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Topics - WillLem

#261
This video shows it better than I can tell it, but basically - even with Classic Steel turned OFF, and with the steel area resized to fit the block exactly, there are sometimes wierd instances of a lemming hitting "invisible" steel in the vicinity of the actual steel area.

I'll investigate this a little further, but I'm fairly certain it's a bug.
#262
Quote from: namida on January 12, 2021, 06:33:44 PM
Walkers should have priority when in the thrower state, because you cannot assign a throwing skill to a lemming in that state
---
This is only a bug in regards to them having the priority over shruggers.

In that case, I'd suggest that:

a) the "shrugger" state be something different - maybe the lem could put their hand on their forehead as if to look at what they've thrown, before continuing walking (e.g. a "looker" state)

b) this state be activated as soon as the current projectile leaves their hands - or, maybe, no more than 2-3 frames later, allowing for a nicer animation
#263
Lemmini / [DISC] SuperLemmini Steel Behaviour
January 12, 2021, 03:05:12 PM
OK, SuperLemmini users, I need your feedback here.

I'm looking at doing a remaster of the two original games, Lemmings and Oh No! More Lemmings. The versions that currently ship with SuperLemmini are great, and certainly represent the games well enough, however there are one or two things which could be improved, namely:

:lemming: recoloured entrances and exits for the "special" levels - these have already been done, and will definitely be included in the remaster

:lemming::lemming: "well-behaved" steel - at the moment, the current setup closely mimmicks classic Amiga steel, i.e. it can sometimes be destroyed by Bombers and Bashers, and the steel "areas" extend outside the actual steel block itself. Whilst this is consistent with Amiga lemmings, SuperLemmini is not Amiga lemmings, and has the opportunity to correct this behaviour.

To my mind, the "best behaviour" for steel is to represent it as a solid block whose area covers the exact space that the block occupies (i.e. regardless of whether or not it is behind terrain). Here's a visual representation:


The current behaviour - note how the steel area extends beyond the block itself; also "classic steel" is enabled in the SL versions of the levels, meaning that it can sometimes be destroyed depending on where the destructive skill is assigned relative to the steel block.


"NeoLemmix-style" Autosteel - this is the steel rendering method used in NeoLemmix; the steel area fits only the visible part of the steel, and, crucially, steel is always indestructable with this method. This is beneficial for knowing exactly whereabouts the steel areas are, but is inconsistent with the shape of the actual steel block (as marked by the yellow outline).


Here's what I propose - in the 1.43 editor, it's possible to make the steel areas fit the block exactly. This means that the steel blocks will be as "real world" consistent as possible, i.e. even if a steel block is partially hidden behind terrain, that part of it will still "exist" as steel. N.B. Since posting, I have discovered that this is exactly how SuperLemmini interprets "Autosteel" anyway, so it can be described as "SuperLemmini-style Autosteel" - image updated accordingly

I will also disable "classic" steel, meaning that steel itself cannot be destroyed, but the terrain immediately surrounding it can be.

I've added a poll to the topic to see what people think should happen with the steel areas; I'll go with whichever option gets the most votes.

:lemming::lemming::lemming: no "fake" objects - in the original LVLs, some of the water and fire objects are actually fake, i.e. they don't operate as water or fire (there are also fake steel and terrain pieces, but these are invariably set to "Erase" and so are not interacted with anyway).

These fake objects are, in all cases, outside the "playable" area of the level (i.e. they are not intended to be reached by any lemming). However, when remixing or converting levels, these fake objects can sometimes cause issues, either by not appearing at all (in the case of LVL to NXLV conversion), or by simply not having the expected function (i.e. water or fire).

It's my general belief that, if an object is visible, it should perform the expected function, even if it's only for decoration. Therefore, the remaster will enable these objects as "real" rather than "fake".



Thoughts, comments and discussion regarding the above is very welcome. If Tsyu ever makes a re-appearance, I'll suggest to him that the remastered version replace the current one, so it's important to get as much feedback as possible from the community regarding the state of these levels.

If the feeling is that they should remain exactly as they are, then I likely won't even bother to go ahead with the remaster at all. If, however, people can see the benefits of the proposed changes, then it is a job worth doing.

Note that all of the above can be done relatively quickly: the entrance/exit recolourings for the "special" levels have already been done, the proposed steel behaviour must be done manually but doesn't take too long (I can change the steel for a full pack in less than half an hour), and removing the "fake" check from objects can be implemented in minutes. So, time isn't a factor here - it's important to know what people think would be best.

If I receive no feedback at all, then I'll assume that people don't care either way, and go ahead with the remaster anyway.
#264


The collection comprises the following packs:

Reverse Lemmings Classic Edition



Reverse Lemmings Classic Edition is a graphically restored and updated version of Colorful Arty's awesome original Reverse Lemmings, itself a remix of DMA's original Lemmings (1990) with the entrances and exits swapped so that the levels are played in reverse!

As well as restoring the missing water objects and decorative terrain, this pack also features a number of tweaks here and there to the levels themselves. Arty has since released his own update for NeoLemmix, hence this one being titled the "Classic Edition" so as not to get the two confused.

