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Messages - WillLem

#1
Sorry to hear this will be your last post. I'd be happy to investigate your idea further alongside you if you wish to continue with it.

No worries if not, thanks again for contributing something worthwhile to the Forums!
#2
Lemmings Main / Re: Farewell lemmings fan.
Today at 12:40:14 AM
Very sad to see you go heart66, your input has been very welcome here on the Forums. I do hope you change your mind, but if not then farewell and best wishes! :lemcat:
#3
Lemmini / Re: Menu bar theme & icons
June 29, 2026, 12:55:29 AM
@Zanzindorf

The next version of RetroLemmini has a batch replay checker (similar to NeoLemmix's mass replay check). I've added a menu item for it, and was thinking the icon could be a red builder rucksack.

I've attached a prototype that would be usable, but this would definitely benefit from your rendering skills.

If you'd like to have a go at this, or if you have any other icon ideas for a batch replay checker, your input will be most welcome.

#4
I can sympathise. I wish I'd discovered programming in my 20s rather than late 30s, but those years were spent trying to make it as a musician. No regrets of course, as it was a fantastic experience and I was very lucky to have the opportunity to develop my musical skills at a young age - it's probably made learning programming a bit easier in some ways.

In all honesty: mouse, keyboard and a monitor is the best way to play lemmings. I've tried other ways (including on a mobile device) and none of them provide anywhere near as good a player experience. Knowing this, it's difficult to find the motivation to develop a mobile-based version.

With that said, if you did want to take a look at it with me at some point, I'd be open to exploring the possibilities. The RetroLemmini source code is here.
#5
Quote from: namida on June 24, 2026, 01:48:20 AMI think that animation would look a lot better if some horizontal movement was applied to offset the appearance of it moving backwards/forwards as it rises/falls.



Better?

Quote from: Simon on June 24, 2026, 06:48:02 AMThe bubble trap is still flashy, all blades light up at the same time. How will it look when you make the blades light up one after another, with the leftmost blade first and the frontal needle last?

Good shout, here it is:



This version is the best so far IMO.

I've attached these revisions to this post.

#6
Quote from: Simon on June 28, 2026, 12:07:01 AMDitch the option and instead make "cycling" a keyword that can appear directly in the CPM color config file ... You can print comments into the file to explain "cycling".

This is a good idea. The bool option does seem a bit wonky as it's unclear exactly what will cycle when the option is on.

Should all elements be allowed to cycle (Gadgets, Lemmings, Triggers, etc)?

Quote from: Simon on June 28, 2026, 12:07:01 AMIf you keep the bool option nonetheless, consider to default it to no color-cycling.

OK, if we keep the option let's toggle it off by default. I probably prefer your idea of keeping all CPM color concerns to the .nxmi though; let's focus on that going forward.

Quote from: Simon on June 28, 2026, 12:07:01 AMI still think that the CPM color config file should go into user/.

Agreed, this does make the most sense.

Quote from: Simon on June 28, 2026, 12:07:01 AMShould I make 3 fresh topics for these 3 sub-issues (default colors, how to choose cycling, location of the config file)?

No need, this topic is sufficient for all concerns. I've downgraded the status of this topic from [✓] (resolved) to [+] (in progress).
#7
Lemmings Main / Re: Lemmings Forever Research
June 28, 2026, 08:13:05 PM
Quote from: Guigui on June 23, 2026, 06:53:46 AMThe famous era where everything had to turn to 3d.
Responsible for lemmings' loss of interest to many people ?

It's certainly possible that Lemmings as a concept didn't quite gel with the 'let's make everything 3D' era of gaming. L3D itself never really took off, but that could be more because it was woefully underdeveloped.

More recently, there is a move back towards 2D in many games (Celeste, Deltarune, Baba Is You) and they're all the better for it. Lemmings might see a mainstream resurgence in the next decade or so, or perhaps games similar to it. There are clearly developers still interested in making Lemmings clones.
#8
Probably, but the amount of work required to make this happen isn't something I'd want to take on myself without a significant amount of help.
#9
Quote from: darkshoxx on June 28, 2026, 08:35:19 AMJust gave it a go and I'm really interested in the playback mode feature. I can't quite get it to work sadly. EDIT: Got it to work.

Glad to know that you got it working. What issues did you encounter at first? Maybe it's something that needs fixing engine-side.

Quote from: darkshoxx on June 28, 2026, 08:35:19 AM@Simon @WillLem @IchoTolot
Any levels you particularly liked that you've seen or made?

I'm probably not the best person to ask about levels, but for speedrunning I'd posit that the more skills a level has available the better, because there are more possibilities to carve out the most optimal route.

