Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - WillLem

#1
Quote from: Lucia on June 02, 2026, 12:00:16 PM(my mum went to sleep and did not wake up, I was and still am in shock not thinking clearly).

Sorry to hear about your loss Lucia. I'm sure it's a very difficult time for you right now, best wishes to you and your family.
#2
This was reported by hrb264 on Discord.

It's something we've probably been aware of for a while. Sometimes, if a Blocker is used to turn a Builder, a small unexplained gap is left in the bridge:



This is unrelated to the recent left-facing Builder physics update, and has actually been present in Lemmini forever, but the update has made it easier to spot the bug.

The bug occurs in both directions. What's happening is that the Builder has already laid the brick whilst facing in their original direction, they are then turned by the Blocker mid-animation, and they step up onto nothing to then lay the next brick. The brick actually appears to vanish; this is because the sprite itself is showing a brick having apparently been laid, but it hasn't actually been painted to the level - at least not in the lemming's new direction - so when the sprite resets to frame 0, the brick "vanishes" (or, more accurately, it never actually existed).

The fix is simply to re-draw the step when the lemming turns. Yes, this means that the same step is drawn twice (in both directions), but it matches what's shown in the sprite and significantly increases Builder flexibility, so I'm happy to go ahead with this:



Note that the timing of the Builder's action is unaffected - the step is redrawn as soon as the lemming turns. Existing levels/replays ought not to be affected by this fix unless the buggy behaviour was required as part of the level's solution (e.g. in order to separate a lemming from the crowd). If any level did make use of this glitch though, I'd personally rather not support it in RetroLemmini anyway.

Attached are 2 replays showing the bug happening in both directions (the level is included with RetroLemmini).

Fixed in RLPlayer commit 70d1765.

#3
Lemmini / [DISC] Upcoming feature: Replay Checker
June 03, 2026, 09:18:19 PM
RetroLemmini will (at last!) be getting a replay checker which can run a replay in simulation mode (i.e. no rendering, audio, etc) and determine its result.

I've already begun work on this and it's more or less fully functional (still ironing out some rendering kinks). It currently runs automatically whenever a replay is loaded and displays the result in the window caption. This will be standard behaviour when loading a replay, so that the result is visible without having to watch the entire replay.

The plan is to allow multiple replays to be checked (basically, a Mass Replay Checker similar to NeoLemmix's), but that's a slightly bigger step and I'm looking for feedback on how users would like this feature to operate. Replay renaming is of course on the cards already, but is there anything in particular that would be useful when mass checking replays specifically in RetroLemmini?
#4
OK, support for variable level boundaries has been removed from the Player but retained (for now) in the Editor, just in case we need to do anything with these values later. So, the Player will ignore these values, but they may be useful for helping designers/maintainers to adjust their levels (if at all necessary) following this update.
#5
Let's celebrate another year of Lemmings Forums with a UK meetup! :lemcat:

Anybody is welcome to attend. We just need to set a date (I'd suggest sometime late July / early August) and a place to meet.

Suggested weekend dates: July 18th/19th - July 25th/26th - August 1st/2nd - August 8th/9th

Suggested weekday dates: July 23rd/24th - July 30th/31st - August 6th/7th - August 13th/14th

Suggested locations: Leeds - Blackpool - Whitby - Liverpool

Suggestions for alternative dates/locations are more than welcome at this point, this post is really to gauge interest and get an idea of numbers.
#6
Quote from: namida on May 28, 2026, 10:50:30 PMRather than just disregarding it for existing levels, could they be padded / shrunk accordingly?

Yes, but I see no reason to support this engine-side. It'll be up to level designers/maintainers to manually fix any affected levels, which I imagine will number very few anyway.

If it turns out that there are in fact a large number of affected levels, it may be possible to add Editor-side support, where levels would be automatically resized (and pieces moved) if necessary to accommodate the difference. However, there would have to be more than just a handful of affected levels to make it worth pursuing this.
#7
The next version of RetroLemmini (most likely 3.1) will no longer support variable level boundaries.

It's currently possible to set the boundaries to anything, but the default values are the only ones that actually make sense, at least from an engine maintenance point of view. Allowing them to be set to anything (particularly the top boundary, the physics for which is notoriously difficult to perfect) just causes unnecessary problems.

Furthermore, whilst variable boundaries might be a fun thing to experiment with, it's unlikely to produce any particularly good levels.