Here's what's changed for this version:

Reverse Lemmings Classic Edition V1.01 Changelog

Fun 7 Builders Will Help You Here - Skillset changed to 20 of each

Tricky 11 Lemmings in the Attic - Skillset changed to 2 of each except 10 Builders, 0 Miners, 0 Diggers; Time Limit increased to 4:00:00; Save Requirement decreased to 48/50 (100% still possible)
Tricky 22 Turn Around Young Lemmings - Entrance Hatch lowered to survivable height and flipped so it's facing left; Skillset changed to 2 of each; Save Requirement increased to 98/100
Tricky 28 Lost Something? - Entrance Hatch moved to inside the dirt mound (but visible); Skillset changed to 10 of each

Taxing 11 The Ascending Pillar Scenario - 1 Miner added, 1 Builder removed, 1 Basher added; RR decreased to 40; far left pillar structure moved closer to starting platform and shortened at the top to make the top route accessible with less builders; Lemming Count decreased to 25; Save Requirement changed to 24/25 (100% is now also possible)
Taxing 16 Mary Poppins' Land - level height increased & decorative terrain extended at the very top (this was done in order to fully display the Exit on screen)
Taxing 19 Bomboozal - Exit platform extended at top left (this was done in order to fully display the Exit on screen without increasing the level height); Skillset changed to 10 Climbers & Bombers, 1 Blocker & Digger, 30 Builders
Taxing 22 Come On Over To My Place - Skillset to 5 Bombers, Blockers & Builders
Taxing 23 King of the Castle - Skillset to 16 builders, 3 floaters, 3 climbers; Save requirement increased to 100%
Taxing 24 Take A Running Jump - Skillset changed to 4 builders, 16 floaters; Upper platform moved 4px to the left to make the gap crossable without building above the level; Time limit increased to 4 minutes
Taxing 27 Call in the Bomb Squad - 2 Builders added; RR decreased to 1; Time limit increased to 2 minutes
Taxing 28 POOR WEE CREATURES - Skillset changed to 3 Bashers, Diggers & Miners plus 2 of everything else (except 0 bombers); Save requirement increased to 100%; Time limit increased to 4 minutes
Taxing 30 We All Fall Down - 4 Miners added; Save Requirement increased to 60/60

Mayhem 1 Steel Works - Far right terrain changed very slightly and 5 Climbers added to make 100% possible
Mayhem 3 It's Hero Time (original not possible in NL due to fatal edges) - 30 Floaters removed, 2 Builders added
Mayhem 11 We All Fall Down - Added 1 Climber
Mayhem 20 No Added Colours Or Lemmings - Exit area changed slightly and moved 4px to the left to prevent Builder backroute; Save requirement reduced to 7/10; Skillset changed to 10 Climbers, 3 Bombers, plus 1 Builder, Basher & Miner
Mayhem 21 With a Twist of Lemming Please - Changed skillset to 2 Climbers, 5 Floaters & Builders, 4 Miners, 1 Blocker; Entrance Hatch lowered slightly; Save Requirement increased to 100%
Mayhem 23 Going Up - increased Bashers to 3 so 100% is possible in SuperLemmini (NeoLemmix version only needs 2!)
Mayhem 26 The Steel Mines Of Kessel - Skillset changed to 10 Climbers, 30 Builders, 5 Bombers; Save requirement decreased to 95/100; Time limit increased to 9 minutes
Mayhem 27 Just a Minute (Part Two) - Time Limit decreased to 1:00.00

It also features the recoloured entrance hatches and exits from the "special" levels, enhanced to high resolution especially for SuperLemmini (these are included in the styles folder).

See attachment below for the level pack itself, plus a full set of replays.

Oh No! More Reverse Lemmings



My first ever remix pack, I finally got around to updating it with a few improvements. It's been quite amazing revisiting this after this past year of being active on the forums and learning so much about level design from the community; I can see now why, initially, this pack wasn't quite as well received as it could have been!

Well, hopefully this update will prove to be a much better version of this pack. I'm particularly happy with a lot of these levels now; most of the ones that needed it have seen significant improvements, detailed here:

Oh No! More Reverse Lemmings V1.01 Changelog

Crazy 2 Dolly Dimple - RR decreased to 80; Skillset increased to 5 of everything plus 15 Builders; Save requirement decreased to 75/80
Crazy 8 KEEP ON TRUCKING - Skillset increased to 10 of everything; Time limit increased to 4 minutes
Crazy 9 On The Antarctic Coast - Skillset increased to 5 of those available; Time limit increased to 4 minutes
Crazy 11 No Problemming! - Slight terrain change to prevent lems walking off the edge in the NeoLemmix version; Skillset increased to 30 of everything; Time limit increased to 6 minutes; Save requirement increased to 72/80
Crazy 12 Lemming Friendly - added 1 Basher
Crazy 14 Time Waits For No Lemming - Save requirement increased to 50/50; Skillset changed to 4 Builders, 2 Diggers, 1 Blocker, Basher & Miner
Crazy 15 Worra Load Of Old Blocks - Climbers and lem count decreased to 30; Save requirement decreased to 20
Crazy 20 Ice Ice Lemming - Skillset changed to 10 Bombers, 2 Blockers, 20 Builders; Lem count increased to 30

Wild 3 Lemming Rhythms - Skillset increased to 2 of everything and 10 Builders; Time limit increased to 4 minutes; Save requirement decreased to 78/80
Wild 4 Meeting Adjourned - Lem count & Save requirement decreased to 20/20; Climbers decreased to 20
Wild 5 Lemming Head - Lem count & Save requirement decreased to 10/10; Climbers decreased to 10
Wild 11 Mutiny On The Bounty - Lem count & Save requirement decreased to 20; Climbers decreased to 20; Builders increased to 10
Wild 13 ONWARD AND UPWARD - Time limit increased to 5 minutes
Wild 15 THE SILENCE OF THE LEMMINGS - Added steel; Skillset increased to 4 of each and 14 builders; Lem count & Save requirement decreased to 36/40
Wild 20 Got Anything... Lemmingy? - Lem count & Save requirement decreased to 10/10; Climbers decreased to 10

