not a very elegant solution, as you see.  Is there a better way?

Quick digression to note again, this a clueless Lix newbie, and perhaps at least reading my questions (and really, you need not reply) gives you Lix-Masters an idea of what newbies wonder about.    So another very vague sort of question:

Even if it limited me to one entrance hatch, is there a way to pre-assign skills?  So I could, for instance, set a level to start with 5 runner-floaters to build something before the rest arrived?  I have no need for this, obviously, it's just one of those vague ideas that come to me as I play with my little single-user nonwrapped levels.   (I'll attach a screenshot of my most recent diddling, HMS_Troutbridge.  Very preliminary but I do love having Lixes in streams crossing over each other in this way.)

Speaking of "what's on a newbie's mind," can I offer a few observations?   The level designer is IMO *really* good IMO.  It's exceedingly easy to pick up an existing level, play with mods, save as your own learning playground, and have fun.   And from there, new bespoke levels to suit one's mood are easy.  I never made levels with Lemmings or Cavemen, and found the Pingus level editor confusing.   Lix makes it very simple IMO.  This is a *big* bonus point to me; possibly to others.

The tilesets (if that's the right word? the scenery modules) in 0.10.30 flatpack are great--much fun to fiddle with.  More would be great, though I may be missing those because I don't have the newest version.   No problem with the skills, though most were already familiar-ish from other games.   A bit more in the way of background colors would be nice but it's unimportant.    And the presence of an active and helpful web community is a big positive--for which I thank you again.   

Regards!  --ken ac4rd
#13
NeoLemmix Levels / Re: LemFan's various packs
Last post by Guigui - January 31, 2026, 01:39:59 AM
Thank you for the explanation. This is indeed the case : some consecutive levels have the same ID, so NL thinks they are the same level and trigger the auto replay.

Since the pack is only 40 levels long, I'd say it would not be very long to open them all and click the "random ID" button. Not sure if it would be beneficial to anyone though.

Anyone noticed if this happens in other longer packs from LemFan ?
#14
NeoLemmix Levels / Re: LemFan's various packs
Last post by Proxima - January 31, 2026, 01:02:00 AM
That can happen if different levels have the same ID. Ideally, the packs should be updated to fix this, but that's a lot of work.
#15
NeoLemmix Levels / Re: LemFan's various packs
Last post by Guigui - January 31, 2026, 12:45:18 AM
I'm currently playing the BadLems pack and encounter a weird behavior of NL : most of the time when I clear a level and move to the next, NL goes in Replay Mode and I get the replay for the previous level I just cleared.

I never encountered this behavior in any other pack I played. Is there a logical explanation to this ?
#16
Game Bugs & Suggestions / Re: [?][SUG][PL] "Clear Record...
Last post by WillLem - January 31, 2026, 12:16:09 AM
This has now been implemented (commit 14fe26d).
#17
Game Bugs & Suggestions / Re: [✓][SUG][PL] Cycle Zoom ho...
Last post by Guigui - January 30, 2026, 11:26:29 PM
Sounds great, thank you WillLem. But do you sleep sometimes ?
#18
Game Bugs & Suggestions / Re: [?][SUG][PL] Modifier + Mo...
Last post by WillLem - January 30, 2026, 11:10:36 PM
Quote from: Simon on January 27, 2026, 09:24:19 PMI'm not sure either whether wheel-up or wheel-down is better for rewinding. Option is sensible.

Having had a chance to play around with it, up=forwards and down=backwards makes the most sense (to me, anyway). I've added an option for it anyway, so that the direction can be inverted.

I'll mark the topic as resolved for now as I think this feature works well as-is. We can test and tweak in the next release.
#19
Game Bugs & Suggestions / Re: [+][SUG][PL] Cycle Zoom ho...
Last post by WillLem - January 30, 2026, 11:08:13 PM
OK, went ahead and added Cycle Zoom as well. It's a ping-pong zoom action which first zooms in to the maximum possible factor (usually 9), then zooms back out to factor (0), and then this cycle repeats with each hotkey press.

When using the hotkey, the current zoom factor is shown in the minimap so that the user knows if they've reached (max zoom) or (0):



The hotkey is not mapped to anything by default, it must be user-assigned.

Implemented in commit 44ff52e.
#20
Game Bugs & Suggestions / Re: [+][SUG][PL] Cycle Zoom ho...
Last post by WillLem - January 30, 2026, 08:39:08 PM
Having tested both, ping-pong is definitely the better of the two. Reset looks like a bug, and only goes in one direction.

Quote from: Guigui on January 30, 2026, 04:22:53 PMWhy not add a visual indication on screen or on skill bar when you have reached min or max zoom to prevent from going too far ?

This could optionally be added to the corner of the minimap, I'll look into it.