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Messages - WillLem

#1
I think go for it!
#2
RetroLemmini no longer requires steel areas. The designated steel pieces from each style are automatically steel as soon as they're added to the level.

It's still possible to disable auto steel and use areas instead, but that's mainly to support existing levels.
#3
Contests / Re: Anyone up for a retrolemmini contest?
November 01, 2026, 03:58:40 PM
I'd be up for that, of course. What sort of contest?
#4
Loap / Re: how do i rotate
October 31, 2026, 04:32:48 AM
Quote from: The64Watcher on October 30, 2026, 11:35:39 PMthis is stupid but im serious

Quote from: The64Watcher on October 30, 2026, 11:39:12 PMnevermind its the ijkl keys for anyone else :forehead:

No question is stupid. If you've been unable to easily identify necessary controls, that's a valid issue and you're right to bring it up.

Glad you managed to find them, and thanks for sharing what you found in case it helps others :)
#5
Site Discussion / Re: Anything Else?
October 31, 2026, 04:27:32 AM
Quote from: The64Watcher on October 30, 2026, 11:12:36 PMAll people talk about is making levels and engine fixes, can we actually talk about lemmings for once?

1) You are free to start a conversation about anything you like (within reason/forum guidelines, obvs).

2) Custom levels is what the vast majority of LF users are interested in. For that, we need regularly-maintained engines and easy ways for people to share and discuss their levels.

3) The next versions of the engines I personally maintain will all have Online Updates, so it'll never be necessary for the end user to re-download and maintain a cumbersome bunch of folders from that point on. If you have an issue with any of the engines or the way they're distributed, by all means post a bug/sug topic so that it can be addressed properly.

4) Criticising others' posts is unlikely to generate positive dialog. But, you do you.
#6
So far I haven't been able to reproduce the misalignment behaviour. Is anyone else experiencing this bug in any of the Editors?
#7
I'm still up for this. Happy to re-arrange it for another time if it means more people can make it. Otherwise, let's just keep the original date :thumbsup:
#8
Since the above screenshots were taken, the icons and info are now dynamically placed depending on:

a) Whether the level has a talisman (and therefore needs the button to be shown)

and

b) Whether the talisman requires additional icons to be shown - e.g. if it's a Max Skill Types talisman, we show the number beside the button:

#9
The Skill Panel will soon have a Talisman button added to it. I have already implemented this in SuperLemmix so people will have a chance to see how it looks and behaves before it gets added to NeoLemmix CE.

Since the button displaces some of the text, and since space is always an issue on the skill panel, we need to do the following:

1) Display the existing panel font smaller and with antialiasing. This includes all custom bitmap-based panel fonts. Here's an example of how it looks in SuperLemmix's Amiga Theme:


Amiga Theme

2) Use a true-type font for the panel text. We can spend some time selecting a few fonts that we think are suitable and then offer them all as options. Here's an example of how it looks in SuperLemmix's regular theme:


SuperLemmix Theme.

Again, we can choose other fonts, this is literally the first one I picked.

3) Make the talisman button optional. With it toggled off, we can continue to display the panel exactly as it is now. With it toggled on, we'll then offer the choice of 'original font' and 'new font' for displaying the text.

This should keep everybody happy, but I would still appreciate people's input on this. I don't want people to just think "oh, it's going to be optional so I don't need to worry about it" - the whole point of Community Edition is that it's developed with as many people's involvement as possible.

This is the time and place to join in the discussion and have your say.
#10
What's wrong with just using "X-traLems" as the title? It ain't broke, don't fix it.
#11
Quote from: JemmingDad on October 21, 2026, 07:41:30 PMIt seems that the whole community here is well ahead of me so I'll not confuse things by sharing 'yet another remake'

All projects, particularly Lemmings-related ones, are more than welcome on the Forums. We'd love to see what you have come up with! :)
#12
See this for an explanation of what MIDI essentially is, why it's different from other audio formats, and why adding support for it isn't as simple as adding the file extension to the existing list.

With that said, you're not the first person to request MIDI support in NeoLemmix and you likely won't be the last. In the linked topic, namida mentions BassMidi as a possible solution for MIDI support in NeoLemmix, and it may be time for someone (me!) to take a look and see if it can be done.