Wicked 1 LemMing ToMato KetchUp fAcilitY - Made lower exit fake in SuperLemmini version (removed it altogether from NeoLemmix version); RR increased to 99; Time limit increased to 3 mins; Skillset increased to 5 of each and 10 Builders; Save requirment decreased to 75
Wicked 4 Oh No! It's The 4TH DIMENSION! - Removed hidden stomper traps; RR increased to 99; Lem count & Save requirement decreased to 38/40; Skillset changed to 2 Climbers, 2 Bombers, 40 Builders
Wicked 5 Chill Out! - Moved entrance hatch 1px to the right
Wicked 6 PoP TiL YoU DrOp! - Save requirement increased to 60; Skillset changed to 20 Bombers, 40 Builders
Wicked 7 Last Lemming To Lemmingcentral - Lem count & Save requirement decreased to 15/20; Builders increased to 14; Climbers decreased to 20
Wicked 9 How On Earth? - Slight terrain change; Skillset changed to 4 of each and 6 Builders (0 Floaters or Climbers); Save requirement decreased to 46/50; Time limit increased to 5 minutes
Wicked 14 The Lemming Learning Curve - Lem count & Save requirement decreased to 8/10; Climbers decreased to 9, Bombers to 2
Wicked 15 SPAM, SPAM, SPAM, EGG AND LEMMING - Lem count increased to 80; Save requirment decreased to 40; Skillset changed to 40 of each Bombers, Builders and Floaters
Wicked 19 Up, Down or Round and Round - Moved stomper trap 1px to the left
Wicked 20 The Lemming Funhouse - Slight terrain change; Added steel; Save requirement changed to 6/10; Skillset changed to 9 Climbers, 6 Builders, 3 Bombers, 1 Blocker

Havoc 3 It's The Price You Have To Pay - Save requirement decreased to 10; Time limit increased to 6 minutes; Skillset changed to 40 Builders & Bombers, 1 Miner & Digger
Havoc 5 There's Madness In The Method - Added terrain; Time limit increased to 3 minutes; Skillset changed to 20 climbers, 5 builders, 2 bashers/miners, 1 blocker
Havoc 6 Now Get Out Of That - Lem count & Save requirement decreased to 16/20; Time limit increased to 4 minutes; Climbers decreased to 19
Havoc 8 Lemming About Town - Save requirement decreased to 49; Builders decreased to 4; Added 1 Bomber; Raised entrance platform by 4px
Havoc 13 HIGHLAND FLING - Slight terrain change; RR increased to 25; Time limit decreased to 2 minutes; Save requirement decreased to 79; Skillset changed to 5 Builders, 2 Bashers, 1 of each Climber, Bomber & Digger
Havoc 17 Where Lemmings Dare - Slight terrain change
Havoc 18 Lemmings In A Situation - Lem count & Save requirement decreased to 18/20; Climbers decreased to 20; Removed 1 Digger
Havoc 19 Looks A Bit Nippy Out There - Removed Digger
Havoc 20 LOoK BeFoRe YoU LeAp! - Time limit increased to 3 minutes

See attachment below for the level pack itself, plus a full set of replays.

To install, simply unzip the folders to your SuperLemmini directory.

Let me know if you need any help or encounter any hiccups; SL has not been updated for a long time and can sometimes be temperamental, but the vast majority of issues are easily resolved :lemcat:

Lemmings, but with the entrances and exits swapped!
#265
NeoLemmix Main / [NeoLemmix] Ideas for challenges
January 06, 2021, 10:29:30 AM
Since this topic is proposing ideas for challenges, I wasn't sure whether it should go here or on the challenges board itself. Please do move it if necessary, mods.

Here are some new ideas for challenges! I'm not sure if some of these already exist (or variants thereof), if so then please do link me up to the existing challenge and I won't bother creating new topics for them.

That said, since NL has received so many updates recently, it's probably worth giving the ones that already exist a fresh start anyway, or at least a nicer-looking results table :lemcat:

Onwards! - all lemmings must face in the direction that they spawn in for the entire level. If a lemming turns at any point during the solution, it's a fail.

Onwards and Upwards! - same as the Onwards challenge, but lemmings cannot fall or descend at any point during the level.

Suicidal Tendencies - basically the Karoshi gimmick but as a challenge. Since NeoLemmix allows you to create replays of failed levels, the idea here is to save 0 lemmings; fewest skills/fastest time is also a factor here. Doing nothing at all also counts as a fail: time must not run out (or count up infinitely). No nuke button goes without saying.

The Construction Crew - use only constructive skills to complete the level; fewest/fastest is a factor.

The Destruction Crew - ditto, but for destructive skills only.

The Golden Skill - use only 1 skill type to complete the level (editing allowed); fewest repeats is a factor.

Just Keep Swimming - which levels can be solved making non-trivial/non-arbitrary use of the Swimmer skill? (editing allowed; any other skills can be used in combination with the Swimmer to make a workable solution).

Floaters vs. Gliders - I'm not sure exactly what this challenge would entail, I only have the title at this point! I'm thinking something to do with seeing which levels work best with Floaters, and vice versa...
#266
This one was talked about on Discord and it was suggested that I create a topic for it, so here goes!

