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Messages - WillLem

#1
Site Discussion / Re: Lemojis!
Today at 07:12:01 PM
Here's some better versions of :geek:

Both have bolder glasses than the original. geek2.png gives the lenses a blue tint (inspired by Velma from Scooby Doo).

I stand by my original versions of :shrug:, both animated and non-animated.
#2
This is coming along nicely. Improved the interface a bit and added support for steel areas, level speed (superlemming, etc) and calculating piece position offsets for transparent edge pixels.

We now also write the .nxlv level ID and version into the .ini file for reference.

Still need to incorporate individual piece flags, but that should be fairly straightforward. Also need to make sure that the offsets are calculated and written into the table with every session, in case pieces are updated.

Preview

NOTE: Piece linking is remembered between sessions on a per-ini-style basis, so once a piece has been linked for a target style, it never needs to be linked again. The translation tables are stored in SLXEditorTranslationTables.ini. This file will be provided fully populated with all OG style translation tables (for Crystal, Fire, Marble, etc). Custom styles will need to be linked by the style and/or level author, but - again - this should only need to be done once.
#3
RetroLemmini 2.4 addendum

Fixed 2 holiday levels (thanks to ericderkovits for spotting these errors). If you already downloaded 2.4, here they are (just drop them into resources\levels\4_xmas). Otherwise, go ahead and update to 2.4 as normal.

#4
EDIT: Download link fixed!

WillLem's Xmas SUPERLEMMINGS has now been updated to v1.02 following the release of RetroLemmini 2.4, which includes updates to the xmas style. You can get the latest version of the pack here

Please note that, as of this update, the pack requires RetroLemmini 2.4 or later to run. Compatibility with an earlier version of RetroLemmini or (Super)Lemmini(Too) cannot be guaranteed. Replays made with earlier versions may also not be compatible.

So, fire it up and enjoy it as a fresh new treat for Holidays 2025!
#5
Site Discussion / Re: Lemojis!
December 06, 2025, 11:55:54 PM
Mine or Silken's is fine. Let's try and get those :geek: and :shrug: emojis included as well.
#6
Site Discussion / Re: Lemojis!
December 06, 2025, 01:54:15 AM
Another Lemoji suggestion (see attached) - :xmas:

Also, a reminder about :shrug: and :geek: (quick link).
#7
Version 2.4 update:

A little earlier than planned, here's 2.4 which addresses a couple of glaring UI bugs, and ensures that the Holiday levels are fully updated in plenty of time for Christmas!

:lemming: Holiday Levels

• The exit has been corrected in all levels; previously, the top part of the Christmas pudding was 4px lower than it should have been, leading to misaligned candles. The exit is now a single image in the xmas style, so all exits now appear as they should (and, are correctly positioned following the update!).

• All holiday levels have new music! There are now 8 tracks in total.

• Blizzard 3 Check Your Hints! now has fake exits, as per the original level.
Hints!
The real exit is the middle one (7th from either left or right)!

:lemming: Styles

• Composited all split image objects (all exits, Rock chameleon trap, etc.) into a single image. Where possible (for backwards compatibility), the original image has been replaced. In all other cases, it's been added to the style as an additional image.

• Added additional pieces to all OG styles in preparation for cross-compatibility with NeoLemmix/SuperLemmix styles.

• Updated Xmas Floater sprite - the umbrella is now themed on a Christmas tree, complete with twinkling lights!

:lemming: UI Features

• Bugfix - "Time taken" and "skills used" stats are no longer displayed on the debriefing (postview) screen if the level was not solved; this prevents a visual glitch which caused these values to be displayed as nonsensical strings.

• Bugfix - Missing "floater_lemming.png" image is now included with the download (although, it still isn't actually used anywhere in the menu - suggestions welcome as to a possible use for it!)

A reminder of what's new as of 2.0.



Get the latest version here.

#8
This one took a little bit of tracking down, but it originates from the new "Highlight Erased Pieces" feature, which draws eraser pieces with purple solid fill instead of a transparent overwrite.