So, let's go ahead and set these values to defaults program-wide. Then, I can address the top-of-level physics properly and make sure there isn't anything unintended happening.

This topic is to provide users, creators and maintainers with an opportunity to voice any concerns or add to the discussion at this stage, before the next version is released.

Your silence = this will go ahead as planned, any levels affected by this change will be disregarded.
#8
This bug has brought about the question of whether levels should be able to mess with the level boundaries. Personally, I see no good reason to allow this. It's most likely a hangover from support for some early level format or something, i.e. it seems unlikely to be a desired and intentional physics feature.

I'm tempted to strip variable level boundaries out of the code (the Editor doesn't support it directly anyway), and maintain the default boundaries for all levels. This will make it much easier to then tighten up top-of-level physics.

As it stands for now, I've gone ahead and committed the Builder fix (i.e. Builders now always stop building at Y=8, making it practically impossible for a lemming to reach Y<8), but will soon come back to the top-of-level stuff later, likely in a separate topic.

This one can be considered resolved, then.

Fixed in RLPlayer commit f142f69.
#9
Confirmed.

This is happening because of a clash between these physics rules:

1a) The level must specify a top boundary of 0 or greater, with 8 being the default if none is specified
1b) In the level provided by hrb264 (attached here), the boundary is set to 0, so lems can build all the way to the top of the level
2) If a builder lemming is at or above the top boundary (usually 8, but 0 in this case), they will stop building
3) If a lemming encounters an obstacle that is too tall for them to step onto or their y-position is less than or equal to 8, they turn around - the latter of these conditions is symptomatic, which is the source of this bug

The first and foremost fix is to stop lemmings from building when they reach the default top position. This is easy, and fixes hrb264's example level/replay.

Preventing lemmings from repeatedly turning (which is what traps them at the top of the level if they reach a certain height) is harder: what should the condition be, and how can we make sure the fix doesn't create side effect bugs of its own?

It's too hot to think about this right now. I'll come back to it later.



P.S. I've also attached a level (Top of Level Test) which makes it possible to reproduce the bug:

1) Allow 1 lemming to walk up the stairs (contain the others with Blockers). They will turn around before reaching the thin platform and begin to walk back down the stairs
2) From the stairs, have them build up to the platform. The platform will stop them, they will turn around, step into the thin platform, and continuously turn around

If we can prevent this, the bug will be fixed for all levels, regardless of any other factors.

#10
1.1.1 Hotfix Update

A fairly important bugfix. Seemed worth releasing this ASAP as it involves user content support.

:lemming: Bugfix - Graphics can once again be user-customised by replacing the image in the file system. Please note - if you are running CE from within a NeoLemmix 12.14 directory, it's necessary to add a "ce-" prefix to the image filename (if running from native CE directory, the prefix is already added).



If you already have CE 1.1 and don't want to download everything again, simply drop the attached .exe into your existing directory. Otherwise, download 1.1.1 as normal from here:

Get the latest version here.

#11
Site Discussion / Re: Lemojis!
May 13, 2026, 02:05:30 PM
Quote from: Simon on May 12, 2026, 08:17:40 AMI had no time for the tedious manual work in a single session.

I'm happy to help with this. If you show me how to do one, I'll do the rest.
#12
Quote from: mobius on April 28, 2026, 12:35:48 AM-Perhaps we should alter the title of "we go separate ways" [originally Dangerzone] as it might spoil the solution for some.

I'd suggest going with "Gotta Save 'Em All", a title from a now unused RotL level. If it's a 100% save requirement level, this might be the perfect time to use it.
#13
NeoLemmix CE 1.1 Update

OK, it's probably as good a time as any to finally get CE 1.1 released!

Here's what's new:

:lemming: Skill Panel

• Updated Save Count;
  • There are now 2 options, count down from SR, and count up from 0
  • If counting down from SR, once 0 is reached, show "+ n" normally, and total saved on mouseover
  • If counting up from 0, show {SR - saved} on mouseover, and total saved normally

• Added checkmark to Exit flag for when SR is met

• Added '+' character to panel font

• Replay "R" is now clickable to cancel the replay (including during Replay Insert mode)

• Added (optional) mouseover hints to all skill panel buttons

• Lemming counts are capped at '999' ('-99' for negative numbers) across the panel to avoid visual bugs when the lem count exceeds this number

• We now show Skill Count + Type in panel when cursor is over a Pickup (e.g. 3 BUILDERS)


:lemming: Level Select Menu

• Added Playback Mode button; this can auto-play an entire folder of replays for a selected levelpack, with various playback options

• Updated Replay Renamer (now known as Replay Manager) to include additional replay renaming options (including the ability to append the pass/fail result of each replay) when performing a Mass Replay Check

• Added Reset All Progress button, which resets all progress for a selected level/group/pack


:lemming: .nxrp Windows-File-Association

• .nxrp replay files can now be associated with NeoLemmix CE. When associated, clicking one will open NeoLemmix CE and load the level & replay, ready to be played back immediately!