Just wondering if it's possible to add the "button selected" graphic (currently a white rectangle) to gfx/panel and panel-hr to make it a customisable image. This way, all graphical elements of the panel can be edited.
#267
Closed / [✓][SUG][ED] Customisable hotkeys
January 04, 2021, 11:12:53 PM
It's in the title; it'd be great if all current editor hotkeys and actions could be user-defined.
#268
I noticed this whilst doing some resizable graphic tests.

This doesn't happen with all nine-sliced objects, and I think it has something to do with the position of the slice. In the following example, the "splat/antisplat glow" objects have a RIGHT_20 and LEFT_6 slice for resizing purposes (ny less than that on each side results in an inconsistent graphic due to shading):



This only affects the graphic in the editor; it appears fine in-game:



I have attached the png and nxmo for the antisplat glow in case the fault is with either of these (the splat glow is identical but recoloured to red).
#269
This topic will be a place to gather all records for the official DMA Lemmings games played in RetroLemmini, including Maximum number of lemmings saved, Fastest time to complete the level, and Fewest skills used. You are warmly encouraged to get involved and help create some records :lemcat:

Since this is an engine-specific topic, and the RL player base is relatively small, it seems to make sense to gather all of the records into a single topic rather than split them into separate topics (let me know if you'd prefer otherwise and I'll consider splitting them).

Note that in spite of gathering them into a single table, these records will be kept independently of one another; so if you beat a level in 50 seconds with 10 skills, and then beat the same level in 1 minute with 8 skills, the records will show 50 seconds for Fastest Time, and 8 skills for Fewest Skills.

If you wish to submit a record for either Max Saved or Fewest Skills, please provide a .rpl replay file for verification and your name will be added to the table! If you wish to remain anonymous, please PM me with your replay and I will post the record unnamed.

Since RetroLemmini does not (yet) show time elapsed upon level completion, time records do not require a replay for verification (although it may be prudent to include a replay if you're certain it's the one associated with the record, and it's a particularly interesting or surprising result). Otherwise, a simple screen shot of your records from the levels menu will do.

Having said that, since this is mostly all about getting involved and enjoying sharing your results with others, any replays, videos, screenshots, or anything else you can share along with your result are heartily encouraged, should you wish to include them :lemcat:

Please use the regular challenge boards/topics for levels played in other engines.

Speedruns

The Speedrun records for each individual rank are also included in this topic. Speedrun rules are:
  • The run must be completed in real-time (i.e. not a consecutive string of replays)
  • Any and all in-game features of RetroLemmini are allowed to be used (e.g. direction select, replay from restart, framestepping, fast-forward, etc.)
  • Replay files (.rpl) cannot be used at all
  • The run starts as soon as the preview screen for the first level of the is displayed, and ends as soon as the postview screen for the last level is displayed

Index:

Lemmings
Oh No! More Lemmings
Holiday Levels
Bonus Levels
#270
The following is a guide on how to get Lemmings Revolution to run in Windows 10 from scratch.

You can also use this version (credit to jkapp76 for compilation), which is a fully pre-patched & self-contained copy of Lemmings Revolution including a fully unlocked save file; this is probably your best bet. (N.B. Remember to right-click the .exe and run it in Compatibility Mode > Windows XP Service Pack 3).

Here's the guide anyway, for those who want to do their own install:




I ran into some issues getting Lemmings Revolution to run in Windows 10, so I've decided to document here what I did in order to get it to work. Hopefully, if you're encountering the same problems, this will solve them for you as well! :lemcat:

You will need a working copy of the Lemmings Revolution CD (or a legit Iso image of the CD) in order to get it working; this guide assumes that you have one. You can pick one up from eBay very inexpensively.

Lemmings Revolution Setup Guide for Windows 10

Step 1: Enabling your PC to run 32-bit apps

There are likely several ways to achieve this, but here's the method I used:

1. In Windows Search, type "features." Choose the Control Panel app "Turn Windows features on or off" under 'best match'.
2. Check the box beside "Internet Information Services" and click OK to install. It will take about 30 seconds. Close the dialog when done.
3. In the Windows Search, type "IIS." Choose the app "Internet Information Services (IIS) Manager" under 'best match'.
4. Once open, navigate to the left pane (under "Connections") and you will see your PC listed. Click the arrow to Expand and choose "Application Pools".
5. In the main part of the window, right-click on "DefaultAppPool" and choose Advanced Settings from the context menu.
6. Under 'General', click on "Enable 32-bit Applications", click the arrow and change the value from 'False' to 'True'.
7. Restart your PC.

Step 2: Installing Lemmings Revolution from the CD/Iso

1. Insert the Lemmings Revolution CD into your disk drive and choose "Run Setup.exe" or navigate to your CD drive and run the "SETUP" application.
2. If 32-bit apps are succesfully enabled on your PC, you should see a dialog for choosing your preferred setup language. Go ahead and choose, then click "OK" to begin the installation.
3. Choose a "Typical" installation, which will load all necessary files onto your PC. It may mention several video or audio codecs, more recent versions of which are already installed on your machine and therefore will not be replaced - go ahead and click OK to move past this and complete the installation process.

Step 3: Installing the Full Color v1.0 (Beta 3) patch required to make the game run smoothly on Windows 10

1. Navigate to the OS (C:)/Program Files (x86)/Take 2 Interactive Software Europe/Lemmings Revolution directory.
2. Download the attachment "Full Color v1.0 (Beta 3).exe" and place it into the above directory.
3. Right-click on "Full Color v1.0 (Beta 3).exe" and choose Run as Administrator.
4. In the command window that opens, press any key to begin the patching process (it may run automatically). Once complete, close the command window.