The issue is that the rendering was checking the setting byte-by-byte, which is horrendously expensive and causes huge slowdown on any level which contains more than about 10 eraser pieces. The level in question here has many eraser pieces, which has helped to flag up this issue.

The fix is to cache the setting once per rendering cycle, and apply the cached setting. This restores the usual speed and fluidity of rendering, even for levels with many pieces.

Fixed in commit cb0c2e6.
#9
Added xmas style to the styles folder to ensure that the included Holiday levels work. There's no need to increment the SuperLemmix version number, since no changes have been made to the program itself, and the xmas style is available from the main styles download anyway.
#10
Ah, the xmas style was missing from the download. I've now corrected this, but here it is for anyone who already has 2.8.9 and doesn't want to download the full folder again.

(To install, unzip the attachment and add it to the "styles" folder in your SuperLemmix directory).

#11
Please can you PM your copy of userdata to either myself or Namida, and then send it again after the green check marks disappear.
#12
Lemmini / Re: Help With Missing Resources
December 03, 2025, 12:33:52 AM
Quote from: FaeWilds on October 12, 2025, 01:23:08 AMHi,

I'm installing RetroLemmini (2.3) for the very first time and I am getting the error:
Missing resource:  resources/gfx/menu/floater_lemming.png
Checking the install folder, the file is missing and wasn't included in the download here: https://www.lemmingsforums.net/index.php?action=dlattach;attach=23403 . If you copy another png to that path and name it to it it boots.

Very sorry about this. The image isn't actually used in the menu, so it wasn't included. Thanks for flagging it up. I've attached the image to this post.

2.4 is due very soon. I'll triple check to make sure this doesn't happen again!



EDIT: 2.4 is now available. You can get it here.

#13
A step or two closer. We can now preview pieces when building a translation table, and it's possible to add the ID for each piece directly (if known), or by browsing to find the corresponding piece in the RetroLemmini styles folder (directory is remembered for each browse, so the process is fairly quick):

Preview

The next step is to account for transparent pixels at the edge of the linked pieces. We can calculate this and generate an offset value for x, y, flipped x and inverted y. After that it's just making sure piece flags are correct (Erase, No Overwrite, etc).
#14
A dedicated level editor for RetroLemmini may well happen someday (ar, at least, the ability for the current Editor to handle both formats), but for now I've decided to have a go at implementing a simple "Export to INI" tool built-in to the current Editor which spits out a Lemmini-compatible .ini file:

Preview

It's working well so far, just need to finish the translation tables for the default styles (these tables can be built via the GUI so users can add their own styles) and fix up a few other cross-platform quirks and it's ready to go! This means that some* .nxlv levels can now be back-ported to the Lemmini family.

*Those which only use a single Lemmini-compatible style set, only OG skills and objects, and no pre-placed lemmings, zombies, etc. I'll publish a full list once this feature is finished. For now it's still a WIP.
#15
Quote from: namida on November 30, 2025, 01:15:09 AMOne thought that comes to mind is having a "user-gfx" folder, with the same structure. If a file is present in that folder (or the appropriate subfolder) it's used; if not, the default one is used.

The Lemmini family uses this very same system via a "mods" folder. This setup works nicely to preserve user gfx for sure, but it's not without its issues. For example, let's say we needed to add a new icon to levelinfo_icons.png. We can drop the new one into the default location, but if the user has a modded copy in their user-gfx folder, they'll be missing the added icon and might never know.

Having said that, if updates ever went online and were done on a file-by-file basis, I suppose one way around this would be for the engine to detect the presence (or not) of an updated file in the user-gfx directory, and alert the user when they first run the updated program.

In theory, if we wanted to go down this route, is it possible to run a server from a Raspberry Pi 5 just for hosting the necessary files? I have one that I've not really been using much, and it would be fun to learn about file hosting, especially if it might help to make engine updates much easier for everyone.

(Apologies this has gone way off topic btw, please do split this off into its own topic).