:lemming: Hotkeys/Controls

• Added a Skill Button hotkey, which allows the user to map hotkeys to skill buttons 1-10 (regardless of which skill is assigned to each button)

• Added Nudge Viewport (Minimap) Up/Down/Left/Right hotkeys, with fully customisable pixel amounts for each

• Added an option to use Modifier + Mouse Wheel to framestep forwards/backwards. See this topic for more details

• Added a hotkey which, when pressed, allows the Zoom to cycle continuously rather than stopping at Min/Max. See this topic for more details


:lemming: Same-Lemming Assignment Overwrite in Replay Insert Mode - see this topic for more details

• Added an option to allow overwriting to same-lemming when in Replay Insert Mode
• For now, we assume that the player wants to erase all future assignments to the currently-selected lemming (this may be amended later depending on user feedback)
• When future assignments will be cut from the replay, a message is shown in the cursor info display


:lemming: Other Features/Bugfixes

• Full cross-compatibility with NeoLemmix 12.14 directories is now assured; CE-specific resources are embedded into the .exe so that it can be run from a NeoLemmix 12.14 directory, missing Sleeper sprites are handled gracefully, and NLCE recognises "replays" and "Replay" folders, as well as "sounds" and "sound" folders

• Physics masks are now baked into the .exe (they are also available in gfx for visibility purposes, but are only read from the .exe)

• Pickup numbers ar no longer displayed after a pickup has been collected (mousing over it still shows amount + type)

• Pickup image size can now be specified in the object's .nxmo (if necessary). Default values are used if no value is given in the .nxmo

• Added Yippee / Boing exit sound option

• If time is up and a lem is mid-exit animation, they transition to Sleeper

• Projection shadows now take skill assigners/removers into account

• Projection shadows are halted if the simulated lem reaches the top of the level (fixes this bug)

• Talisman buttons once again display correctly on Preview/Postview

• Resetting Talismans (from Level Select menu) now resets the Talisman button/tree node image correctly

• Removed support for NeoLemmix147Settings

• Reworded "Hide" options to "Show" and inverted bool. Existing settings are preserved

• Default window size now allows 2x Skill Panel zoom when in hi-res

• All dropdowns in all menus now use the full height of the form

• Removed "Minimal" hotkey layout and replaced with "Advanced"

• Classic Lemmings 'hobo' font is embedded into the .exe for program-wide use

• Improved text spacing on Postview screen


:lemming: Styles Updates

• Added xmas style Sleeper sprite

• Crystal trap_03 has been fixed

• Secondary animations for Bubble, Rock and Crystal traps have been updated (see this topic for more details)



Get the latest version here.
#14
OK, I'm going ahead and marking this one as resolved for now. The feature is present in CE 1.1; we can make tweaks depending on user feedback, and of course Simon is welcome to suggest further refinements if necessary.
#15
Challenges / Re: [Challenge] Lemmings 900
May 08, 2026, 12:16:46 AM
I'll start this challenge off with Lemmings (1991) played in NeoLemmix CE 1.1-RC1. I'll start at Fun 1 and take on every level until the timer runs out.

Here are the results!

Results
Fun

1 10
2 10
3 47
4 10
5 50
6 48
7 50
8 99
9 100
10 20
11 59
12 78
13 20
14 79
15 99
16 62
17 38
18 65
19 99
20 50
21 99
22 100
23 79
24 30
25 100
26 0 (skipped)
27 41
28 99
29 98
30 60

Tricky

1 99
2 40
3 98
4 99
5 100
6 5
7 73

Grand Total: 2,313


I skipped Fun 26 as there are only 2 lemmings available. I should also have skipped Tricky 6 for similar reason. The WAFD levels are also suboptimal for time:lemmings, so these could be skipped. I'll probably revisit this at some point soon and go for a more optimal run.