You can now run Lemmings Revolution from the Lemmings Revolution.exe Application!

N.B. Note that, for the game to run, the CD must be in the drive, or the Iso file must be mounted into the relevant virtual drive (usually (E:)).
#271
I'm wondering if it would be possible to display "General Records" in the F2 menu as well as "My/Player Records", so that if someone submits a set of replays, the General Records can be updated by performing a mass replay check on them (whilst preserving the Player Records separately).

It would also be super handy if it could display the username of the person who has generated a particular record, for ease of cross-referencing and updating records on the forums.

I'm thinking an extra rosette icon (different colours) could be used for it, just next to the current one.
#272
I recently brought up the idea of having records topics for SuperLemmini, and I was asked by Gronkling on Discord whether there are any physics differences which may affect challenge results.

I am aware of some differences already, but I thought it might be worthwhile to investigate further and document as many as I can find. Some of these differences may affect challenge results, but others are unlikely to make any significant difference. Either way, it's interesting to see how the engines differ.

So, here are the differences that I'm aware of. Please comment if you know of any others and I'll add them to this list.

1. Levels have non-deadly side and top edges

Levels in NeoLemmix have deadly sides and tops (i.e. the lemming will disappear off the edge of the screen if they reach the extreme side or top of a level, and will exit the level as a lost lemming), whereas in SuperLemmini they are non-deadly. This is significant because not only are sides and tops no longer a threat, but they can be used to turn lemmings around.

Somewhat bizarrely, when a lemming builds to the top of a level in SuperLemmini, they stop building and walk forwards, which is of course different from building into a terrain ceiling (which turns the lemming around, as normal, in both engines).

2. High-resolution physics / Double the FPS

SuperLemmini uses high-resolution physics, and so displays twice the number of frames per second (FPS) as NeoLemmix. This means that even finer framestep positioning is possible, with lemmings moving forward in smaller increments per frame.

Also, graphics themselves are twice the resolution, so detail on the edges of terrain is finer, and lemmings can interact with every pixel, i.e. each pixel in the graphic translates to an actual pixel in the physics. Whether or not this would make any actual significant differences to level solutions is debatable, but the difference is there.

3. Steel oddities

Another one that's best shown visually. In NeoLemmix, steel is steel - it cannot be destroyed under any circumstances (this is one of the things I love about NeoLemmix).

Note in this NeoLemmix example that 2 Bombers have been used to create the first crater in the platform, and the second has been created by a Digger. Both craters show destruction right up to the edge of the steel, and it's necessary to use a Climber to exit the digger pit:



By contrast, performing the same actions in SuperLemmini produces a completely different result. The second Bomber has blown a crater in the steel, whilst the Digger was stopped several pixels short of where the edge of the steel is, meaning that the lemmings can simply walk straight out of the digger pit:



Similarly, in this level it's possible to dig and bash through the edge of the steel in SuperLemmini, provided some part of the skill path is in contact with a substantial enough amount of terrain (this means that 100% is possible in Compression Method 1):



Whereas, in NeoLemmix, this is not possible:



I prefer NeoLemmix steel to be honest; it makes more sense and is far more predictable. But, the more oddly-behaved "classic steel" in SuperLemmini means that alternative solutions may be possible.

Please note, this steel behaviour in SuperLemmini can be disabled from the 1.43 Editor, and the steel areas can be resized independently to fit the blocks exactly, so that SuperLemmini steel behaves exactly like it does in NeoLemmix. This means that levels can be edited so that the steel differences are nonexistent, however since NeoLemmix does not allow classic steel behaviour at all, it can be considered a fundamental difference between the two engines (albeit one which can be manually tweaked user-side). Furthermore, since SuperLemmini "(un)officially" presents the original games with classic steel enabled, this is how the levels are intended to be played in that engine, and challenge rules normally state that levels cannot be edited anyway.

4. Miners can "step over" a 1-pixel gap

In SuperLemmini, if assigned in just the right place (margin of error is about 3-4 frames), a Miner will land on the opposite site of a 1-pixel gap, as if they've "stepped over" it. This is most likely a bug, however I can see why it might make sense were it to be intended. The Miner leans forward as they strike, and then steps onto the available terrain in front of them. It could be argued that their forward-momentum is what has carried them over the gap.

It's also worth noting that in most engines, Miners can "float" in mid-air for a frame or two when they reach the end of a block of terrain, in a similar manner to Digger physics. The difference is that, for just 1 frame, they are still moving forward (whereas the Digger is moving downwards) It's possible that this "1-frame's-grace" is what allows the lemming's position to move past the gap in engines where the bug is unchecked.

Here's visual confirmation of the action having happened:



Needless to say, this behaviour is not replicable in NeoLemmix, having been treated as a bug and fixed.

5. Climbers can traverse a 3-Builder "wall"

The classic trick of using 3 Builders close together to form a "Blocker" (which happens due to the bridges forming a vertical "wall" of >7 pixels) is enough to contain Climbers in NeoLemmix. However, in SuperLemmini, they are able to climb up the >7 pixel "wall" and hoist themselves over it.

Again, this is one I'd probably suggest makes some sense, since the part of the bridges being climbed is towards the shallower end of the slope, where there is nothing above the "wall" stopping a Climber from transitioning to hoister. I'd be interested to know how this behaviour gets corrected in NeoLemmix, and will note it here.