I've added it to the long-term to-do list.
#13
Just had a quick look on Amiga Forever and can confirm that the Basher and Miner both cannot be assigned when the lemming is in direct contact with the steel. I'm not sure of the exact pixel distance, but 8px sounds about right. If the lemming is within that distance from the steel, the skill is not assigned - although we do hear the familiar 'dink' sound even in this case.

A couple of comments though:

1) This is your project, so you don't always have to be 100% faithful to the source material. I would encourage you to do whatever feels right to you as developer of this clone. It can be as unique as you like!

2) We do already have a significant number of clones based on the DOS version, and (afaik) none based on the Amiga version. I'd encourage you to use the Amiga panel graphics and general color palette rather than DOS's yucky yellow skill panel and plain black background. It would make for a good USP for your clone! ;)

Also, welcome to the Forums! :)
#14
The misalignment I'm not sure about, the green is when you have Highlight Grouped Pieces checked, as Gui said.

Please can you send me a copy of the level and I'll see if I can figure out what's going wrong.
#15
Lemmini / Re: [RELEASE] RetroLemmini 4.0
October 18, 2026, 09:27:01 AM
Version 4.0 Update

A small but very significant update. Styles are now handled differently so that they are smaller and easier to maintain.

If you're using an earlier version of RetroLemmini, it's strongly recommended that you update to Version 4.0.

Here's what's new!

:lemming: Style Handling

• Objects no longer need to have a separate 'om_' image with the trigger rectangle. Instead, we use maskX, maskX, maskWidth and maskHeight in the style's .ini to set the trigger rectangles.
• If you're a style creator, you can use the Editor's trigger area rendering capability (go to View > Show/Hide Triggers) to make sure you've set the correct values.
• Objects are now named 'stylename_o_n' instead of 'stylenameo_n'. This is so that styles can have names ending in 'o' without potentially causing problems.
• All included styles have been updated to this system - levels and replays are unaffected.

:lemming: Force Fields

• It's no longer possible to Rotate/Flip/Invert Force Field objects. This is to keep the graphics consistent with the physics.

:lemming: Entrance Hatches

• Under the new style handling system (see above), lemming spawn points are now set by the maskX and maskY values for entrance hatch objects. The spawn point is shown both in the Editor and in the updated Debug mode.
• It's no longer possible to Rotate entrance hatches (they can still be Flipped/Inverted!). If any existing levels use rotated hatches, I'm happy to add a new rotated hatch object to the 'special' style.

:lemming: Up/Down One-Way_Arrows

• Upwards and Downwards-facing One-Way_Arrows have been added to all OG styles courtesy of EricDerkovits. Some of the images need to be upscaled to hi-res, which will be done over the next few weeks. You can keep the styles up to date by going to 'Help > Update Styles'.

:lemming: More Java Exception Eliminations!

• When a level doesn't load, we now show exactly which resource is missing that's causing it not to load.
• The lack of a second value in the 'sound' section of a triggered object's .ini entry is now tolerated by being defaulted to 1 (so, the sound will play on the first frame of the animation unless another frame is specified) - see this topic for details.
• Improved error messages for missing resources.

:lemming: Debug Mode

• Object trigger areas are now shown when in Debug mode. Please note - this should not be routinely used when playing levels as levels cannot be legitimately counted as 'solved' in Debug mode; the feature is intended for use when creating and maintaining levels and/or styles. I may consider adding this as its own feature (a 'Physics View' similar to the one in NeoLemmix), but there would have to be a lot of vocal support for this from RetroLemmini users; I'd very much prefer to keep it as a Debug-only feature.
• The panel info layout is improved and now shows object type when mousing over an object.

:lemming: UI/Bugfixes

• The browser now always opens at the 'levels' folder when adding an External level.

See also - RL Editor release topic for the latest version of the dedicated RetroLemmini Level Editor.
N.B. - You must update to Editor 2.1 for cross-compatibility with RetroLemmini 4.0 - a copy of the Editor is included when downloading the RetroLemmini update to ensure that you're good to go.


Get the latest version of RetroLemmini here.