Yeah, I will remove the unnessecary amount of styles. In all likelihood - especially if I remove the playtest mode, which looks like I may have to do (as if it loads NeoLemmix data but then tries to run these in a traditional engine that's obviously going to have bad results; while porting over NeoLemmix game code is likely to be a huge hassle that isn't really nessecary with the existance of LookForLVLFiles and CustLemmix / NeoCustLemmix - keep in mind none of these existed when the Lemmix editor was first released), then I'll probably only leave in four styles - CustLemm(ix), NeoCustLemmix, Lemmini and (eventually) SuperLemmini.
At this stage, I've got it including the LPII and Sega styles in CustLemmix style, and those plus the LPIII ones in NeoCustLemmix style;
although it doesn't yet load them with the proper extended palettes for the LPIII and Sega styles it does now. Trigger areas also don't display accurately for the pixel-perfect ones - it displays the correct dimensions of them, but seems to be positioning them wrong.
I figure this is enough to warrant releasing a version of it - you can at least get the full palette when editing levels now, even though you'll still need NeoLemEdit to edit NeoLemmix-specific properties (but it'll be useful for those who prefer Lemmix's interface, as well as for those making traditional levels in the Sega style), so here:
http://www.mediafire.com/download/5gww92ywnvwsb1k/NeoLemmixEditor_0.0.11.0.zipLet me know if you find any bugs
that either aren't present in the existing version of Lemmix, or relate specifically to the new features - no suggestions at this stage, please. (Well, you can make them, but until the essentials are there, I'm not going to focus on them for the most part.)
Things remaining to make editable (off the top of my head):
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Gimmick (Done)
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Seconds in time limit (Done)
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Autosteel options (Done)
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Music selection (Done)
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Pixel-perfect screen start positions (Done)
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Fake object mark (Done)
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Left-facing object mark (Done)
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S and L values of objects (Done, though change is not reflected visually on pickup skills)
- Infinite skills (Indirectly supported; you can acheive it by entering 200)
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Pixel-perfect object X coordinates (Done)
- Pixel-perfect steel areas (Load only)
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Display pixel-perfect trigger areas (Done)
While I've been able to get the editor to compile, the Delphi IDE refuses to edit the custom object types in forms, which means I have to customize all the forms by hand from the text-based source. >_> Bit annoying, but doable.
Note that once I've added support for all NeoLemmix features and release the next version (current release doesn't support any NeoLemmix features apart from the extended palettes), I'll change the version numbering to a system more in line with the NeoLemmix player releases. Probably something along the lines of V#.##n-X; where X is a release number (most likely in the system of A, B, C, etc), and #.## is the lowest version number of NeoLemmix that supports *all* features contained in that version of the editor. (So for example, the first release would be V1.06n-A (because no new features that need editor support have been added since V1.06n - although I didn't mention it at the time, as with many features I planned to use in LPIII; V1.06n was where I
actually first added support for more than one secret level per rank. If I then made an update which doesn't add any features to support a new NeoLemmix version, but simply fixes things in the editor / improves the interface / whatever, it'd then be V1.06n-B; but if I were to update it to support a new feature added in V1.12n, the new version would be V1.12n-A).
I will leave this first release available too, as it's more of an update to traditional Lemmix editor to simply support 32-color styles (most notably the Sega style, though also any custom 32-color but otherwise traditional styles anyone may make).