Here's the behaviour in action:



Incidentally, it's also present in Amiga physics:



6. Bashers & Miners can cancel each other

In SuperLemmini, Bashers and Miners can mutually cancel, regardless of direction.

Here is a video showing them cancelling each other when moving in the same direction. And here is one showing them cancelling each other from opposite directions.

As far as I'm aware, neither is possible in NeoLemmix (I haven't managed to recreate the behaviour), but I could be wrong about this. If so, I will of course remove this item from the list.

7. It takes fewer Builders to ascend through a thin overhead platform

Another fairly important one. In the following example, it takes 2 fewer Builders to reach the overhead platform in SuperLemmini than in NeoLemmix. This is most likely due to stricter Builder checks in the latter (images supplied by Turrican):


SuperLemmini - 5 Builders used


NeoLemmix - 7 Builders used

8. The old left-facing Builder thing

You know the one; left-facing Builders don't reach quite as far. I always wondered what caused this, and it turns out that the left-facing lemmings place their first brick 1 pixel further back than right-facing lemmings.

NeoLemmix corrects this behaviour, allowing Builders to reach the same distance in both directions (images supplied by Turrican):


NeoLemmix - both Builders start their bridges flush with the wall


SuperLemmini - the left-facing Builders starts their bridge 1px further back

9. Bashing a Blocker free from a Builder staircase

This one's bizarre. Basically, in SuperLemmini it's possible to bash underneath a Blocker that's standing on a Builder staircase such that a) the Blocker is freed from duty, and b) the staircase is not completely destroyed, and can still be used by subsequent lemmings:



In NeoLemmix, it's possible to do the same thing but only whilst the staircase is under construction:



If you try to do it when the staircase is completed, the Basher goes all the way through the staircase, thus destroying it:



Best guess is that this is to do with the differences in high and low-res physics coupled with Basher terrain checks. Every single pixel in NeoLemmix translates to 4 square pixels in SuperLemmini, so terrain checks can be more strict, and Bashers can (and invariably do) stop bashing sooner than they would in NeoLemmix.

More on this particular point (i.e. Basher terrain checks) later, there are some differences here that are particularly interesting, especially when it comes to bashing towards steel, and Builder bridges in general.

10. Bashers and Miners - The "First Swing" Bonus

In SuperLemmini, Bashers and Miners are capable of taking out 1px worth of terrain from behind them on the first swing, thus:


Click the image to see a video of this in action

Whereas, NeoLemmix Bashers and Miners only destroy terrain ahead of them:


Click the image to see a video of this in action

Depending on how you look at it, this is either a bug or a bonus. I'd say it's a bonus, since both the Basher and the Miner animations start with a "backswing", so in many ways, it makes sense that they would affect whatever terrain is immediately behind them as well.

11. When using the Blocker-turning trick on a Builder, the bridge doesn't always fully connect

In Superlemmini, if you position the "blocker turns builder" trick just right (or wrong, depending on perspective/situation), it can turn the builder in such a way that the other lemmings won't be able to follow the builder. This makes it a useful worker separation/crowd-control tactic, albeit one which requires the use of an extra Builder to free the crowd.

In NeoLemmix, the bridge always connects fully at the point that the Builder is turned, and therefore requires the use of a destructive skill or another Blocker to stop the crowd from following the worker.



Thanks to Turrican and ericderkovits for supplying images, replays and videos.
#273
Lix Main / Option to increase cursor size
December 27, 2020, 05:08:47 AM
It's in the title. I tried simply resizing the "mouse.png" graphic by 200%, and it worked, but displayed all related images simultaneously rather than just the cursor, i.e:

#274
I've been spending a lot of time recently playing through first ranks of packs, in order to research what makes a "good easy level".

As a designer, I often find it more of a challenge to create accessible, playable and interesting easy levels than difficult, well-backroute-proofed puzzles. The latter is a case of making sure that the solution to a particular map is the only one possible, which can be tricky, but the former requires arguably a similar level of care towards making sure that the level is light enough on the difficulty without being too trivial.

As the first ranks of the official games, 'Fun' and 'Tame' (from Lemmings and Oh No! More Lemmings respectively) are often compared to one another. The former is lauded for its straightforward presentation of the 8 skills, followed by several challenging maps which encourage the player to think carefully about how to solve the level whilst also providing them with more than enough skills to explore the different possibilities; however, the latter is universally slated as being largely a pointless set of poorly conceived filler levels.

Some may point to the laziness of every level having 20 of every skill, 50 lemmings with only 25 to be saved, release rate always set to 50, and always a 4-minute time limit, which is far more than the level requires. None of these things ever provide the player with a stimulating challenge in any of the 20 levels. Contrast this with the varied time limits, save requirements and release rates of the 'Fun' levels, and you do indeed have a recipe for boredom.

However, I would point to the maps themselves. 20-of-everything levels are not a bad thing, provided the map provides opportunity for exploration, plenty of hazards to overcome, and the necessity to work your way around it carefully. 'Fun' provides many of these, showcasing the ingenuity of the level designers whilst keeping the game interesting and accessible to beginners. Even as a seasoned lemmings player, I still enjoy playing through the 'Fun' levels from time to time, looking for alternative routes and different methods of navigating the map.

Unfortunately, a lot of the 'Tame' maps simply don't provide the same stimulation. Many of them can be solved with no more than 2 or 3 very obvious skill assignments, and I wonder whether they were just hastily thrown together to provide an "easy" rank for a pack which otherwise presents challenges way beyond that of original Lemmings, or whether the intention was to provide the player with an opportunity to just play around with the skills and see what they do.

