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Messages - Guigui

#1
In the file menu, is it possible to add an 'open recent' rolling menu with sometimes like the ten last levels worked on ?

All editors I use outside NL have this handy option, and I miss it here.
#2
This sounds fine for a try.

Another suggestion for keeping or erasing replay may be to use the popup already existing when closing a level within the editor.
Instead of asking to save the level, ask if save level+replay, save level only, or save none.

Also is the auto_playtest folder inside the replay folder or in the main directory ? Inside replay folder would make things cleaner.

Finally on a side note I'm wondering where are the current replays stored ? When the playtest is done it simply disappear as far as I know.
#3
Oh yes, clear the replays only when the editor is closed looks like the best option.

Also giving the option to choose whether to keep or delete works for flexibility and user comfort.
#4
I think save and load replay in any case. The main aim is to not have to replay the level up to the point where modifications have been made, so no problem if previous play was not a solve.

As for keeping a single replay or a full set, I still think a single would be enough.
If I want to make a solution folder, I can make the effort to click the 'save replay' button, and store the replays where I want to keep them.
#5
After playtest, I can say that the level has some interesting twist in it. It has a regular solution which is quite open-ended, and three talismans which makes it almost 4 levels in one.

Bronze talisman is a neat solution that took me too much time to find.
Silver talisman is a strict timer one, it has at least 2 solutions and is not that hard.
Gold talisman has a more lenient timer but requires using more parts of the level, I found a neat solution too which requires using those blockers effectively, there are certainly other ones as UGO said mine was not exactly intended.

In the end it is a pleasant level with many things to think about, good job for a first try  :thumbsup:
#6
I think namida's suggestion would mean there is a replay file saved somewhere for each level created with the editor.

Actually I do not think this is necessary. The main idea was to have the replay loaded when one quits playtesting a level, makes some changes in the editor, and then comes back playtesting the level again.

This is just to spare the time of playing the level again and again when spending a long time creating it. But I see no need to have a replay autoloaded when I edit a level I worked on some days/months/years ago.

So yes, I think a single .nxrp file which vanishes whenever I close the editor or load another level is enough for my needs ; that is unless another level designer thinks otherwise.
#7
I also use LMB to 1 frame skip a lot. I even set RMB to 1 frame back skip.

Now that I come to think of it, the clash for LMB is actually triple : cut replay, skip, assign.
I switch to hotkey for skip only when I want the cursor to be over a lemming during the skip, so this does not clash with assign.
I only see the replay as a mean to get faster to a certain point in the level to try something else after I cut it. In this sense the replay cut is a point of no return after which I take back the control of the level.
Insert replay changes a lot of things in that regards, but I'm willing to try it.


I fear how beginners will understand his though.
Every single new player I know, me included, had a hard time understanding the replay idea where getting back in time does not forget the future.
Now we add another layer where taking back the control of the level by playing it via assignment does not forget the future either. An example of how this may be very hard to understand :
- this obstacle may be handled with either a bomber, or a builder.
- lets try the bomber. ... Well this was not such a good idea.
- rewind, it is handy instead or restart all, thanks, and try the builder.
- skip the builder animation, it is handy thanks.
- what ?? I end up with an already destroyed bridge and I have lost a lemming ??

This is very weird when you think of it this way, fear this may unsettle newcomers.
#8
Your method of implementations sounds good.

I would add : delete temporary replay file when the editor is closed, or when a new level is loaded within the editor.
This way you always create a single temp replay file which vanishes when you end your work session with the current level.

With this method, you do not have a replay auto-loaded when you start working on another level. But this is not a problem imo, because then you do not have your intended solution (or close) autoloaded when you start working on this level, instead you have a fresh start and this helps tracking backroutes.
#9
Congratulations to the winners !

This was nice competing with you and watching Simon streams.
Hope to meet you again next year.
#10
My 2 cents.

Replay annoyed me the first week I spent with the game.
Then I understood how it works and use it at all the time.

Never tried insert replay though, mainly because I do not even know how to trigger it. Also I have trouble imagining how inserting an assignation may not break the rest of the coming replay. Though about this point I trust everyone saying this is actually useful, so I plan on trying it when I finally find how to trigger it !

Finally I am very used to airclick for replay cancel and never use anything else, please do not remove it.

On another note, sorry if it is not the right place to mention it, I'd appreciate if replay carries when using the editor.
To be clearer : create a level, playtest it, exit to editor to make changes, play test the level again and find your previous replay ready for you.
#11
Lemmings Main / Re: Hi, my name is …
July 22, 2026, 11:50:28 AM
Welcome aboard VorticonCmdr.

We'll be glad to discuss any lemmings stuffs with you, be welcome to share your experience with the games.
#12
Quick thoughts that come to mind.

Is no time limit better than infinite time ?

The color for spawn inter is a bit too flashy, it makes this info stand out too much.

I'll leave the capitalization to English expert, but also asks the question of spacing around the : character.
In France it is one space before and space after.
Author : Anonymous

The flashy color can actually be used for the time limit when there is one, because this info should stand out.
#13
Quote from: IchoTolot on July 07, 2026, 07:17:16 PMI thought a bit about the main 5 difficulty ranks, how do people feel about:

Belonging → Detachment → Withdrawal → Alienation → Isolation

The thrid step I found difficult.
I also thought about "Disconnection", "Estrangement" and "Apathy".
The first 2 are a bit close to the other words though and I think slightly prefer "Withdrawal" to "Apathy".

I'm not sure the successive ranks are supposed to show the path of increasing detachment ?
If yes, then I'd say the first step Belonging → Detachment is a bit brutal, whereas all the other steps show increasing degrees of detachment, this one shows two opposite words.
Maybe change belonging for a slighter form of detachment, or add an intermediate ?

Apart from that words sounds fine, and I'm still not sure I get the meanings right.


#14
I think it'd be better to continue the discussion on the 5 levels demo in the correct thread.

Quote from: HPWsoft on July 01, 2026, 04:56:37 AMFor Fizzles, I still want to keep the core direction mobile-first and more real-time than NeoLemmix. I do not currently plan to make paused skill assignment part of the main gameplay, because that would change the feel of the levels quite a lot.

But your concern about the moving skill popup is very valid. If later levels offer four or five possible skills at once, clicking the correct icon above a moving Fizzle could become too fiddly, especially on touch devices. That is something I need to handle carefully.

Possible solutions could be larger skill buttons, a more stable popup position, better spacing, limiting the number of visible choices depending on context, or another mobile-friendly selection layout. The goal should not be to make players fight the interface. If a level is difficult, it should be difficult because of the puzzle decision, not because the correct icon is hard to tap.

So I will keep the pause design as a separate question, but I fully agree that the skill selection UI must stay readable and reliable once more abilities are available.


Another solution to make assigning skills easier may be to allow to assign skills from the non-moving bottom skill bar in addition to the popup above fizzle ?
Select a (moving) fizzle, have the (non moving) bottom bar highlight which skills are currently available to that fizzle, click on the bottom bar to assign skill to the selected lemmings.
This could be a flow different from Lemmings and not too prone to wrong assignements.
#15
Curious to know if Ichotolot got intended solution on DECIMATION ?

At least curious to know if the left exit is used at any point during the level ?