So, look for levels which provide X-of-each where X is at least 5. Those are likely to be good for speedrunning. I'll aim to find you some examples later, and will see if I can find the replays you requested. I'm afk at the moment (on mobile).
#10
Other players than myself are probably better off picking levels as my taste in levels is not the most popular!

All I would request is that you consider using NeoLemmix Community Edition for your showcase, as this would be a great opportunity to present/test some of the upgraded UI features (many of which I imagine would be particularly useful for speedrunning*), and potentially expand the player base.

Best of luck with the showcase, I look forward to watching your runs!

Will :lemcat:

*Some examples:

• Mouse wheel framestepping
• Panel button specific hotkeys
• Nudge viewport hotkeys
#11
Lemmini / Re: [RELEASE] RetroLemmini 3.1
June 25, 2026, 12:23:19 AM
Version 3.1.1 hotfix update

Releasing this one quickly as it involves a user data preservation fix.

Here's what's changed:

:lemming: Bugfix - Past replays (those created pre-3.1) involving Bombers no longer crash the game

:lemming: Added a Special Thanks section to the 'About' window to credit anyone who's helped make RetroLemmini what it is today :lemcat:

A reminder of what's new as of 3.0.


Get the latest version here.

#12
I can see this from both UGO's and Proxima's point of view here.

There is probably no harm in the talisman existing, and it would be an easy way for UGO to get exactly what he wants whilst also providing puzzle potential for other levels beyond UGO's.

One example would be a level such as Tightrope City with a "use the Cloner" talisman and no Blockers available. Wherever the Cloner is assigned, they will walk in the opposite direction. It then becomes necessary to find a way to turn them around. Yes, you could simply provide a Cloner and make a talisman for "save SR + 1", but "use the Cloner" arguably presents the same challenge in a more direct way, and presentation is important to some designers (myself included). It's not always desirable to find some clunky workaround when what you want is something elegant and simple.

Then again, NeoLemmix does provide many simple, elegant ways to enforce traversal to a particular part of a level. SuperLemmix even more so, since it has the Collectibles feature (which is arguably the best way for UGO to get what he wants for his specific level).

I'm happy to add this talisman to SuperLemmix to see how it plays out. I'll design a few levels using it myself to see what the possibilities are, and with UGO's permission I'll port his level over and apply the talisman to see if it does indeed get the desired result.

If the talisman is "Use X of [Skill]", I'd suggest an upper limit for X so that it doesn't get ridiculous and trollish ("Use 1000 Builders", for example) - 10 seems good as a limit, can we agree?

I'll also add a "Use All Skills" talisman which will be disallowed (by both Game and Editor) for levels with more than 20 total skills. This number can be tweaked later, it's been chosen purely as something to start from.

UGO: I'll let you know when this is done, and we can try the feature out in SuperLemmix first before putting it forward again for NeoLemmix. If we can provide tangible examples of levels for which the talisman is the best possible way to enforce a particular solution, it's much more likely to be accepted.
#13
Use X of [Skill] could be an interesting talisman in and of itself, without necessarily being a way to enforce traversal to a particular part of the level.

I've always thought that a "Use All Skills" talisman could also be interesting, but there may have to be a limit on the amount of skills available in the level for such a talisman to be applicable.

This one might be something to try out first in SuperLemmix.
#14
Reading back over this topic, I still like the idea of showing the hatch fall distance in CPM but forgot about it due to the focus being mostly on the ruler itself.

So, a hatch fall distance guide will be added in the next update. It's on the to-do list.

Meanwhile, for Climbers' fall distance, my honest view at this point is that it probably isn't worth supporting. Reasons: 1) levels requiring it should be discouraged, and 2) it's a move back towards the confusing multi-ruler scenario that we're trying to avoid.

I'm open to being persuaded that there's good reason to add a second ruler and let it be accessed via Shift + (User's Ruler Hotkey), but in the absence of vocal support for this idea, or any (welcome) alternative suggestions, I'll most likely not bother.
#15
NeoLemmix Editor Version 2.1 Update

A few additional features, tweaks and bugfixes. Here's what's new:

:lemming: Previous/Next Level Buttons
 • Added '<<' and '>>' buttons for navigating between levels in the current directory.

:lemming: Piece Search
 • 'Background' and 'Animation' objects are recognised as 'Decoration'.
 • Bugfix - Removed 'Normalizer' (SuperLemmix object).
 • Bugfix - Removed the 'Perma' prefix from Skill Assigner/Remover.

:lemming: Misc UI
 • 'Random' button is enabled by default.

:lemming: Bugfixes
 • Only ever draw 'Paint' objects on Terrain.



Download the latest version of the NeoLemmix Editor.