If the former, then that would of course account for the generally low quality of the levels, but - if the latter, then there are definitely ways these levels could have fulfilled that intention, if the maps themselves had presented the player with a significant enough challenge.
#275
Just wondering if any SL users have ever encountered this when working with custom styles.

So, I've created a PNG with a transparent background:



When I use this image to create a level in the editor, the transparent part appears black, covering any terrain behind it:



Bizarrely, SuperLemmini recognises it as transparent:



Anyone know what's going on here and how to fix it? It just makes building levels with this style that bit more cumbersome.

Any suggestions welcome!
#276
I'm wondering if it might be possible to make it so that if you right-click on a skill in the panel, it shows how many you've used so far. Maybe the number could be shown in a different colour to help differentiate it.

Left or right-clicking the skill afterwards could return it to default view.


See Reply #2 for current version of this suggestion
#277
Since I first joined the Forums as a SuperLemmini user, I've had an opportunity to become familiar with (and an extensive user of) NeoLemmix and Lix as well. Existing as lovingly designed and maintained engines for playing Lemmings games on a modern PC, these three engines all have something to offer which is unique to them, and however you like to enjoy Lemmings, it's worth giving them all a try.

I've decided to write a review of each, highlighting what I believe to be the pros and cons. This post therefore reflects my own opinion, but will hopefully help new forum users to find a particular version that will best suit their current preferences, and maybe even discover something new as well.

It's possible to enjoy the game on multiple platforms, and I would personally recommend doing so in order to keep your general Lemmings-playing skills as sharp and versatile as possible!

NeoLemmix


NeoLemmix

NeoLemmix is a forward-thinking, feature-rich and popular platform. It is widely regarded as one of the best ways to enjoy the game on a modern PC. It features its own dedicated level editor, a wide array of helper tools, and extensive customisation options, all of which make it a facile and versatile engine with which to enjoy creating, sharing, and solving puzzles. This one is a must-have for any Lemmings fan!

NeoLemmix is developed and maintained by namida, an active community member who responds directly to feedback and implements suggestions where appropriate and agreed by the community.

Pros:

  • Extensive and freely-available library of custom content, created and maintained by the Lemmings Forums Community
  • Platform-specific Editor, allowing the player to create and share their own levels, packs, and graphics style sets. The NeoLemmix Player also allows customisation of everything about your pack from the levels themselves, to the logo and scroller text displayed in the menu
  • An exciting array of objects including the standard Traps, Water and One-way Walls and extending to Teleporters, Updrafts, Lockable Exits, Zombie Lemmings, and more
  • 19 Skills to choose from including the classic 8 and featuring Jumpers, Swimmers, Platformers (which build horizontally), Fencers (which mine diagonally upwards), and more
  • Comprehensive replay features, including fine editing of replays in-game and "Insert Mode", which allows the player to perform actions and assignments alongside those already existing in the replay. Replays can also be saved and shared
  • Fully customisable Hotkey/Mouse commands
  • Advanced (and optional) player-assist tools, including Forwards/backwards Framestepping, Skill Preview Shadows, Skill Queueing, Splat-height Ruler, Direction-select and Clear Physics Mode
  • Player records displayed for each level
  • Customisable in-game graphics, including Cursor and Panel
  • Low and High-resolution modes (only affects graphics - physics is always Low-res)
  • High Quality Minimap
  • A range of options to suit the Player to your preferences
  • Optional online features to keep graphics style sets up to date
  • Free and open-source

Cons:
  • It's a very complex and nuanced engine which takes considerable time to get used to (it's worth it, though!)
  • Frequent updates, whilst good for keeping the engine maintained and adding requested features, must be performed manually and can be a chore to keep up with (again, it's worth it!)
  • Its focus on innovation rather than nostalgia can be off-putting for some
  • No option for Timed Bombers
  • No multiplayer
  • Windows-only native compatibility (can run on Linux and Mac via WINE, an open-source Windows Compatibility Layer)

Latest version available here.

SuperLemmini


SuperLemmini

SuperLemmini presents an old-school, familiar version of Lemmings modelled closely after the Amiga version whilst implementing the lush, high-resolution Lemmings for Windows '95 graphic sets. Its emphasis on original-game nostalgia combined with its implementation of more modern features makes it an attractive option for those looking for a simpler way to enjoy the game.

SuperLemmini is developed and maintained by Tsyu, an active community member who responds directly to feedback and implements suggestions where appropriate and agreed by the community.

Pros:

  • Freely-available library of custom content, created and maintained by the Lemmings Forums Community
  • Modelled after the Amiga version, whilst adding Fast-Forward and Restart buttons and upgrading the graphics
  • Represents original-game nostalgia, keeping to just the original 8 skills and a familiar, execution-focused gameplay style
  • Replays can be saved and shared
  • Simple, attractive and intuitive user interface
  • The SUPERLEMMING level works at its intended speed!
  • Optional player-assist tools, including Forwards Framestepping, Direction-select and Assign-Whilst-Paused
  • Player records displayed for each level
  • Customisable in-game graphics, including Cursor and Panel
  • High-resolution graphics and physics
  • Cross-platform (compatible with any OS that can run Java RE)
  • Free and open-source

Cons:
  • No platform-specific level Editor, so level creators must use a defunct NeoLemmix Editor which can be very clunky and unintuitive, and is no longer actively maintained
  • Tsyu is not regularly maintaining the platform at present, and only makes sporadic updates and appearances on the Forums
  • Limited range of options (although the important stuff is all there)
  • No option for Timed Bombers (although Tsyu plans to re-introduce this feature in a future update) - SuperLemminiToo adds an option to play with Timed Bombers enabled
  • Hotkeys are non-customisable (although Tsyu plans to introduce this feature in a future update)
  • A copy of Lemmings for Windows '95 is required from which to extract the resources - you can get it here. - SuperLemminiToo removes the need to extract WinLemm resources
  • No multiplayer

Latest version available here.
SuperLemminiToo is strongly recommended as a recent alternative, at least until original SuperLemmini is updated

Lix


Lix

Lix is a modern and attractive Lemmings-style game featuring new characters, the Lix, providing the game with an interesting new flavour. Its built-in Editor and Online Multiplayer support make it an ideal option for those wanting to play with others directly, or enjoy creating their own levels.

Lix is developed and maintained by Simon, an active community member who responds directly to feedback and implements suggestions where appropriate and agreed by the community.

Pros:

  • Freely-available library of custom content, created and maintained by the Lemmings Forums Community
  • Built-in Editor, allowing the player to create and share their own levels, packs, and graphics style sets
  • Online Multiplayer mode, upon which members of the community regularly schedule play sessions
  • 14 Skills to choose from - some familiar, some new and exclusive to Lix
  • Comprehesive replay features, including fine editing of replays in-game and "Replay Tweaker", which allows the player to perform actions and assignments alongside those already existing in the replay. Replays can also be saved and shared
  • Fully customisable Hotkey/Mouse commands
  • Optional player-assist tools, including Forwards/backwards Framestepping, Skill Queueing, Splat-height Ruler and Direction-select
  • Customisable in-game graphics, including Cursor and Panel
  • High-resolution physics & graphics
  • A range of options to suit the Player to your preferences
  • Cross-platform (natively compatible with Windows, Linux and Mac)
  • Attractive GUI
  • Free and open-source

Cons:
  • The original Lemmings games are not available for this platform by default
  • The Editor can be somewhat clunky and frustrating to use
  • No option for Timed Bombers
  • No Release Rate control, so this particular strategic tool is missing from the game (there are other ways to regroup the Lix such as using Jumpers and Walkers, but these can be somewhat fiddly)
  • Whilst similar to Lemmings in gameplay style, it's aesthetically different enough that some players may find it too unfamiliar for their liking

Latest version available here.
#278
Lemmini / WINLEMM Resources for SuperLemmini
December 21, 2020, 01:54:52 PM
EDIT: Attachment removed.

Please update your copy of Lemmini/SuperLemmini to RetroLemmini.

It is no longer necessary to extract WINLEMM resources to use this engine.
#279



Lemmings DD is a small "coffee break" remix pack of 32 levels featuring a simulation of the Direct Drop mechanic from Windows Lemmings (and some older ports).

Originally a bug, this mechanic allowed lemmings to be dropped into the exit from directly above - even if it was from an unsurvivable height, as long as the lems landed on the exit's trigger, they would be saved!

NeoLemmix (and indeed various other engines) fixed this bug, of course, but it can be simulated using the updraft objects. Since these make unsurvivable falls survivable, they can be placed above an exit in order to slow the lemming's fall. And, if a lemming lands directly on the exit's trigger from a survivable fall, they will exit "in midair" (i.e. without touching the ground first), thus also simulating the look of a Direct Drop exit as well.

These 32 levels have all been designed to be completed this way, but as with all of my remix packs, there are a few other challenges along the way, and often multiple ways for the levels to be solved.

I'm sure you'll fall for Lemmings DD straightaway, so take a leap of faith, drop in and give it a try! :lemcat:

What's in the attachment:

:lemming: Level pack
:lemming: Full set of solution replays
:lemming: willlem_special style with modified exit & updraft animations
:lemming: Custom menu graphics
:lemming: Custom skill panel graphics
:lemming: Amiga Lemmings music files

To install, simply unzip the folder directly to your NeoLemmix directory.
#280
It's become clear from the recent poll that there is not a lot of interest in high-res mode. From the reasons given, it seems that some people simply prefer low-res, whilst others seem unsure of how to best make use of it, or see it as extra work.

The physics reason remains a fairly compelling one to stick with low-res, but even then I'd assert that it doesn't make a massive amount of difference. I have played in hr mode since its 12.8 inception and have never noticed any problems directly relating to pixel precision during gameplay. In particular, the hr sprites were carefully designed to fit their low-res masks - I should know! ;P

Since there have been other high-res lemmings engines (WinLemm, (Super)Lemmini, Mac, PS2), I'd even go so far as to say that low-res doesn't give a visual tactical advantage either, since the ability to judge things just by looking is based on experience rather than explicit visual information, and most players are likely to have encountered at least one of the aforementioned engines (and thus experienced high-res lemmings at some point). By extension, playing in hr mode for any length of time will allow the player the adjust to the new resolution anyway.

All of this being the case, I'd like to put forward the option for creators to specify a resolution in the level files, meaning that NL will engage high-res whilst playing that level recommend that a particular resolution be used.

If that's not do-able, then how about for packs (this might even be better, since it then wouldn't have to be done for each level individually)?

Designers may spend a lot of time creating high-resolution graphics in order to take advantage of this feature, only to find that the majority of people are playing it in low-res, and thus missing out on their work. If certain levels forced hr mode (and then it reverted to player choice afterwards) specified a recommendation chosen by the designer, then

a) designers would know that their work is being more likely to be viewed and played as intended, and
b) players who normally use low-res mode would be encouraged to appreciate high-res mode occasionally.